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Ck workshop keywords, custom furniture and custom statics.


Raider1

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Posted

just a question for those with far more knowledge than I have on the new CK.  

 

So here is the problem, I have created using scols two custom guard posts.  What I did was duplicate an existing guardpost then replaced the model with the SCOL  adjust the position of the marker in relation to the new model then saved.   placed in game and linked to the workbench using the workbenchguardpost keyword. 

 

The post shows up in game but acts as a normal static and can not be assigned.  so closed the game opened the ck again added a link to the centermarker with the workshopitem keyword then tried in game again and nothing.   So I am assuming that either A. I am using the wrong keywords or B. there is a step to this that I know nothing about. 

 

and the other thing that just occurred, the textures for the SCOL vanished in the CK after checking in game the second time.

 

Advice and Tut links welcome. 

 

Thanks.

Posted

You need a script. Objects like the towers and workstations use a script with several properties like is furniture, or activator and setting the desired values and this is what tells a npc what to do with that object. You could try using a vanilla script used for something similar and applying that to your collection or copying the script and creating a new one just to be on the safe side.

Posted

you don't link any item to centermarker

 

you link any item tat can be build in vanilla to your workbench with the workshopitemkeyword

 

place item, dubble click on it, under tab linked ref select new, another window appears, pick select the first bar, use the cross to pick your workbench (check if it appears in the cel bar

then under keywords search for workshopitemkeyword, all done

Posted

okay as it turned out, the script I was using was correct.  I had linked to the center maker so I got rid of that.   booted up the game and still nothing but did happen to notice that some of the new SCOLs and other things were not appearing in game.   which got me to thinking... yes I can do that on occasion....LOL.   so I closed the game disabled the mod, booted up made a clean save, then went back reactivated the mod, booted back up in game and there it was...  so Lesson learned.  make a change to your mod, make a clean save then activate.

 

would be nice if there was a list of keywords and an explanation of what they do.  

 

thanks for the advice

Posted

you should always have a save before you leave vault, use tat 1 alway when trying out mods, game have the habbit to bake stuf in save's

 

i give you a sample, go abernaty farm save there, load it in ck, move the workbenc save load your save and look the wb is still in the same place, it don't happen to everything but lot of stuf get baked in a save

 

as for keywords, i don't have the game/ck installed atm so hard to do it from memorie, but you can find alot of info in this thread on nexus

https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/page-1

 

 

Posted

you should always have a save before you leave vault, use tat 1 alway when trying out mods, game have the habbit to bake stuf in save's

 

i give you a sample, go abernaty farm save there, load it in ck, move the workbenc save load your save and look the wb is still in the same place, it don't happen to everything but lot of stuf get baked in a save

 

as for keywords, i don't have the game/ck installed atm so hard to do it from memorie, but you can find alot of info in this thread on nexus

https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/page-1

 

I've noticed the baked in saves with working on this  mod.  Maybe its been so long since I modded skyrim I don't remember things or there has been changes for FO4.  Either way its learn or give up LOL and I am kinda of stubborn. Thanks for the link by the way. 

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