Might want to clean you mod with xEdit. And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall).
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. With this settlement, you really should set it up as "Clearable" and tag all the SM's.
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn.
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. Since you edited the Landscape, you have some floating fence, from the gate towards the water.
And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall). --- GOOD FOR KENDAL, LOL. I WILL ADMIT THOUGH THAT YOU AREN'T FIRST ONE TO MENTION THIS TO ME, I REALLY SHOULD START DOING THIS ONE THING DIFFERENT WAY. LETS SEE WITH NEXT MOD I DO. MIND YOU, I HAVE ABOUT 20 READY MADE SETTLEMENTS STILL WAITING PUBLISHING BEFORE I DO NEW ONE.
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. -- I SOMETIMES LIKE TO MAKE BORDERS NON RECTANGULAR
With this settlement, you really should set it up as "Clearable" and tag all the SM's. --- WHY?
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn. -- MY LOCATION IS SETUP JUST FINE, ALBEIT ENEMIES WILL RESPAWN YES THOUGH ON PURPOSE, BUT NOTHING VANISHES WHEN YOU HAVE BUILT IT
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. --- I DON'T RENAME CELLS, I CHANGE THE CELL LOCATION
Since you edited the Landscape, you have some floating fence, from the gate towards the water. --- I WILL CHECK THIS, LANDSCAPING IS ALWAYS TRICKY. ---> FIXED NOW, GOOD CATCH, THANK YOU POINTING THIS OUT. ______________________________________________
THANK YOU FOR YOUR ADVICE, BUT I AM TOO OLD TO CHANGE MY WAYS UNLESS IT IS PROVEN OTHER WAYS ARE BETTER AND I GET NICE EASY INSTRUCTIONS ON HOW TO *grins*
THANK YOU FOR YOUR ADVICE, BUT I AM TOO OLD TO CHANGE MY WAYS UNLESS IT IS PROVEN OTHER WAYS ARE BETTER AND I GET NICE EASY INSTRUCTIONS ON HOW TO *grins*
Here's nice and easy instructions on how to setup a custom settlement correctly without vanilla edits. (Remember.. vanilla edits are VERY bad for a public mod. There are times you "have to" make them.. but they should never happen in settlement mods.) https://www.nexusmods.com/fallout4/mods/32193 After going through it a couple times to get the hang of it, you can make public release ready custom settlements VERY fast. Plus, they will not be creating errors in the engine, which changing the cell location only does. ;)
As for why you NEVER delete "vanilla items"... stuff you add can be safely deleted. If done enough, Commonwealth Cleanup is a perfect example, it will cause the game to freeze/crash when trying to load Camp Kendall. Because every Deleted item will respawn under Camp Kendall. "Under" meaning the height of a wall. And the more Deleted items that have physics, the worse it is. So... This is "my" method for cleaning up cells. I create a new Layer, usually CurrentLocationName_Trash, for example Bunkerhill_Trash and hide it (click on the eye icon) This keeps all my trash in an easy to hide layer. It also makes it very easy to remove a item that was accidentally disabled. Like that ever happens! LOL!!! Select the junk, trash etc you want gone in the render window. ctrl+click for multiple items Hit the "-" minus key (aka bash key) which will bring up the bash window with the selected items listed Select Set to initially disabled and click "Do" Go to the Layer window and with your new trash layer highlighted, click Add to Layer. Done! :) Tip: The bash window doesn't handle large lists very well while "open". So, IF you're going to add a bunch of stuff all at once, close the bash window first.
Now.. on to Cleaning your mod. Remember.. the CK is stupid and will randomly mark things as "edited" just because you clicked on it.
You can clean all your mods with xEdit faster then the CK can open one of them. Muuuuch faster! I use FOE4Edit 3.2 for cleaning.. no donation nags and you're just cleaning. https://www.nexusmods.com/fallout4/mods/2737?tab=files
Open FO4Edit Right click>>Select None Tick Fallout4.esm Tick your mod Click Open Right click you mod>> Apply filter for cleaning Right click your mod>> Undelete and Disable References Right click your mod>> Remove "Identical to Master" records Close FO4Edit Yes to Save & Backup Done.
Now here's the thing about doing things "correctly". They may not be "easier", Lord knows some stuff is a PIA! BUT, it will prevent errors that can lead to crashes, bloated saves, FPS drops etc. And lets face it, Fallout 4 has enough bugs.. we don't need to add to it. LMAO!
Hmm, nice, apart from using Fo4Edit I will most likely try these things you have shown me next time I make Settlement MOD. Thank you very much! (FO4Edit I will NOT use because I have used it before and I noticed that the probability of errors for my MOD's gets bigger than without using it. This is something tested on couple dozen MOD's so you can trust me on it.)
woodfuzzy wrote: Might want to clean you mod with xEdit. And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall).
