So I don't know if it's the next gen, but it's impossible to build anything, and we're not even talking about scrapping. Once you've freed up a bit of flat space, everything's invisible, even the things that were there before.
If you don't know how to create an internal colony base, don't do it. There's nothing complex about this colony if you could scrap it properly and build it properly!
GAH! I had finally set everything up the way i wanted it just for the game to crap out on me and undo all my work XD Oh well. Might leave some pictures when i am done rebuilding everything..
Thanx for the one up :D Redoing the entire interior (already stripped out all the garbage and totally gutted the entire building) plan to set up different offices for different governmental departments and the like, also cut a hallway from the rotunda to the back stairwell for easier access (you will be happy to know that with a settler spawn button this works 100% like a real settlement-supply lines/ assigned tasks, all of it)
What you need to look for in the CK to fix the invisible objects is something called "roombounds". Bethesda uses these in large interior cells to reduce how much stuff loads at one time in order to reduce strain on weaker machines/consoles, but as a side effect it makes the cell unbuildable by making new objects invisible. The old restoration modder Quince99 ran into this all the time when restoring places like Fallons near Gunners Plaza and CIT. I don't know if they ever figured out how to fix it, as just removing roombounds causes just as many problems as it fixes.
Thank you for telling that, this bug has been bothering me over a year. Most internal settlements affected by it are fully non-buildable. Now this State House has about half of area affected and Boston Submersible Building (a'ka Irish Pride Shipping Industries) only a small area. Why so, no idea. LOL
Look in the vault 88 interior space as that's buildable, and doesn't generally do that inviso-stuff, and also, maybe there's a reference that's missed between the room bounds and the workshop (this is general and not specific with the engine)...
I will have to open this up, test it, and fiddle around with it. There isn't much I couldn't fix in computer games. Heck I've even gotten OLD EA games to run on the computer - now that's a challenge. Oh well, at-least you're not asking (anything) for me to mess with unloading emm386 just to run your mod (an old dos extended (or expanded, forget, but there is a difference!) memory manager you had to unload to run certain games, as ironically a memory manager 'took up memory' ... derp. Yeah. Welcome to PC.
I will enjoy the challenge, never-the-less. EDIT: Okay, so yes, things go invisible once you pass portal 1D31E or such (within a few feet of it). http://prntscr.com/kghgvt (SAFE FOR WORK, screenshot of GECK with it open)... since you can't see the workshop, you can't see anything owned/linked to it! They also had this problem with the switchboard mod. They solved it by turning precombined objects to 1 in the ini - but wait - before you do... That's how scrap mods work, by separating individual objects (at the cost of performance) to make thing scrappable. WARNING: If it's not clear, we use precombined=0 so we can scrap, if we set it to 1, welcome back to world of unscrappable rubbish. So do you choose scrap heaven and just use some of the space? Do you choose to not scrap but might be able to stick a bed ... somewhere where there's not a pile of EXPLETIVE DELETED ? Or do you give up until the workshop is split up into a few (2~3 or whatever's needed, wouldn't recommend more due to 128 max array limit) different workshops?
Nevermind I completely don't know what the HECK I am doing but I am quite accomplished at game modding and creation, and have been doing it since 94~95 or so. Over 20 years, they're all largely the same they just use different editors, different names, and have different 'hints' to help the game engine render things in real times. Like room bounds / markers and portals.
Surely you could remove all of these *provided you don't crash it outright*, at the cost of performance, which is roughly 300+ fps inside for me on MAX all but shadows on an RX 480. You could split the settlement into an upstairs and downstairs, or 2 upstairs and one downstairs in the terrible, damp, smelly basement full of all kinds of Mirelurk poopoos... *mutters* why isn't the settlement upstairs in the first place *more Muttley muttering* <---Not a complaint... There's a possibility of pre-combining everything but you'd have to manually remove all the debris and rubbish, and the file size would become huge (20 megs or more vs 50kb).
So there's entirely a few ways of going about this. I wonder what would happen if I picked up the workshop and took it upstairs with me? ... It is much nicer up there, after-all... what is worse, getting shot at upstairs, or endlessly nibbled and crawled-on downstairs?
Unlawful nibbling aside, nice settlement mod none-the-less, I'd never ever been down into the lower reaches of this place, ever, never went past a few rooms as never had a reason. So you've learned me something new.
Excellent testing and analyzes Bob! As I knew to expect from you if you take hand in this. Anyway, I MUCH prefer the scrappability ( :P ) sooo, it stays!
As to why I placed the Workbench where I did? Well, I wanted to make this MOD tough for you all! :D
And no way am I making this MOD 20M+ instead of 50k, LOL.
