Settlement green borders are mostly angular, maybe nearly rectangular or quadratic, and maybe depending on the landscape. How border lines will be created, randomly, solid or in a specific way?
Hello, my native language is not English, I think I did not understand your question very well. If you refer to the size and dimensions of the settlements created with this mod and the edges, I can tell you that all are equal in proportions, the angle they are placed in is the same regardless of where the player is looking, my mod only takes as reference the central point where the player is standing and there places all the necessary elements, that makes the new settlement works correctly.
So the point where you are at the moment of calling the establishment of a new settlement, that will be the center of the settlement.
From this central point, which is where the workshop appears, you have a settlement with a dimension of 6000 points on each side and 8000 points up and 8000 points down.
Using the esp version with the extra 12 addition and only 8 are showing up when selecting a camp to place, any fix? All is installed correctly and the 8 are working fine it's just not adding the extra 12. Everything is installed and the 12 esp is after the 8 in load order.
Wow! Guess I am behind the power curve on this mod. Been using your FO-4-FA (Four Factions Alive) themed mods for years but obviously should have checked your profile.
The only question I have is how you are dealing with current cell Location and Encounter Zone Information. Is it overwritten?
I ask because many companions have "location specific" dialogue which won't trigger if the vanilla location has changed and the vanilla encounter zone information determines whether the cell resets or not. Feel me?
Its been working great so far, but i noticed something when I built a settlemnt at the amphitheatre. I built a few buildings and some turrets and all seem fine till i returned and all that I had built vanished. I built a second time but same thing happened. not sure why its doing it or how to fix it.
A little late, but some cells will ALWAYS reset and erase all your stuff. The Amphitheater is one, and Reeb Marina is another. The only way to do those is with a mod that already builds a settlement there (assuming the mod-author did it right and disabled the reset).
If Jenn did a Clean & Simple of those, I highly recommend it if not using SS1 or SS2. She has them all navmeshed properly and there are no broken precombines. Very easy to build on with a simple building mod like Reg's ShackFest or other such mods.
The mod only adds a sandbox area where it is established. If you have this kind of problem you should check that another mod is interfering.
The mod to be an ESL is loaded before the regular mods, so any mod that makes changes in layers, lights, fog, shadows, weather, etc. could interfere with the function of the game in the construction area.
It means the interior cell has 'room bounds' added to it. I don't think too many (if any) of the vanilla interiors have them, but I know a few mod authors who use them when they are making extensive interiors (they help with lag by only loading whats in the room, but they give you that 'invisible furniture' problem the OP describes. If you leave and come back, the stuff will appear... usually).
Hello snikegear! Thank you for this mod, it has been incredibly useful! I just wanted to check in and find out if you still have plans to work on Far Harbor and Nuka World extensions?
+2 I have plenty of settlement mods for the Commonwealth, and I was really looking forward to you doing Far Harbor (I'm not so sure NW is doable; there's something odd going on there in regards to doing exterior settlements).
Does this work for inside locations? Only Im trying to use it for the vaultTec vault from the mod 'outcasts and remnants' but when I try it there are no options other than close the menu
Kind of but I'm not sure of the whole restrictions. You can use "extend sandbox area" option from the workbench of a snike settlement and follow the directions to activate it for an interior space. It will enable settlers from the settlement to also use the interior settlement. It is intended for a settlement that has a nearby door to interior location but I imagine it could work anywhere.
Thuggy puts 'special coding' in his mods so you can't turn most (the important ones) interiors into settlements/player homes. I've tried with CAMP as well. It might not even be coding - might be 'room bounds' (which I know he uses quite a bit - its the only way to do elaborate, extensive interiors without causing lag).
I also don’t understand how such an interesting mod can be going so unnoticed seems to me the best option in the genre and can be as essential as ScrapyEverting or PlaceAnywere
86 comments
and maybe depending on the landscape.
How border lines will be created, randomly, solid or in a specific way?
If you refer to the size and dimensions of the settlements created with this mod and the edges, I can tell you that all are equal in proportions, the angle they are placed in is the same regardless of where the player is looking, my mod only takes as reference the central point where the player is standing and there places all the necessary elements, that makes the new settlement works correctly.
So the point where you are at the moment of calling the establishment of a new settlement, that will be the center of the settlement.
From this central point, which is where the workshop appears, you have a settlement with a dimension of 6000 points on each side and 8000 points up and 8000 points down.
Thank you for this gem.
And now my question. Is there any chance for a version that also works in NukaWorld and/or FarHarbor?
(I totally hope so)
The only question I have is how you are dealing with current cell Location and Encounter Zone Information. Is it overwritten?
I ask because many companions have "location specific" dialogue which won't trigger if the vanilla location has changed and the vanilla encounter zone information determines whether the cell resets or not. Feel me?
The mod to be an ESL is loaded before the regular mods, so any mod that makes changes in layers, lights, fog, shadows, weather, etc. could interfere with the function of the game in the construction area.
I have plenty of settlement mods for the Commonwealth, and I was really looking forward to you doing Far Harbor (I'm not so sure NW is doable; there's something odd going on there in regards to doing exterior settlements).
Only Im trying to use it for the vaultTec vault from the mod 'outcasts and remnants' but when I try it there are no options other than close the menu
I think it needs a new name however - as the name does not give tell what it does.
Maybe SNIKE - Create Settlements Anywhere.
Thank you for your hard work.
thanks
or
SNIKE - Settlements DYnamic Anywhere
I also don’t understand how such an interesting mod can be going so unnoticed
seems to me the best option in the genre and can be as essential as ScrapyEverting or PlaceAnywere