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. With this settlement, you really should set it up as "Clearable" and tag all the SM's.
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn.
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. Since you edited the Landscape, you have some floating fence, from the gate towards the water.
Might want to clean you mod with xEdit. --- NO
And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall). --- GOOD FOR KENDAL, LOL. I WILL ADMIT THOUGH THAT YOU AREN'T FIRST ONE TO MENTION THIS TO ME, I REALLY SHOULD START DOING THIS ONE THING DIFFERENT WAY. LETS SEE WITH NEXT MOD I DO. MIND YOU, I HAVE ABOUT 20 READY MADE SETTLEMENTS STILL WAITING PUBLISHING BEFORE I DO NEW ONE.
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. -- I SOMETIMES LIKE TO MAKE BORDERS NON RECTANGULAR
With this settlement, you really should set it up as "Clearable" and tag all the SM's. --- WHY?
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn. -- MY LOCATION IS SETUP JUST FINE, ALBEIT ENEMIES WILL RESPAWN YES THOUGH ON PURPOSE, BUT NOTHING VANISHES WHEN YOU HAVE BUILT IT
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. --- I DON'T RENAME CELLS, I CHANGE THE CELL LOCATION
Since you edited the Landscape, you have some floating fence, from the gate towards the water. --- I WILL CHECK THIS, LANDSCAPING IS ALWAYS TRICKY. ---> FIXED NOW, GOOD CATCH, THANK YOU POINTING THIS OUT. ______________________________________________
THANK YOU FOR YOUR ADVICE, BUT I AM TOO OLD TO CHANGE MY WAYS UNLESS IT IS PROVEN OTHER WAYS ARE BETTER AND I GET NICE EASY INSTRUCTIONS ON HOW TO *grins*
@rag don't delete stuff, always disable them if encounter is set to never reset/settlement cell necer reset and indeed no need to rename cells, if location is set (edit cell) to match your location is fine then for easy keyword adding just copy paste the 1's from abernaty to your loc border why is every 1 always complaining that its not there the - key in CK is a very good/fast way to set stuf disable by defualt, and hide on local map, its very easy to use, unclick all for cell view, find lets say a tin can click on it it will show in the - menu, now look at cell view there are xx tin cans there, hold CTRL and keep cliking the cans, you wiil end up with xx in the - menu, hit disable by default hit DO, do the same with hide on local map, hold Z drag them all under the ground, in no time a very clean cell, remember you have to do it for every cell you wana clean up
but in the end like i always have sad, do it the way you want, not like how others want it they wana use your mod, thats fine, not wana use it, thats fine to
as for @woodfuzzy if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
as for me i'm just a n00b, but i always pick the side from the modder
Ciao speedynl! Nice seeing you again and thanx for additional advice on settlement modding. I will try and learn that Disable thing, because once that is done, I can relax. :D
EDIT 27.2.2021: I have stopped Deleting stuff in my MOD builds and use, hmm, Move instead :D Waaayyyyyy down...
@speedynl as for @woodfuzzy if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
I have. ;) https://www.nexusmods.com/fallout4/mods/33248
Yeah, I don't know what's wrong here (I've read the discussion) but I can't even send settlers here. Never had that problem with any other settlement. Going back to an earlier save.
Thanx mate, I will do like this on my next NEW MOD. :) (like I've mentioned I have few already done ones which I want to publish first, so they will have the Delete in them still)
Yes, quantity over quality. What could go wrong if someone downloads all of them? And no, I have not built a settlement mod. Ever. Buy you refuse to listen to other modders who have. Hey, no skin off your back. I just now know not to download your settlement mods. Thank you so much for showing me that. Probable saved me a lot of time cleaning them in XEdit after crashing my game.
woodfuzzy wrote: Might want to clean you mod with xEdit. And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall).
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. With this settlement, you really should set it up as "Clearable" and tag all the SM's.
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn.
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. Since you edited the Landscape, you have some floating fence, from the gate towards the water.
Might want to clean you mod with xEdit. --- NO
And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall). --- GOOD FOR KENDAL, LOL. I WILL ADMIT THOUGH THAT YOU AREN'T FIRST ONE TO MENTION THIS TO ME, I REALLY SHOULD START DOING THIS ONE THING DIFFERENT WAY. LETS SEE WITH NEXT MOD I DO. MIND YOU, I HAVE ABOUT 20 READY MADE SETTLEMENTS STILL WAITING PUBLISHING BEFORE I DO NEW ONE.
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. -- I SOMETIMES LIKE TO MAKE BORDERS NON RECTANGULAR
With this settlement, you really should set it up as "Clearable" and tag all the SM's. --- WHY?
