Hey buddy, be careful with the OutpostPlayerHouseActivator editor ID. That's already used by BGS for the object itself. Duplicate Editor IDs can cause problems down the road. Might want to rename it something like dfOutpostPlayerHouseActivator. That way your editor IDs are easily distinguishable with the df prefix. Also, set the flag for persistent on the object reference and you're good to go. Most of these would need location reference type LocRefType PlayerHouse_OutpostActivator_RefType [LCRT:00024DC8] under the Location itself, but if it's working for ya, no worries. Cockpits don't have location data anyway so it would have to be created from scratch. It's just things may disappear after a while if that's not set.
Looks perfect now, buddy. I had done the same previously but put it next to the Armillary. Yeah, mapping out where things are placed is a little strange at first because getpos shows the concatenated positions of the whole ship combined. I've modified all of the habs I use frequeently and when I first started I found that putting a hab in the middle via shipbuilder would at least get me X accurately. So, with cockpits, the Y starts at 0 from the very back of the cockpit. Habs, on the other hand, start in the very middle. So, a 2X1 hab with X0 and Y0 will place the object directly in the middle of the hab. Usually for 2X1, 8 positive or negative spans the whole Y axis. I say this because you mentioned it being a real b&@*$ to set placement and it certainly is without a visual editor like CK until you get used to it and break out the calculator. If you need to an outpost activator in a place and it doesn't work correctly, like The Den, I can walk you through that as well. It will need components added for places that are owned by factions that player is not part of for it to work. Happy Holidays.
Would be awesome if you were to make a standalone version of each model of cockpit that is available in the game with a decoration panel in it. I bet a lot of players would download and use your mod then. Anyhow this is a nice addon to my mod collection already - thank you for your work :)
Thank you. Well, I created it for personal use for my one ship, then I thought I'd make it available to everyone. In the future I don't plan to create the variant for all cockpits (unless new components for ships that are better than the Cabot C4 will be included in the DLC). It's a pain in the ass to create this panel inside the ship's cell! As you can see, the mod is a very small file that modifies a single line of the code. The first time I entered the data and loaded the mod, I couldn't find the decorative panel: I look out of the glass of the ship and see it in the air about fifty meters away. After several attempts (close xEdit, load the mod, open the game, take note of the coordinates, close the game and reopen xEdit...) I managed to place the panel in the right place. Do the whole process again for the other cockpits... Too much time and patience.
I think Derretech has a module we can deploy in ship that enables decorations. I don't use it so I cant tell exactly how it works. As for this mod, as much as I want to, decorating is a pain since I often edit my ships.
ah well i understand now, thank you for your explanation. placing anything in ships is a pain in the but then ^^ ... until we have the CK or whatever they'll call it ill manage with the "place there" console command.
It relaxes me, my spaceship is like a zen garden. I should be safe from the bug that makes all your items disappear when you change ships, since I only have one and I've finished assembling it and I don't need any more.
will the customization keep when I switch homeships? I ask because it hasn't for me Derre and a few other mods have the decorate option and I use it then switch ships which I do often and the alterations are gone every time
Unless you happen to get the very rare glitch anything added outside of the shipbuilder whether from console commands or decorator panel(no matter how it was added) will not be there if the ship is edited afterwards. Some scenarios will even reset it without entering the ship builder. Unfortunate limitation of the game engine. He’s not wrong about how big of a pain it is editing cells either, mod authors have already started giving up on the game due to the combination of existing bugs, hacked together partially completed mechanics, and lack of modding tools. I’m still trying myself to not get burnt out by the hassle of modding this game, and I’ve managed was a couple of patches and editing 3 cockpits 😞
"mod authors have already started giving up on the game due to the combination of existing bugs, hacked together partially completed mechanics, and lack of modding tools"
This isn't even remotely true dude. You have one guy backing out while through a temper tantrum about the game. He basically posted a copy pasted rant that every negative review has. The same stuff. Because he's butt hurt he can't work on his only mod he's known for, for a few months. Which means his youtube channel won't get views for awhile. So he cried and through a temper tantrum. He's the guy behind the multiplayer mod If I'm not mistaken. No one's backing out kid. There just waiting for the mod tools because everyone's limited to what they can actually do right now.
Don’t even know who you’re talking about, it is true, and I only spoke what I feel about the game and what I’ve seen of it while modding, playing and watching other mods already stop having support due to the authors leaving the game. Didn’t mean to rant, but if you want an easy example of half finished take a closer look at any of the Viking cockpits, the various screens are just floating, the ceiling isn’t even finished. There is so much broken in this game that is only ever going to get fixed by modders…speaking of what have you done with the game?
The only thing Bethesda done wrong is to hard code so many things. Games like Skyrim and FO4 give a lot of experience. Many things are baked in so to implement new features modders had to go in circles, and this can cause problems on the long run.
15 comments
- Small fixes
Yeah, mapping out where things are placed is a little strange at first because getpos shows the concatenated positions of the whole ship combined. I've modified all of the habs I use frequeently and when I first started I found that putting a hab in the middle via shipbuilder would at least get me X accurately. So, with cockpits, the Y starts at 0 from the very back of the cockpit. Habs, on the other hand, start in the very middle. So, a 2X1 hab with X0 and Y0 will place the object directly in the middle of the hab. Usually for 2X1, 8 positive or negative spans the whole Y axis. I say this because you mentioned it being a real b&@*$ to set placement and it certainly is without a visual editor like CK until you get used to it and break out the calculator. If you need to an outpost activator in a place and it doesn't work correctly, like The Den, I can walk you through that as well. It will need components added for places that are owned by factions that player is not part of for it to work. Happy Holidays.
It's a pain in the ass to create this panel inside the ship's cell! As you can see, the mod is a very small file that modifies a single line of the code. The first time I entered the data and loaded the mod, I couldn't find the decorative panel: I look out of the glass of the ship and see it in the air about fifty meters away. After several attempts (close xEdit, load the mod, open the game, take note of the coordinates, close the game and reopen xEdit...) I managed to place the panel in the right place. Do the whole process again for the other cockpits... Too much time and patience.
... until we have the CK or whatever they'll call it ill manage with the "place there" console command.
mechanics, and lack of modding tools"
This isn't even remotely true dude. You have one guy backing out while through a temper tantrum about the game. He basically posted a copy pasted rant that every negative review has. The same stuff. Because he's butt hurt he can't work on his only mod he's known for, for a few months. Which means his youtube channel won't get views for awhile. So he cried and through a temper tantrum. He's the guy behind the multiplayer mod If I'm not mistaken. No one's backing out kid. There just waiting for the mod tools because everyone's limited to what they can actually do right now.
I hope Starfield is better in this aspect.