Tanglin Posted March 7, 2022 Posted March 7, 2022 3 hours ago, Tron91 said: Read the description here: https://www.nexusmods.com/fallout4/mods/27969 The description doesn't actually have much to say about changing a voicetype to a Far Harbor one, nor does it say which dialogue faction the NPC needs to be assigned to. But more importantly, the steps detailed in the description are meant for NPCs with unique reference IDs, no?
raffles5 Posted March 7, 2022 Posted March 7, 2022 Got a question I hope you can answer for me. I'm trying to make a pony patch for this mod. Something similar to the Lupine Patch that just changes the appearance of the models. I'm wondering about the FormID's and how they work together. I'm guessing there is a difference between ID's that read something like "EBCCWorkshopNPCFemaleSettler05" "EBCC_EncFemaleSettler05" and "EBCC_EncFemaleGuard05?" Are these all the same character but in different states? I'm still new to modding and this might be a simple matter, but my goal is to change the appearance of the characters so they look the same at my settlement as they did in the camps. Am I correct in my assumption or does this work differently for this mod?
izzyknows Posted March 7, 2022 Posted March 7, 2022 2 hours ago, raffles5 said: Got a question I hope you can answer for me. I'm trying to make a pony patch for this mod. Something similar to the Lupine Patch that just changes the appearance of the models. I'm wondering about the FormID's and how they work together. I'm guessing there is a difference between ID's that read something like "EBCCWorkshopNPCFemaleSettler05" "EBCC_EncFemaleSettler05" and "EBCC_EncFemaleGuard05?" Are these all the same character but in different states? I'm still new to modding and this might be a simple matter, but my goal is to change the appearance of the characters so they look the same at my settlement as they did in the camps. Am I correct in my assumption or does this work differently for this mod? EBCCWorkshopNPC...... are not spawned and are only for folks that had older versions of the mod that have those in game already. aka, backwards compatibility. EBCC_Enc....... are the ones spawned through EBCC_LvlFemaleSettler & EBCC_LvlMaleSettler Every EBCC_Enc..... is a unique captive and what you will need to edit. 2
Junkzombie Posted March 7, 2022 Posted March 7, 2022 Thanks for great mod! One question: Does it spawn captives in far harbour and nuka world?
hoper1213 Posted March 8, 2022 Posted March 8, 2022 (edited) I have the mod installed with everything enabled but Mcm can't find the esp for Commonwealth Captives. Any fix to this? Edited March 9, 2022 by hoper1213
izzyknows Posted March 9, 2022 Posted March 9, 2022 4 hours ago, hoper1213 said: I have the mod installed with everything enabled but Mcm can't find the esp for Commonwealth Captives. Any fix to this? If MCM can't find it, then it's not active. Load the game then type help ebcc 4 It should return a whole list of stuff if it's active.
izzyknows Posted March 9, 2022 Posted March 9, 2022 On 3/7/2022 at 5:57 AM, Junkzombie said: Thanks for great mod! One question: Does it spawn captives in far harbour and nuka world? Pretty much no on both. You can get them to spawn by adding the factions, but NW would really need to have them spawn in very specific places. Otherwise, it would just a be random mess that looked weird.
hoper1213 Posted March 9, 2022 Posted March 9, 2022 (edited) Confused on how its not activated since my mod managers say it is and all the other mods that uses mcm esp was found. Am I missing another way to activate it since I had to manually drag the files in place? Edited March 9, 2022 by hoper1213
izzyknows Posted March 9, 2022 Posted March 9, 2022 8 hours ago, hoper1213 said: Confused on how its not activated since my mod managers say it is and all the other mods that uses mcm esp was found. Am I missing another way to activate it since I had to manually drag the files in place? Depends on the mod manager you use. MO2 or Vortex. Can't help ya with either, but others that use them I'm sure will chime in.
vaultbait Posted March 9, 2022 Posted March 9, 2022 12 hours ago, hoper1213 said: Confused on how its not activated since my mod managers say it is and all the other mods that uses mcm esp was found. Am I missing another way to activate it since I had to manually drag the files in place? Wait, you had to manually drag what files to which place? You should have been able to just install this mod's archive with your mod manager. If you didn't do it that way, it's anybody's guess as to what you might have missed.