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn. -- MY LOCATION IS SETUP JUST FINE, ALBEIT ENEMIES WILL RESPAWN YES THOUGH ON PURPOSE, BUT NOTHING VANISHES WHEN YOU HAVE BUILT IT
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. --- I DON'T RENAME CELLS, I CHANGE THE CELL LOCATION
Since you edited the Landscape, you have some floating fence, from the gate towards the water. --- I WILL CHECK THIS, LANDSCAPING IS ALWAYS TRICKY. ---> FIXED NOW, GOOD CATCH, THANK YOU POINTING THIS OUT. ______________________________________________
THANK YOU FOR YOUR ADVICE, BUT I AM TOO OLD TO CHANGE MY WAYS UNLESS IT IS PROVEN OTHER WAYS ARE BETTER AND I GET NICE EASY INSTRUCTIONS ON HOW TO *grins*
@rag don't delete stuff, always disable them if encounter is set to never respam/settlement cell necer reset and indeed no need to rename cells, if location is set (edit cell) to match your location is fine then for easy keyword adding just copy paste the 1's from abernaty to your loc border why is every 1 always complaining that its not there the - key in CK is a very good/fast way to set stuf disable by defualt, and hide on local map, its very easy to use, unclick all for cell view, find lets say a tin can click on it it will show in the - menu, now look at cell view there are xx tin cans there, hold CTRL and keep cliking the cans, you wiil end up with xx in the - menu, hit disable by default hit DO, do the same with hide on local map, hold Z drag them all under the ground, in no time a very clean cell, remember you have to do it for every cell you wana clean up but in the end like i always have sad, do it the way you want, not like how others want it they wana use your mod, thats fine, not wana use it, thats fine to as for @woodfuzzy if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements) as for me i'm just a n00b, but i always pick the side from the modder
Ragoda wrote: Ciao speedynl! Nice seeing you again and thanx for additional advice on settlement modding. I will try and learn that Disable thing, because once that is done, I can relax.
@speedynl as for @woodfuzzy if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
26 comments
And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall).
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art.
With this settlement, you really should set it up as "Clearable" and tag all the SM's.
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn.
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly.
Since you edited the Landscape, you have some floating fence, from the gate towards the water.
And never Delete vanilla assets. They will respawn at 0,0,0 (under Camp Kendall). --- GOOD FOR KENDAL, LOL. I WILL ADMIT THOUGH THAT YOU AREN'T FIRST ONE TO MENTION THIS TO ME, I REALLY SHOULD START DOING THIS ONE THING DIFFERENT WAY. LETS SEE WITH NEXT MOD I DO. MIND YOU, I HAVE ABOUT 20 READY MADE SETTLEMENTS STILL WAITING PUBLISHING BEFORE I DO NEW ONE.
As for the border art, make the build area a rectangle (1 buildarearef) and copy the Abernathy boarder art, then scale to desired size (the "2" key) and do the same for the buildarearef so it matches the border art. -- I SOMETIMES LIKE TO MAKE BORDERS NON RECTANGULAR
With this settlement, you really should set it up as "Clearable" and tag all the SM's. --- WHY?
Also... you Location isn't setup correctly and when the cells reset,(which they will) anything that was built will be gone (for the most part) plus the enemies will respawn. -- MY LOCATION IS SETUP JUST FINE, ALBEIT ENEMIES WILL RESPAWN YES THOUGH ON PURPOSE, BUT NOTHING VANISHES WHEN YOU HAVE BUILT IT
You need to rename all the cells then link your location to them. This will stop the cell reset since your Encounter Zone is setup correctly. --- I DON'T RENAME CELLS, I CHANGE THE CELL LOCATION
Since you edited the Landscape, you have some floating fence, from the gate towards the water. --- I WILL CHECK THIS, LANDSCAPING IS ALWAYS TRICKY. ---> FIXED NOW, GOOD CATCH, THANK YOU POINTING THIS OUT.
______________________________________________
THANK YOU FOR YOUR ADVICE, BUT I AM TOO OLD TO CHANGE MY WAYS UNLESS IT IS PROVEN OTHER WAYS ARE BETTER AND I GET NICE EASY INSTRUCTIONS ON HOW TO *grins*
Here's nice and easy instructions on how to setup a custom settlement correctly without vanilla edits. (Remember.. vanilla edits are VERY bad for a public mod. There are times you "have to" make them.. but they should never happen in settlement mods.)
https://www.nexusmods.com/fallout4/mods/32193
After going through it a couple times to get the hang of it, you can make public release ready custom settlements VERY fast. Plus, they will not be creating errors in the engine, which changing the cell location only does. ;)
As for why you NEVER delete "vanilla items"... stuff you add can be safely deleted.
If done enough, Commonwealth Cleanup is a perfect example, it will cause the game to freeze/crash when trying to load Camp Kendall.
