superb styling and layout nice! i don't want to be the first one to "ask" about settlement functionality, but this question will be buried soon by what i can see :)
I was bored so.... I hand navmeshed the place and clean up the mod a bit. Things that the CK marked as edited that weren't, a few items that were Deleted, never do that, mark them as initially disabled. Added a xMarkerHeading to the entrance, so companions/followers wont spawn at cell center. Also added a COCMarkerHeating for obvious reasons. I didn't link the workbenches or touch anything else, well 2 walls that were poking through the floor.
That is very cool. All the things I didn't know how to do! Will you upload it and credit me? Any idea how to get a night and day light through the windows?
The only master is Fallout4.esm, which is required by every mod. I'm guessing Fallout4.esm didn't get checked when you loaded the mod in the CK. That's the only way it would throw an error.
The night & day.... a script needs to be attached to the light source... I'd have to look into it again. It's simple. Suggestion, if your system can handle it, open 2 instances of the CK. One with your mod loaded, and the other with just Fallout4.esm, which you can use to explore and check out how things work. When you're done close the it and say No to save changes. That way the CK doesn't mark shite as edited in your mod when just looking at it. And it's less to clean up later.
So the workbenches storage isn't linked and 1 of the weapon benches isn't interactable but I assume you knew that.
The place isn't navmeshed i'm guessing, because I had a bunch of followers standing around or only walking back n' forth short distances.
Some stuff hanging on the walls next to the pool table is marked as "not owned"
Could flesh out the other side of the bathroom some more instead of just having the bunkbed in there
I mean the mod works just fine. It's pretty hard to use as a place to unload though, would like to move some stuff around and fast travel in and out the interior.
18 comments
i don't want to be the first one to "ask" about settlement functionality, but this question will be buried soon by what i can see :)
I hand navmeshed the place and clean up the mod a bit. Things that the CK marked as edited that weren't, a few items that were Deleted, never do that, mark them as initially disabled.
Added a xMarkerHeading to the entrance, so companions/followers wont spawn at cell center. Also added a COCMarkerHeating for obvious reasons.
I didn't link the workbenches or touch anything else, well 2 walls that were poking through the floor.
If you want it just pm me.
And nice job!!
I'm guessing Fallout4.esm didn't get checked when you loaded the mod in the CK. That's the only way it would throw an error.
Suggestion, if your system can handle it, open 2 instances of the CK. One with your mod loaded, and the other with just Fallout4.esm, which you can use to explore and check out how things work. When you're done close the it and say No to save changes.
That way the CK doesn't mark shite as edited in your mod when just looking at it. And it's less to clean up later.
i'm getting some masterfile warnings when i opened it in my CK
but other than that it looks great. thank you for the help, look for a shoutout
Thank you.
- So the workbenches storage isn't linked and 1 of the weapon benches isn't interactable but I assume you knew that.
- The place isn't navmeshed i'm guessing, because I had a bunch of followers standing around or only walking back n' forth short distances.
- Some stuff hanging on the walls next to the pool table is marked as "not owned"
- Could flesh out the other side of the bathroom some more instead of just having the bunkbed in there
I mean the mod works just fine. It's pretty hard to use as a place to unload though, would like to move some stuff around and fast travel in and out the interior.I have no idea how to NAV nor do I care to learn, sorry
I built this last year I was a little rusty with the Kit, thanks for the tips