I would like to make some suggestions. Hope you don't mind...
I am great fan of new settlements and I was creating a few before.
One of the things I do when I see a new mod that implements settlement functionality is to see what has been edited and check conflicts, make necessary patches and so on. Not everybody can do that as they have no clue how to mod.
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You have a lot of deleted forms and those can create conflicts with other mods. So first thing you could do is open your mod in FO4Edit,right click on it and "Apply filter for cleaning", that way the forms will be disabled instead of deleted. You will have a better mod this way and avoid people complaining about CTDs in the future.
Other thing is the renaming of vanilla game files, things like "MapMarker" should never be renamed as they are use by all the other mods including the DLCs, you can instead create a reference name like you did "00SalJam_InterchangeMapMarker" and that's enough.
Also the fragments(scripts) crated by your quests are missing in the download file.
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I Hope my suggestions don't offend in any way as this is just a normal procedure used in well constructed mods. I am just trying to improve what's done.
Thank you for your feedback, of course i'm not offended in anyway. This is my first mod like this and will take any assistance / suggestions that i can get. Ill look at FO4Edit to sort out the forms. Since making this mod, i have realised that moving existing items is better than deletion, so will apply this thinking to my future mods (as well as creating reference names to objects).
In regards to the scripts missing, someone else finished the settlement part, which was missing an initialisation script. From talking to them, i thought that scripts would automatically form part of the esp. Do I need to add these scripts separately to the download? Does this mean that the settlement does not work correctly, as i downloaded this to test and it seemed to work as expected.
To test a mod that has been uploaded (even yours) you need to install it with none script fragments in your scripts folder.
I know it might sound complicated but I had to exactly that to track some bugs in my mods - had to remove all scripts from my folder, download the mod I wanted to test and found what was missing (the easiest way is just rename temporally the scripts folder like TempScripts i.e. so you can revert to the original after testing).
The easiest way for packaging and collecting files seems to package everything in the CK as it collects the necessary scripts, fragments or other forms (meshes, textures and so on)included in your mod, it organizes everything for you. Otherwise you have to track those files manually and it can create missing files in the archive that you are uploading.
I've checked here : Fallout 4\Data\Scripts\Fragments and there are none that are named anything like my mod. There is one folder called "TopicInfos" and within this are scripts for a radio station mod i made (TIF_00Radio_Emotion_Q_xxxxxxxxx, i added Emotion from GTA:Vice city for personal use). Nothing else is in there.
Does this mean that the one script that i think my mod uses is within the esp? From the reading i did, i think only one script is needed to start a "quest" to add the settlement in to the standard settlement list, so the game can assign settlers etc.
Also, within FO4Edit, do i want to use the function "Undelete and disable references"? I checked the conflicts and the only one that was red was for the pipboy map, but i assume this is because ive added a location to it.
From a short test (new game), everything still seems to be functioning correctly, settlers were attracted, made a supply line, assigned tasks, built a big ugly tower to hit all the levels. Still couldn't scrap the two little red cars in the crate though.
skyrimlu - Thank you, I will run those two functions and re-upload the mod. I will also make sure to do this for any future mods.
tarsis31 - Thank you very much for testing. If i remember correctly, I didn't make the two smaller cars, nor the other containers scrappable. I may make a few edits in order to make this so, which should also increase materials for building.
Currently, I am looking for a large flat enough space to build a settlement layout I have an idea for. Unfortunately, there aren't many flat large spaces that have no existing objects in them. Obviously I can edit the heights, but I would rather keep that to a minimum. Spectacle island looks to be the most likely at the moment.
I am using scrap anything btw. I personally don't care for major changes to vanilla settlements, as I spend many hours doing my own building, but I am ever curious to see what settlements come out of you creative folks. You are being tracked, sir.
Try to build in water from land -look at my mod Mystic Pines renovation,I was building a total dis-mountable town in the water, called the "Mystic Sea" basically flat.