Because every Deleted item will respawn under Camp Kendall. "Under" meaning the height of a wall. And the more Deleted items that have physics, the worse it is.
So...
This is "my" method for cleaning up cells.
I create a new Layer, usually CurrentLocationName_Trash, for example Bunkerhill_Trash and hide it (click on the eye icon)
This keeps all my trash in an easy to hide layer. It also makes it very easy to remove a item that was accidentally disabled. Like that ever happens! LOL!!!
Select the junk, trash etc you want gone in the render window. ctrl+click for multiple items
Hit the "-" minus key (aka bash key) which will bring up the bash window with the selected items listed
Select Set to initially disabled and click "Do"
Go to the Layer window and with your new trash layer highlighted, click Add to Layer.
Done! :)
Tip: The bash window doesn't handle large lists very well while "open". So, IF you're going to add a bunch of stuff all at once, close the bash window first.
Now.. on to Cleaning your mod. Remember.. the CK is stupid and will randomly mark things as "edited" just because you clicked on it.
You can clean all your mods with xEdit faster then the CK can open one of them. Muuuuch faster!
I use FOE4Edit 3.2 for cleaning.. no donation nags and you're just cleaning.
https://www.nexusmods.com/fallout4/mods/2737?tab=files
Open FO4Edit
Right click>>Select None
Tick Fallout4.esm
Tick your mod
Click Open
Right click you mod>> Apply filter for cleaning
Right click your mod>> Undelete and Disable References
Right click your mod>> Remove "Identical to Master" records
Close FO4Edit
Yes to Save & Backup
Done.
Now here's the thing about doing things "correctly". They may not be "easier", Lord knows some stuff is a PIA!
BUT, it will prevent errors that can lead to crashes, bloated saves, FPS drops etc. And lets face it, Fallout 4 has enough bugs.. we don't need to add to it. LMAO!
(FO4Edit I will NOT use because I have used it before and I noticed that the probability of errors for my MOD's gets bigger than without using it. This is something tested on couple dozen MOD's so you can trust me on it.)
@rag
don't delete stuff, always disable them
if encounter is set to never reset/settlement cell necer reset
and indeed no need to rename cells, if location is set (edit cell) to match your location is fine then
for easy keyword adding just copy paste the 1's from abernaty to your loc
border why is every 1 always complaining that its not there
the - key in CK is a very good/fast way to set stuf disable by defualt, and hide on local map, its very easy to use, unclick all for cell view, find lets say a tin can
click on it it will show in the - menu, now look at cell view there are xx tin cans there, hold CTRL and keep cliking the cans, you wiil end up with xx in the - menu, hit disable by default hit DO, do the same with hide on local map, hold Z drag them all under the ground, in no time a very clean cell, remember you have to do it for every cell you wana clean up
but in the end like i always have sad, do it the way you want, not like how others want it
they wana use your mod, thats fine, not wana use it, thats fine to
as for @woodfuzzy
if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
as for me i'm just a n00b, but i always pick the side from the modder
EDIT 27.2.2021: I have stopped Deleting stuff in my MOD builds and use, hmm, Move instead :D Waaayyyyyy down...
as for @woodfuzzy
if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
I have. ;)
https://www.nexusmods.com/fallout4/mods/33248
https://drive.google.com/file/d/1Lr6uuV38tB23x3-87zko5tyfR3mg9Fhp/view?usp=sharing
to select the stuff in editor id hold CTRL and keep clicking on the stuf you wana remove
(like I've mentioned I have few already done ones which I want to publish first, so they will have the Delete in them still)
@rag
don't delete stuff, always disable them
if encounter is set to never respam/settlement cell necer reset
and indeed no need to rename cells, if location is set (edit cell) to match your location is fine then
for easy keyword adding just copy paste the 1's from abernaty to your loc
border why is every 1 always complaining that its not there
the - key in CK is a very good/fast way to set stuf disable by defualt, and hide on local map, its very easy to use, unclick all for cell view, find lets say a tin can
click on it it will show in the - menu, now look at cell view there are xx tin cans there, hold CTRL and keep cliking the cans, you wiil end up with xx in the - menu, hit disable by default hit DO, do the same with hide on local map, hold Z drag them all under the ground, in no time a very clean cell, remember you have to do it for every cell you wana clean up
but in the end like i always have sad, do it the way you want, not like how others want it
they wana use your mod, thats fine, not wana use it, thats fine to
as for @woodfuzzy
if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
as for me i'm just a n00b, but i always pick the side from the modder
@speedynl
as for @woodfuzzy
if you know it all so good, why don't you make good clean settlements then without any error ?( and i mean not those blue prints, but just regular settlements)
I have.
https://www.nexusmods.com/fallout4/mods/33248
nice, i never made 1
Does seem like a natural place for a settlement though.
thanks