I am unsure f how this engine actually works, but previous engines treated the disable function as a sort of 'storage' function. Using it a lot, or on complicated things tends to bloat saves. Using the additional 'markfordelete' function reduces the bloat by removing the item(s) completely. I am sure that most everyone knows and understands this, but thought I'd mention it anyways So, if you don't intend to re-enable the EXACT REF ID later, just add the markfordelete right after the disable function. I consider them as a pair of functions, to mostly use together. Kinda like sweeping the dust bunnies into a pile, then dumping the pile into the bin.
However, the disable function is good for companions that are always in the way... Just be sure that you have written / remembered the reference ID....
Yes it works the same way in Starfield and I share your view. The issue is, when someone isn't 100% sure what they are doing and markfordelete the wrong thing. It's safer to start with disable and then add markfordelete when being comfortable with how console commands work so not the wrong thing goes, or someone fully deletes something that has an effect on the area, quests, functions etc.
Hang on to your hat in a few days if all goes well :D I can't wait for creation kit either! It opens a world of endless possibilities. But I might have built something that can help us manage while we wait for that. Hopefully I will upload the first version in a few days, but it will be as a separate mod.... ;)
Well I am working on a menu overlay that can add bits easier. I don't think that is one model right? Just a lot of pieces put together, wallbits and such? That's why I am working on a menu, so it can be added easier with wall pieces, floors etc to be put together.
not sure ive found the structure in civilian outposts and pipeline stations and i love the design i can test to see with consol edit: yep its one piece except its doors its a one piece structure
Amazing buildings and additions Thank you! Would you consider making the outside patio with the tarped roof in Aggies House by itself? would look great in Military style outposts.
I can add all the parts, I just thought with having to move things around manually that maybe it was best to start with fewer and bigger objects. I can't yet package different objects together to spawn in the right places.
But, I'll let ya in on a secret, I'm working on something better. Where you have a menu ontop of Starfield with pictures of what you can spawn and buttons you just click and it will spawn it in. No need for extra bat files or code commands. That way I can add a lot of things and it's still just one file mod. And then it all is on a menu to choose from. There I can put in all aggies stuff, also categories like different walls, doors, floors etc 😃
I was having a look at a lot of doors yesterday and which ones work, some are just animated for a loadscreen so they don't actually open, and some are just static (inanimate) objects. However there is a pretty good selection of functional doors too. What kind are you looking for? The same type of doors for ships that goes betweeen habs? I can absolutely find you some good ID's, but I think it's easier if I know better which ones would work best :)
I pretty much only use stroud parts cause I like the outsides of their habs the best, you know the one door that slides together and then up, that's my favourite
Any plans for snappable foundations like those found in fallout 4, I've only played with settlements a little but it was the first thing i felt was missing.
Ah yes, I can't wait to get into everything properly. But right now there aren't any tools and resources to make those kind of things. But it will come, and I'll try to be ready for it!
Awesome! looking forward to it, was so confused when it wasn't in the base game, i wanted my stellar frontier deck to relax on haha. but more seriously to put stuff like generators and chests on.
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However, the disable function is good for companions that are always in the way... Just be sure that you have written / remembered the reference ID....
edit: yep its one piece except its doors its a one piece structure
But, I'll let ya in on a secret, I'm working on something better. Where you have a menu ontop of Starfield with pictures of what you can spawn and buttons you just click and it will spawn it in. No need for extra bat files or code commands. That way I can add a lot of things and it's still just one file mod. And then it all is on a menu to choose from. There I can put in all aggies stuff, also categories like different walls, doors, floors etc 😃