Tanglin Posted March 9, 2022 Posted March 9, 2022 On 3/6/2022 at 6:07 PM, Tanglin said: Just wondering if anyone is having this issue - the captives I freed in Far Habor and whom I've resettled in Longfellow's Cabin have this odd behavior when assigned to a store. They would eventually be unable to have the normal vendor dialogue to sell me stuff. I suspect it could be because the vanilla Far Habor's settlers who are assigned as vendors don't have any dialogue during working hours (8am to 8pm) as they open their inventory immediately when you talk to them. And all of a sudden, the problem went away. I can't even pinpoint what changes made it so, as I've installed new mods in the intervening time, progressed in the story, opened up the Lumber and Visitors Center settlements. Anyway, it's not a problem now.
hoper1213 Posted March 9, 2022 Posted March 9, 2022 7 hours ago, izzyknows said: Depends on the mod manager you use. MO2 or Vortex. Can't help ya with either, but others that use them I'm sure will chime in. All good thanks for help
hoper1213 Posted March 9, 2022 Posted March 9, 2022 4 hours ago, vaultbait said: Wait, you had to manually drag what files to which place? You should have been able to just install this mod's archive with your mod manager. If you didn't do it that way, it's anybody's guess as to what you might have missed. Ended up using MO2 to install it but esp still wasn't found so I won't worry about it
vaultbait Posted March 10, 2022 Posted March 10, 2022 3 hours ago, hoper1213 said: Ended up using MO2 to install it but esp still wasn't found so I won't worry about it If the game isn't activating a plugin which is in the plugins.txt, that often means you're missing a required master or the master is listed after the plugin requiring it. I don't use MO2 so I can't guess how likely either of those possibilities could be.
Aleksi Posted March 10, 2022 Posted March 10, 2022 On 2/27/2022 at 5:29 AM, EgoBallistic said: They clean up when you send them to a settlement. thanks.
kindashy Posted March 10, 2022 Posted March 10, 2022 On 3/7/2022 at 5:57 AM, Junkzombie said: Thanks for great mod! One question: Does it spawn captives in far harbour and nuka world? On 3/8/2022 at 9:23 PM, izzyknows said: Pretty much no on both. You can get them to spawn by adding the factions, but NW would really need to have them spawn in very specific places. Otherwise, it would just a be random mess that looked weird. Actually they do spawn in Far Harbor and Nuka World. I actually had one spawn with Overboss Colter inside the arena!! Pretty Funny! Wish I took a screen shot. Also they can spawn with the raider "attack" areas with the Supermutants. The Pack members were attacking the captives instead of the Super Mutants!! 1
raffles5 Posted March 13, 2022 Posted March 13, 2022 On 3/7/2022 at 3:08 AM, izzyknows said: EBCCWorkshopNPC...... are not spawned and are only for folks that had older versions of the mod that have those in game already. aka, backwards compatibility. EBCC_Enc....... are the ones spawned through EBCC_LvlFemaleSettler & EBCC_LvlMaleSettler Every EBCC_Enc..... is a unique captive and what you will need to edit. Thank you for the clarification on this, really saved me a bunch of time. I do have one more question however. How would I go about changing the names to read something besides just "settler" when I interact with them both in the wastes and back at a settlement? Is it possible to change the names in xEdit? If so, how would I go about doing that? Still a mod noob so any instructions would be very helpful.
izzyknows Posted March 13, 2022 Posted March 13, 2022 59 minutes ago, raffles5 said: Thank you for the clarification on this, really saved me a bunch of time. I do have one more question however. How would I go about changing the names to read something besides just "settler" when I interact with them both in the wastes and back at a settlement? Is it possible to change the names in xEdit? If so, how would I go about doing that? Still a mod noob so any instructions would be very helpful. Edit the EBCC_LvlFemaleSettler and or EBCC_LvlMaleSettler Find "Template Actors (Sorted)" and tick the "Base Data" box. Then, edit the Full - Name/ SHRT - Short Name of the all EBCC_Enc....... You can use my CC mod to see how it's done. Or just edit it to your liking. 1
vaultbait Posted March 14, 2022 Posted March 14, 2022 I'm working on a sandbox sort of mod which is just a cave full of muties and the various furniture used with them by Leito's and Savage Cabbage's animation packs. Frequently when I warp in to test things, there are some captives. That's great, adds a bit of class to the place if you know what I mean. But here's the problem... One thing I've placed in the cave is one of those cooking cauldrons the muties like to sit and stir. When I arrive, one of them is almost always there using it because of their idle package. Unfortunately, captives end up getting placed right at the seat, so it's some naked human on a cross overlapping with a green guy stirring some soup. Is there a way to get captives not appear right on top of the idle marker? Or is there something I'm doing wrong in setting up this interior space which is causing it? Suggestions appreciated!