I have been making slowly a group of settlements that I think might be interesting to most of you, I hope I get it done by next week. As to other new ones? I did make second fast and small settlement that I will publish Tomorrow in addition to Sanctuary River Saloon I published couple weeks ago.
So in conclusion: big thanx to you Bob! (You have earned a player settlement building from me at any place of your choice!)
It is so huge, very big territory and complicated for building. One question - do raiders who lives there will reappear or not? Thanks a lot for this mod.
speedynl wrote: merging settlements mods is a bad idea, it prolly fuçk more up then it do good, as for the esl plug it have a limit, but this mod is smal enough for it, + point esl don't count to plugins like esp, so if you have max esp, you can convert it to esl and it should work
i actually wanted to merge a bunch of weapon mods. i got to many. i just dont know how to do it without messing it up
merging settlements mods is a bad idea, it prolly fuçk more up then it do good, as for the esl plug it have a limit, but this mod is smal enough for it, + point esl don't count to plugins like esp, so if you have max esp, you can convert it to esl and it should work
esl stuff goes by some sort of form limit thing as i understand it. im not familar with how many form id making settlements make. my load order is full thats why i asked. i am to dumb to understand how plugin merging works haha
you will burn up at this rate, if i'm bored i will take a look at this invisible thing, i have seen it before, and i fixed it before, for some stuf i made for fun
26 comments
If you don't know how to create an internal colony base, don't do it. There's nothing complex about this colony if you could scrap it properly and build it properly!
Oh well. Might leave some pictures when i am done rebuilding everything..
I will have to open this up, test it, and fiddle around with it. There isn't much I couldn't fix in computer games. Heck I've even gotten OLD EA games to run on the computer - now that's a challenge. Oh well, at-least you're not asking (anything) for me to mess with unloading emm386 just to run your mod (an old dos extended (or expanded, forget, but there is a difference!) memory manager you had to unload to run certain games, as ironically a memory manager 'took up memory' ... derp. Yeah. Welcome to PC.
I will enjoy the challenge, never-the-less.
EDIT:
Okay, so yes, things go invisible once you pass portal 1D31E or such (within a few feet of it). http://prntscr.com/kghgvt (SAFE FOR WORK, screenshot of GECK with it open)... since you can't see the workshop, you can't see anything owned/linked to it!
They also had this problem with the switchboard mod. They solved it by turning precombined objects to 1 in the ini - but wait - before you do...
That's how scrap mods work, by separating individual objects (at the cost of performance) to make thing scrappable.
WARNING: If it's not clear, we use precombined=0 so we can scrap, if we set it to 1, welcome back to world of unscrappable rubbish.
So do you choose scrap heaven and just use some of the space?
Do you choose to not scrap but might be able to stick a bed ... somewhere where there's not a pile of EXPLETIVE DELETED ?
Or do you give up until the workshop is split up into a few (2~3 or whatever's needed, wouldn't recommend more due to 128 max array limit) different workshops?
Nevermind I completely don't know what the HECK I am doing but I am quite accomplished at game modding and creation, and have been doing it since 94~95 or so. Over 20 years, they're all largely the same they just use different editors, different names, and have different 'hints' to help the game engine render things in real times. Like room bounds / markers and portals.
Surely you could remove all of these *provided you don't crash it outright*, at the cost of performance, which is roughly 300+ fps inside for me on MAX all but shadows on an RX 480.
You could split the settlement into an upstairs and downstairs, or 2 upstairs and one downstairs in the terrible, damp, smelly basement full of all kinds of Mirelurk poopoos...
*mutters* why isn't the settlement upstairs in the first place *more Muttley muttering* <---Not a complaint...
There's a possibility of pre-combining everything but you'd have to manually remove all the debris and rubbish, and the file size would become huge (20 megs or more vs 50kb).
So there's entirely a few ways of going about this. I wonder what would happen if I picked up the workshop and took it upstairs with me? ... It is much nicer up there, after-all... what is worse, getting shot at upstairs, or endlessly nibbled and crawled-on downstairs?
Unlawful nibbling aside, nice settlement mod none-the-less, I'd never ever been down into the lower reaches of this place, ever, never went past a few rooms as never had a reason. So you've learned me something new.
--Cheers!
As to why I placed the Workbench where I did? Well, I wanted to make this MOD tough for you all! :D
And no way am I making this MOD 20M+ instead of 50k, LOL.
I have been making slowly a group of settlements that I think might be interesting to most of you, I hope I get it done by next week. As to other new ones? I did make second fast and small settlement that I will publish Tomorrow in addition to Sanctuary River Saloon I published couple weeks ago.
So in conclusion: big thanx to you Bob! (You have earned a player settlement building from me at any place of your choice!)
take a look at the video in this thread
https://forums.nexusmods.com/index.php?/topic/6616466-which-mods-to-merge-and-how/