Heyas everyone I just figured something long forgotton, and just added those lines to the desciption...
If you want to change your name for the TSG, simply enter to the console: bat tsg-script showSPECIALmenu
As you know, the script will reset your points so you can use showSPECIALmenu without loosing perk points. Issue is, if you happen to have more than 28 pts in total (like picked up a single SPECIAL comic), you wont be able to save/leave that SPECIALmenu, even when just wanting to change the name.
TSG7 has been udpated and should not recieve any further updates, however, the start there should be more challenging - depending wether the DeathClaw is buged or not...
Currently working on TSG8 - enabled StopSettlementAttacks, which will be "in between" TSG6 and TSG7, without the vaults, but with direct access to FH
After that, TSG9 - like TSG8, but as a Male (kind of overdue)
tsg 7 has issues im guessing it the build your own vault navmesh issue companions wont follow into the vault beyond the entryway a user has mentioned the fix in the build your own vault thread to quote
A PSA for those of y'all who are having trouble with settlers not moving around the vault properly. I did some research on NavMeshing and found out how to check the meshing on tiles. It turns out that the author had completely neglected finalizing several meshes on nearly all of his workshop objects. I had fixed this problem by loading the file and simply finalizing it myself.
The author also stuck an entry way to the main vault entrance that allows you to snap and build the rest of the vault. If you hover over it in build mode it is called "DO NOT TOUCH ME". Lo and behold it wasn't even navmeshed at all. Settlers simply won't pass it as I tested with robots, settlers and companions. I also tested this to same issue needs navemesh
This is way beyond my skillset but seems that whoever downloads this will have to fix build your own vault to get settlers / companions to move correctly
Thanks for the headsup. As I understand this: -> I can not do anything about it.
However, I'm sure to remember that at one point in time they did follow me pretty well into the (another) vault (back in 2017 or something) - or better to say, the NPC's assigned to the vault seemd to walk around properly (example: guards). But after reading what you've quoted, it seems that this must have been a 'lucky accident' due to a 'bug' (that fixed this)... weird..
On the other hand, I could imagine that at some point, it was working (despite no navmesh), then there was an update which 'fixed' this (unwanted) behaviour.
Could you please post a link to that article - assuming it has a "step by step" guide how to fix the navmesh of another mod yourself? Thanks :)
https://forums.nexusmods.com/index.php?/topic/3870765-build-your-own-vault/page-69#entry79622473 is as much information as i have and no its not step by step it basicaly just repeats what i quoted ( didnt know i could link to forum post in comments) I dont realy think it something you can fix for users of your save as its another persons mod
Hi Terenor 1) In which TSG (1-7) does that happen? 2) Does your saying apply to 'existing' items only or to items that are 'now' beeing droped by just killed enemies?
I am aware of about 3 ('already existing') "Lookup Failed" items (all), of which one is the Tina Deluci's vault outfit. I did assume that was because I am playing in "German", and that it 'just' would not find the german-translation for the item and thus fallback 'properly' to english when played with english language selected. Seems I was wrong on that, sorry.
Anyway, I need to know the answer to both questions to get an idea where to start looking.
Hope I can help with this.....I used TSG 5 and just roamed around a bit to 'feel out' this save. Tried trading with Piper @ RR and some of the clothing (armors perhaps) were spelled out in a foreign language. German I believe. I'll explore more later and try to give more feedback.
Also I'm using Scrap Everything Individual Plugins (not Ultimate version) and finding some wanky stuff. Some built structures @ Sanctuary were way off/misaligned. Turrets floating in midair. Again I'm just a few minutes into this, I'll look around some more soon but the version of Scrap Anything may make a difference to someone downloading this.
I'll be adding the planed updates later today (so within the next 12 hrs). However, there will be already a new file called tsg4 -> which will have the minutemen quests completed (up to the castle) -> as tsg4....
Maybe as a 'later' (both meanings) update - and as an extra file. However, I'll have to think about it, as I liked the Automatron quest much more than the Vault 88 access-quest.
I'l lgive you a definitive answer on 14/15th december.
21 comments
I just figured something long forgotton, and just added those lines to the desciption...
If you want to change your name for the TSG, simply enter to the console:
bat tsg-script
showSPECIALmenu
As you know, the script will reset your points so you can use showSPECIALmenu without loosing perk points.
Issue is, if you happen to have more than 28 pts in total (like picked up a single SPECIAL comic), you wont be able to save/leave that SPECIALmenu, even when just wanting to change the name.
Have fun! :)
Its a savegame, thus it needs manual installation and wont work when drag-n-droping to Vortex.
a user has mentioned the fix in the build your own vault thread to quote
A PSA for those of y'all who are having trouble with settlers not moving around the vault properly. I did some research on NavMeshing and found out how to check the meshing on tiles. It turns out that the author had completely neglected finalizing several meshes on nearly all of his workshop objects. I had fixed this problem by loading the file and simply finalizing it myself.
The author also stuck an entry way to the main vault entrance that allows you to snap and build the rest of the vault. If you hover over it in build mode it is called "DO NOT TOUCH ME". Lo and behold it wasn't even navmeshed at all. Settlers simply won't pass it as I tested with robots, settlers and companions. I also tested this to same issue needs navemesh
This is way beyond my skillset but seems that whoever downloads this will have to fix build your own vault to get settlers / companions to move correctly
As I understand this: -> I can not do anything about it.
However, I'm sure to remember that at one point in time they did follow me pretty well into the (another) vault (back in 2017 or something) - or better to say, the NPC's assigned to the vault seemd to walk around properly (example: guards).
But after reading what you've quoted, it seems that this must have been a 'lucky accident' due to a 'bug' (that fixed this)... weird..
On the other hand, I could imagine that at some point, it was working (despite no navmesh), then there was an update which 'fixed' this (unwanted) behaviour.
Could you please post a link to that article - assuming it has a "step by step" guide how to fix the navmesh of another mod yourself?
Thanks :)
Aynway, thank you. :)
--> Kinggath: working with NavMesh:
https://www.youtube.com/watch?v=3KFK7IRHJCw
1) In which TSG (1-7) does that happen?
2) Does your saying apply to 'existing' items only or to items that are 'now' beeing droped by just killed enemies?
I am aware of about 3 ('already existing') "Lookup Failed" items (all), of which one is the Tina Deluci's vault outfit.
I did assume that was because I am playing in "German", and that it 'just' would not find the german-translation for the item and thus fallback 'properly' to english when played with english language selected.
Seems I was wrong on that, sorry.
Anyway, I need to know the answer to both questions to get an idea where to start looking.
Also I'm using Scrap Everything Individual Plugins (not Ultimate version) and finding some wanky stuff. Some built structures @ Sanctuary were way off/misaligned. Turrets floating in midair. Again I'm just a few minutes into this, I'll look around some more soon but the version of Scrap Anything may make a difference to someone downloading this.
https://www.nexusmods.com/fallout4/mods/26575
However, there will be already a new file called tsg4 -> which will have the minutemen quests completed (up to the castle) -> as tsg4....
Maybe as a 'later' (both meanings) update - and as an extra file.
However, I'll have to think about it, as I liked the Automatron quest much more than the Vault 88 access-quest.
I'l lgive you a definitive answer on 14/15th december.
[edit] nevermind, i... swear i didn't see those pics before.
But thanks for the question, I'll add an info text with the next update.