I am enjoying this player home. Rearranged things a little bit inside using the Mobile Workshop by SKK. It's a nice private caravan down on the water front.
PLACED OBJECT = not part of precombine [PLACED OBJECT] = part of precombine
This mod deletes some overgrowth that is [PLACED OBJECT] Remove all [PLACED OBJECT] records from this mod You get no broken precombines and some overgrowth Even with broken precombine I got no FPS loss
next time you try to make someting go further away from anything, there are plenty good spots close to the game border there you can try out everyting you want to try without fíng up other stuff
as for @greek being hard on you, he know wat he is talking about, just go take a look at his mods, there are awsome
As for the location: I always did expansions but vanilla borders seemed sufficient on the end. Just wanted a quiet spot for the camper but still close to the village.
Im curious why you didnt just make the camper as part of the commonwealth ? Also why the collision markers ?...that camper is 2 parts you put one inside the other...add a door...complete. Also note youre at the edge of sanctuary so if any sanctuary mod touches that cell.......reset. Edit : Make proper files for downloading with proper file structures... Example this mod you have a loose esp file...Wrong. Make a "Data" folder /put the esp inside and make a rar/zip etc...of that data folder... Now all mod managers can install it...properly
Didn't realise that it is nota part of the commonwealth. How do i fix that?
Collision markers are for npc's not getting stuck at stairs an so on. Do I not need them? (they were important in skyrim) I hate touching original outdoors navmesh
As for sanctuary standart border is pretty far i tried a conquer settlement and it worked fine.
When one does a "internal cell" its not part of the commonwealth ...its simply a virtual location that you cant walk into since you travel via load screen to it... The build border has nothing to do with the actual cells that a location occupies.....If you hit the "b" key inside the creation kit you will see the CELL borders.These are what is important as far as mod go... If you touch a twig in the cell next to yours you contaminate that whole cell...causing resets to that cell if a mod is using it (most sanctuary mods like mine use every inch of the location. (mine even edits your cell ). Build border limit extenders also effect the cells... ( in your case some may even overlap into your cell..) Here is a pic of the borders and how close you really are to sanctuary. pic 01 Also...the navmesh is crucial. you have to learn to edit it. Simply adding a collision marker isnt the solution since npcs still bump into that... You have to edit and remove the navmesh your camper is sitting on since its an obstacle or at least mark the surrounding navmesh as "preferred pathing".. Sorry if i sound like im roasting you... Im not.. Its called tough love... Learn to do things the right way or people will not use your stuff(its a matter of reputation ). There are many GREAT tutorials for almost anything you want to to... (stop being lazy...once you learn that stuff you basically open yourself to much bigger and more complex mods)...
SINCE YOU ARENT PROVIDING ANY SETTLEMENT OPTIONS (WORKBENCH)... LOCATION AND ZONE ARENT NEEDED AT ALL.. BASICALLY YOUR MOD IS A DOOR TO AN INTERNAL CELL. ITS NOT CONNECTED TO THE OUTSIDE.(UNLESS YOU CHANGED IT NOW )... LEMME HAVE A LOOK...
When you set a cell to another location youre basically telling that cell that it belongs to the location you set.. So no its not right that you use sanctuary location as yours... Locations and encounter zone are set up for a specific map location . You cant simply select a irrelevant location and use it...because you may cause issues to that location.
Well youre already sitting in a cell that im sure is shared with that hot springs mod (not 100% sure though...It depends on how far out he edited). if you crossed into the sanctuary cell that i showed you even to adjust terrain or move a tree etc... Youve already contaminated that cell and there is no going back especially where terrain is concerned . Here is your mod with my latest Sanctuary mod...Yours load after mine... LOL yeah i would call this a conflict :P
Is the camper in vanilla cell? Did not have any problems. Actually I liked the the jetty across the water more but there were waaay too many markers to deal with.
