BimboMods Posted August 5, 2020 Share Posted August 5, 2020 Hello folks, wanted to share a small project that I've been working on. I've always wanted to start my own settlement in FNV so I decided to make my own mod, My intention is to make it simple with lots of features, growing from one house to a vibrant settlement. So far I've finished the starter quest and player home, imo that was the hardest part.At first you retrieve a lost G.E.C.K by following a very short fully voiced quest line. After that you will find ruins in Elderado Lake (place of the settlement) which you will be able to repair (also upgrade) and enter. Most objects in the house itself are upgrade-able individually through a terminal with a cap requirement, thus giving the player freedom of choice on what to upgrade, ie: the oven but not the fridge.Bedroom before/afterLiving/Work Room before/afterWork Room before/after Now that both the quest and the player home is done, it's time to start with the settlement itself.I was thinking of a simple structure. House>Farm>Store>Saloon>TownHall>Clinic>Barracks>Hotel/Casino>RadioTowerWalls/Gate,Roads,SolarPower, etc.. Those would be the main buildings, each offering services or rent. ie: Clinic will heal you for free and Saloon will give you weekly rent Most buildings will be upgrade-able yielding better services or rent, and of course to look better and hold more settlers. PM me if you have a suggestion or want to help speed this up by testing.Cheers Link to comment Share on other sites More sharing options...
JimboUK Posted August 5, 2020 Share Posted August 5, 2020 Looks good, there might be a problem though, it looks like it'll conflict with Monster Wars which spawns a ton of enemies there. https://www.nexusmods.com/newvegas/mods/49331 Link to comment Share on other sites More sharing options...
BimboMods Posted August 6, 2020 Author Share Posted August 6, 2020 If it doesn't "break" the game then take it as a challenge. Isn't that the purpose of Monster Wars. Link to comment Share on other sites More sharing options...
BimboMods Posted August 6, 2020 Author Share Posted August 6, 2020 Does anyone know what this means and how to fix it?I deleted the patrol markers in Elderado, the plugin ran fine for a while until recently.. Now I can no longer run it. [00:00] VERElDoradoAntRoamMarker01 [REFR:00168C24] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726])) [00:00] REFR -> Record marked as deleted but contains: Editor ID [00:00] Done: Checking for Errors, Processed Records: 1895, Errors found: 61, Elapsed Time: 00:00 Link to comment Share on other sites More sharing options...
dubiousintent Posted August 7, 2020 Share Posted August 7, 2020 You don't want to "delete" references as they can cause CTDs. Please see "Deleted References" and the "xEdit Cleaning and-Error Checking" section of the "xEdit Documentation". ("xEdit" is the generic name of "FNVEdit", which is the specific version for FNV.) -Dubious- Link to comment Share on other sites More sharing options...
BimboMods Posted August 7, 2020 Author Share Posted August 7, 2020 Cleaned everything yet the plugin still crashes the game. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 8, 2020 Share Posted August 8, 2020 Without details we can't really help you. Creating a new plugin generally means you are on your own, though we might be able to make some suggestions regarding some symptoms. Some very general questions: When you say "cleaned everything", are you referring to just your new plugin, or did you attempt to clean the entire "load order"? You should only concern yourself with your specific plugin. "Cleaning" the vanilla game files will cause problems, and you don't know the circumstanced of other plugins or why they did things that way. That is best left to their respective authors. Does FNVEdit say your plugin has "Done: Checking for Errors, Processed Records: 1895, Errors found:0"? What NVAC errors are you getting? Are you getting any Windows Eventlog errors in either the "Application" or "System" events logs? Did you test using a "new game" and toggling "ArchiveInvalidation" after adding your plugin to that game? -Dubious- Link to comment Share on other sites More sharing options...
BimboMods Posted August 8, 2020 Author Share Posted August 8, 2020 I only cleaned the plugin, showing 0 errors. However that still didn't fix the problem, the game crashes few seconds after starting it with no error message. So I deleted everything I edited from the base game (mainly in landscape) and it worked, but now I've lost many hours of work but at least it is working. I guess from now on I will just disable things I don't want instead of deleting. Thanks for the help though. Do you know the max number of of objects I can attach to a single parent? Link to comment Share on other sites More sharing options...
madmongo Posted August 8, 2020 Share Posted August 8, 2020 Do you know the max number of of objects I can attach to a single parent? I have never seen a number published anywhere, but it seems to be a large number. If you look at Megaton in Fallout 3 it's a huge amount of stuff, since it has to basically be able to switch between normal Megaton and nuked Megaton. Link to comment Share on other sites More sharing options...
BimboMods Posted August 8, 2020 Author Share Posted August 8, 2020 Perhaps certain objects were attached to certain parents, however I'm not going with a large number, 50 or so to a single parent. Link to comment Share on other sites More sharing options...
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