13 comments
Endorsed, too
Tx for the mod.
I would like to make some suggestions. Hope you don't mind...
I am great fan of new settlements and I was creating a few before.
One of the things I do when I see a new mod that implements settlement functionality is to see what has been edited and check conflicts, make necessary patches and so on. Not everybody can do that as they have no clue how to mod.
________________________
You have a lot of deleted forms and those can create conflicts with other mods. So first thing you could do is open your mod in FO4Edit,right click on it and "Apply filter for cleaning", that way the forms will be disabled instead of deleted. You will have a better mod this way and avoid people complaining about CTDs in the future.
Other thing is the renaming of vanilla game files, things like "MapMarker" should never be renamed as they are use by all the other mods including the DLCs, you can instead create a reference name like you did "00SalJam_InterchangeMapMarker" and that's enough.
Also the fragments(scripts) crated by your quests are missing in the download file.
_______________________
I Hope my suggestions don't offend in any way as this is just a normal procedure used in well constructed mods. I am just trying to improve what's done.
Thank you for your feedback, of course i'm not offended in anyway. This is my first mod like this and will take any assistance / suggestions that i can get.
Ill look at FO4Edit to sort out the forms. Since making this mod, i have realised that moving existing items is better than deletion, so will apply this thinking to my future mods (as well as creating reference names to objects).
In regards to the scripts missing, someone else finished the settlement part, which was missing an initialisation script. From talking to them, i thought that scripts would automatically form part of the esp. Do I need to add these scripts separately to the download? Does this mean that the settlement does not work correctly, as i downloaded this to test and it seemed to work as expected.
You need to create a folder named "Scripts" with the Fragments\Quest(folders) inside of it and your files
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To do it manually is bit like this:
Collect files and folders:
Meshes(folder)>>>YourMeshes(folder)>>>YourMeshes Files
Textures(folder) >>>YourTextures(folder)>>>YourTextures Files
Materials(folder)>>>YourMaterials(folder)>>>YourMaterials Files
Scripts(Folder)>>>>Fragments(folder)>>>Quest(folder); -----here it can have other folders like Perks, Dialogue and so on depending on the mod
Your.esp or Your.esm
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Put all of that inside another folder called Data and Zip it.
.Rar, .Zip. 7Zip - your choice of archive...
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To test a mod that has been uploaded (even yours) you need to install it with none script fragments in your scripts folder.
I know it might sound complicated but I had to exactly that to track some bugs in my mods - had to remove all scripts from my folder, download the mod I wanted to test and found what was missing (the easiest way is just rename temporally the scripts folder like TempScripts i.e. so you can revert to the original after testing).
The easiest way for packaging and collecting files seems to package everything in the CK as it collects the necessary scripts, fragments or other forms (meshes, textures and so on)included in your mod, it organizes everything for you. Otherwise you have to track those files manually and it can create missing files in the archive that you are uploading.
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I hope it helps.
Does this mean that the one script that i think my mod uses is within the esp? From the reading i did, i think only one script is needed to start a "quest" to add the settlement in to the standard settlement list, so the game can assign settlers etc.
Also, within FO4Edit, do i want to use the function "Undelete and disable references"? I checked the conflicts and the only one that was red was for the pipboy map, but i assume this is because ive added a location to it.
Thank you for all your help guys.
Yes the "Undelete and disable references" is what you need to use.
Also you can always use "Remove Identical to Master" as a good practice.
tarsis31 - Thank you very much for testing. If i remember correctly, I didn't make the two smaller cars, nor the other containers scrappable. I may make a few edits in order to make this so, which should also increase materials for building.
Currently, I am looking for a large flat enough space to build a settlement layout I have an idea for. Unfortunately, there aren't many flat large spaces that have no existing objects in them. Obviously I can edit the heights, but I would rather keep that to a minimum. Spectacle island looks to be the most likely at the moment.