17 comments
PLACED OBJECT = not part of precombine
[PLACED OBJECT] = part of precombine
This mod deletes some overgrowth that is [PLACED OBJECT]
Remove all [PLACED OBJECT] records from this mod
You get no broken precombines and some overgrowth
Even with broken precombine I got no FPS loss
I will merge this into my world mod, endorsed
next time you try to make someting go further away from anything, there are plenty good spots close to the game border
there you can try out everyting you want to try without fíng up other stuff
as for @greek being hard on you, he know wat he is talking about, just go take a look at his mods, there are awsome
As for the location: I always did expansions but vanilla borders seemed sufficient on the end.
Just wanted a quiet spot for the camper but still close to the village.
Also why the collision markers ?...that camper is 2 parts you put one inside the other...add a door...complete.
Also note youre at the edge of sanctuary so if any sanctuary mod touches that cell.......reset.
Edit :
Make proper files for downloading with proper file structures... Example this mod you have a loose esp file...Wrong.
Make a "Data" folder /put the esp inside and make a rar/zip etc...of that data folder... Now all mod managers can install it...properly
Collision markers are for npc's not getting stuck at stairs an so on. Do I not need them? (they were important in skyrim)
I hate touching original outdoors navmesh
As for sanctuary standart border is pretty far i tried a conquer settlement and it worked fine.
Open for ideas and constructive critics..
When one does a "internal cell" its not part of the commonwealth ...its simply a virtual location that you cant walk into since you travel via load screen to it...
The build border has nothing to do with the actual cells that a location occupies.....If you hit the "b" key inside the creation kit you will see the CELL borders.These are what is important as far as mod go... If you touch a twig in the cell next to yours you contaminate that whole cell...causing resets to that cell if a mod is using it (most sanctuary mods like mine use every inch of the location. (mine even edits your cell ).
Build border limit extenders also effect the cells... ( in your case some may even overlap into your cell..)
Here is a pic of the borders and how close you really are to sanctuary. pic 01
Also...the navmesh is crucial. you have to learn to edit it. Simply adding a collision marker isnt the solution since npcs still bump into that...
You have to edit and remove the navmesh your camper is sitting on since its an obstacle or at least mark the surrounding navmesh as "preferred pathing"..
Sorry if i sound like im roasting you... Im not..
Its called tough love...
Learn to do things the right way or people will not use your stuff(its a matter of reputation ).
There are many GREAT tutorials for almost anything you want to to... (stop being lazy...once you learn that stuff you basically open yourself to much bigger and more complex mods)...
I really am new to modding and had a little time this year spare to try CK.
This caravan was actually for my playthrough that is avoiding Sanctuary :)
Will have look into the nav-mesh thing another time in more detail definitely.
Did way too many mistakes with landscape and took me ages to recover.
For now maybe this mod is better avoided by people who use extended borders.
By the way:
I have set the Location and enc zones to NONE.
They were on sanctuary because I wanted the actual sun position.
Is this right?
PS: Tutorials are great but today a few words of wisdom fixed my serious workshop problem.
BASICALLY YOUR MOD IS A DOOR TO AN INTERNAL CELL. ITS NOT CONNECTED TO THE OUTSIDE.(UNLESS YOU CHANGED IT NOW )...
LEMME HAVE A LOOK...
Forgot to mention this..
When you set a cell to another location youre basically telling that cell that it belongs to the location you set..
So no its not right that you use sanctuary location as yours...
Locations and encounter zone are set up for a specific map location . You cant simply select a irrelevant location and use it...because you may cause issues to that location.
Hope that is correct now.
So it's just a door technically, right?
Anything else I could do to make it less conflicting with other mods?
if you crossed into the sanctuary cell that i showed you even to adjust terrain or move a tree etc... Youve already contaminated that cell and there is no going back especially where terrain is concerned .
Here is your mod with my latest Sanctuary mod...Yours load after mine... LOL yeah i would call this a conflict :P
mod conflict
Tried reversing the load order and it wont fix.... its obvious you crossed into the sanctuary cell.
Its crucial that you dont touch anything in a cell youre not using...Even if by accident you click on an object to drag your window you risk effecting that cell.
Whats done is done ...Good luck on your next one but this time do your homework :P
Actually I liked the the jetty across the water more but there were waaay too many markers to deal with.
should be just down from the scrap houses in sanctuary.