Currently I am having issues with xEdit. So bear in mind that I am still extremely new to mod making so it is taking time to get xEdit to work for me. Once I've been able to remove the Shattered Space requirement, I'm going to work on a couple of other issues and move on to the next set of Habs.
hello!! It's a piece of mod but does anyone else have the problem that when you modify the ship when you want to access it it stays in an infinite loading loop?
yes, I am using the 1x1 air lock and the ready room. first i was having an issue where when i open the door from airlock to ready room part of the floor is missing, i fall through to another part of the ship. removed the ready room and now, enter the air lock from the bay, infinite falling.
Great work on the mod so far. I'm a big fan of the fore/aft garage pieces, but one thing I'd like to see improved is the hatch between the two sections: the way it opens up, it clips through the ceiling geometry and cuts into any ladderways that may be passing through there. A few ideas, not sure how feasible they are: - Use the geometry that vanilla Nova habs have for the area above the door frame so the door doesn't clip into the ceiling as badly - Move the door 6 inches towards the rover so it doesn't clip into the ladderway - If there's not enough room to move it, rotate the door 180 so it opens towards the rover
One idea I had was to offer a set of garage bays with no vehicle in it. That way those of us on PC could add any vehicle we're using via console commands so it matches what we are driving.
EDIT: Nevermind, I was able to use the console to disable (delete) the REV-8 PKIN from the garage and placethere with the ID of my vehicle. I also had to remove the chains as they would cause the new vehicle to not sit properly on the floor. But if anyone's interested in replacing the vehicle in the interior of the hab this is the way... - Do a quick save in case you remove the wrong thing - Open console, select the REV-8 PKIN and use the command "disable" to remove it - Stand at the front of the garage bay so your view is centered down the hab and make another quick save as it may take a few tries to get the positioning right - Use the command Help <vehicle name> 4 FURN to get the ID of your vehicle - Use the command placethere <ID> with your cursor over the floor about a meter in front of you - It may take you a few tries to get the positioning right (hence the added quicksave)
you could alsotry this way: select pkin as above, make sure you have the right one selected (i generally modpos z 1, undo the move with modpos z -1) note the the id of pkin (i usually just input prid #### (the id of the pkin) to select it again), get vehicle id as above and spawn it, select it and type moveto #### (the id of the pkin). press up arrow to get back to prid #### (the id of the pkin), disable, markfordelete. either way you can use modpos and modangle to fine tune placement
Hello VirtualChris and/or Mattell. Any tips on how to remove the chains? I keep disabling parts of the hab itself. Also when I select the newly spawned Stag N-forcer; in my game it is not a PKIN but a FURN object. Is that correct? Greetings.
The garage doors don't open at the moment. If I ever learn how to make the vehicles work with the habs, as opposed to being static models, I will most likely try to make a version that allows the doors to open.
your habs category has disappeared in the ship builder for me, can I ask if you have any idea how I can fix this or maybe what caused your habs to disappear? is their a finite number of habs categories that can be put on the ship builder?
I saw in the comments that youre working on the deimos habs now, do you have plans that in the future youll make this for every manufacturer? Or will you make for just some? I would really like if you would make this for taito habs as well, at least for them if you wont make for all of them. :)
205 comments
Currently I am having issues with xEdit. So bear in mind that I am still extremely new to mod making so it is taking time to get xEdit to work for me. Once I've been able to remove the Shattered Space requirement, I'm going to work on a couple of other issues and move on to the next set of Habs.
Thanks again everyone for the feedback and ideas!
- Use the geometry that vanilla Nova habs have for the area above the door frame so the door doesn't clip into the ceiling as badly
- Move the door 6 inches towards the rover so it doesn't clip into the ladderway
- If there's not enough room to move it, rotate the door 180 so it opens towards the rover
EDIT: Nevermind, I was able to use the console to disable (delete) the REV-8 PKIN from the garage and placethere with the ID of my vehicle. I also had to remove the chains as they would cause the new vehicle to not sit properly on the floor. But if anyone's interested in replacing the vehicle in the interior of the hab this is the way...
- Do a quick save in case you remove the wrong thing
- Open console, select the REV-8 PKIN and use the command "disable" to remove it
- Stand at the front of the garage bay so your view is centered down the hab and make another quick save as it may take a few tries to get the positioning right
- Use the command Help <vehicle name> 4 FURN to get the ID of your vehicle
- Use the command placethere <ID> with your cursor over the floor about a meter in front of you
- It may take you a few tries to get the positioning right (hence the added quicksave)
Here's my garage bay now with the STAG N-Forcer vehicle... https://imgur.com/1pFQErs
THANK YOU.
HAPPY HOLIDAYS to you and yours.
Endorsed and even got my vote of the month.
Do the fore/aft doors on the garage doors open? If so - how?
The garage doors don't open at the moment. If I ever learn how to make the vehicles work with the habs, as opposed to being static models, I will most likely try to make a version that allows the doors to open.
All I can suggest is try reinstalling the mod and seeing if that fixes anything.