![]() You asked for a copy of the BP to be posted under Transfer Settlements Blueprints. It was a beautiful player home in FNV and I thought a few folks might like it here. ![]() I just wanted to port a facsimile of Baja Island to FO4. I'm no expert like you, so please feel free to make a new BP yourself and post it. This is just the only one I've ever had problems with. Not my first bp, probably made 20-30 of them. I won't touch PRP - too many problems.ĪFTER the local quest is completed. Yep, did the precomb's and vis for the cell and all loaded cells. Regenerated precomined geometry and previs. Or search for mods that have already done the work and use them as required. There are many tutorials on youtube for almost anything want to learn.and will help you produce much better results. ![]() You should also offer it as a mod to be used AFTER the local quest is completed where you can remove/disable the old markers and attach a script to the workbench to move to a specific Xmarker which is placed where you want the workbench to sit when mod is loaded.(script that needs to be added to workbench : DefaultMoveToEditorLocationOnLoad )īasically if youre going to add a modded location to a blueprint you have to learn a few things. You should be aware that mods like PRP that fix previs will destroy this location if loaded after this esp.(hence recommend that your ESP loads after such mods ). Or certain things wont move (they just show up where their recorded positions are. If you cleared/moved stuff etc in the CK then you should have regenerated precomined geometry and previs. The main file has the esp and then you have the optional "esp version" that has the same esp as the main and another esp of a different version ? Thanks for the permission regardless but I won't upload them until I've secured the original creator of Baja Island NV. I already did copy/pasted the entire non vanilla objects into new worldspace and deleted the edits in the vanilla world for personal use. ![]() (Could be a lot different in Fallout 4 though since I'm new to the game after finally getting a good PC to run it.) I didn't even bother saving with the mod enabled due to the bugs and the deleted important references.īase on my knowledge and a decade of using geck IN FNV/Fo3 Certain mods that deletes vanilla references (such as quest related ones) from any specific locations instead of disabling the object using the "intially disabled" breaks the game especially if one already or has yet to complete the objective that is bound/related to the said reference. Anyways I do not have any other mods that modify spectacle island besides yours. Bridge near Wreck of the USS Riptide (I think I can't even see the island from that far now that I think about it). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |