xoham Posted November 22, 2020 Share Posted November 22, 2020 I have a mod I am slowly making that modifies Kingsport Lighthouse. It will add a rotating light and a power connection to the tower. Should I go through the trouble of making a quest or whatever to move my new items into the cell or should I not worry that I've modified the cell in the CK? This could mean that anyone that already has a settlement may have to clear all the trash again and/or re-import their settlement blueprint or even remake it. If players are using a mod that let's them add lighthouses, would it be possible to add a light and power connector dynamically? That is, somehow have a power connector a distance and rotation relative to whatever the player chose for the orientation of their lighthouse? Maybe this is way too much trouble. I know that the bobblehead display case must somehow be able to do that sort of thing since you can put it anywhere at any angle. I would have to be able to search a settlement for it, get the orientation, then ... Is there any documentation on best practices for packaging a mod?Thanks. Link to comment Share on other sites More sharing options...
SKKmods Posted November 23, 2020 Share Posted November 23, 2020 Some ideas to avoid static placement issues: (a) Just make your light a user constructable & placeable object with a _co recipe, or; (b) Add an NiNode attach point to the lighthouse model and script a snap attachment of your light. If appropriate, this learning journey may help. Link to comment Share on other sites More sharing options...
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