EgoBallistic Posted March 14, 2022 Author Posted March 14, 2022 (edited) 1 hour ago, vaultbait said: Is there a way to get captives not appear right on top of the idle marker? Or is there something I'm doing wrong in setting up this interior space which is causing it? Suggestions appreciated! Make sure the cauldron and seat are properly navmeshed, i.e. they make a "hole" in the navmesh. The crosses and other large restraints only get placed in large open areas of the navmesh, so if the navmesh extends under the cauldron or other furniture, CC won't "see" the furniture and a cross could get placed there. Edited March 14, 2022 by EgoBallistic
vaultbait Posted March 15, 2022 Posted March 15, 2022 21 minutes ago, EgoBallistic said: Make sure the cauldron and seat are properly navmeshed, i.e. they make a "hole" in the navmesh. The crosses and other large restraints only get placed in large open areas of the navmesh, so if the navmesh extends under the cauldron or other furniture, CC won't "see" the furniture and a cross could get placed there. Perfect! That's almost certainly what I need. The space I started with is pre-navmeshed but I haven't adjusted it since adding fixed items. Time to go learn a new thing. Thanks so much for the tip!!! 1
izzyknows Posted March 15, 2022 Posted March 15, 2022 1 hour ago, vaultbait said: Perfect! That's almost certainly what I need. The space I started with is pre-navmeshed but I haven't adjusted it since adding fixed items. Time to go learn a new thing. Thanks so much for the tip!!! Walking the dog is really fun, once you get in a rhythm. You're always looking 4 moves ahead. Oh... NEVER use auto navmesh. It will fuck things up soooo bad. It's meant for quick & dirty testing. And having a follower/companion in handcuffs works great for in game testing.
vaultbait Posted March 15, 2022 Posted March 15, 2022 (edited) 15 minutes ago, izzyknows said: Walking the dog is really fun, once you get in a rhythm. You're always looking 4 moves ahead. Oh... NEVER use auto navmesh. It will fuck things up soooo bad. It's meant for quick & dirty testing. And having a follower/companion in handcuffs works great for in game testing. Thanks, noted. Bethesda's tutorial suggests starting with recast-based autogen and then fixing up the results by hand. The space is large with maze-like hallways and quite a few ramps, so not having to hand-mesh it all is tempting... but first I'll look over the original navmesh and see if it looks clean/consistent, in which case I can probably get away with just punching some new holes around the static objects I've added. Part of the challenge though is that it's also an interior settlement, and I'm planning to make a lot of those things scrappable, which would then leave unnavigable holes in the navmesh where they used to be? Meh, I'll figure it out, probably will just need to compromise between navigability and scrappability in some places. ? Edit: Yeah, so not that. The checker complains about 666 (amusing!) triangles with errors that need correcting in the supplied navmesh. I'll recreate it all I guess. Edited March 15, 2022 by vaultbait
EgoBallistic Posted March 15, 2022 Author Posted March 15, 2022 1 hour ago, vaultbait said: Part of the challenge though is that it's also an interior settlement, and I'm planning to make a lot of those things scrappable, which would then leave unnavigable holes in the navmesh where they used to be? Meh, I'll figure it out, probably will just need to compromise between navigability and scrappability in some places. ? Yeah that's always a challenge. The pathing at Hangman's Alley is all mesed up because of that. There is a hole in the navmesh due to the placed guard tower, and NPCs won't path through that spot even if you scrap it.
izzyknows Posted March 15, 2022 Posted March 15, 2022 6 hours ago, vaultbait said: I'm planning to make a lot of those things scrappable, which would then leave unnavigable holes in the navmesh where they used to be? You just navmesh under the scrappable item then link the triangles it occupies to it. (they'll turn orange/yellow..ish) That way when it's scrapped, it makes the linked triangles active. The auto mesh is total garbage. I did a tunnel and it generated over 12K tri's. I did it by hand with just under 1k. LOL Outcasts and Remnants used auto mesh, I redid all the cells and reduced the mod size by just over 1Mb. Hell, Club Snuggle had over 70 islands.. should have been 0. I'll navemesh your cell if you'd like. I'm a glutton for punishment! hehehehe 1
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