Welcome Guest ( Log In | Register )

> Fallout 4 Creation Kit
SubRosa
post Dec 11 2016, 08:02 PM
Post #1


Ancient
Group Icon
Joined: 14-March 10
From: Between The Worlds



Fallout 4 works a lot differently than FO3, so I created a new topic for using its Creation Kit.

In F4 all workbenches are also containers that you can store your crafting items in. All of the workbenches in a settlement share a single inventory. If you are creating your own home and have multiple workbenches, you can link all of their inventories by doing the following:


First you need a Workshop - by this I mean the crafting station/workbench that you use for settlement construction. You can create your own, or use an existing one if you want to tie your new workbenches to that particular settlement. Even if you are just building a player home and don't want to use it to create a full blown settlement, you still need the Workshop. In that case you can place the Workshop station under the ground, or someplace otherwise inaccessible if you want.

Next place your new Armor, Weapons, PA, etc... Workbenches.

Double click on each to open their Reference windows, and go to the "Linked Ref" tab.

Leave this open, and find your Workshop in the render window.

Return to your new workbench's Reference window, and in the blank field under Linked Ref right click, and in the box that pops up, click on New.

In here click on Select Ref In Render Window.

This gives you a red crosshair in the Render window. Use it to click on the Workshop.

That brings up a new window setting it as a Linked Ref. Look down in that window to the Keyword field. In it select

WorkshopItemKeyword.

Click on Ok to close that window. That takes you back to your Workbench Reference window. Click on Ok to close that.

Do the same with the rest of your workbenches.

Done. Now all of the workbenches will share the same inventory.

This post has been edited by SubRosa: Feb 21 2017, 12:08 AM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
 
Reply to this topicStart new topic
Replies
SubRosa
post Jan 5 2019, 07:08 PM
Post #2


Ancient
Group Icon
Joined: 14-March 10
From: Between The Worlds



1 - Getting rid of the garbage statics can be difficult. I have had no problem with just deleting them. But for the mod to work it usually has to be dead last in the load order, or almost dead last. I don't know why. Even then it does not always work.

2 & 3 - I did not even know about static collections!

4 - Some bodies never disappear. The two raiders who threaten Trudy at the Drumlin Diner are like that. You can just select them, and use the markfordelete command. Then save and reload. That will permanently remove them from the game. Just be careful to make a different save before hand, because you might end up deleting something other than the bodies, like the ground! ohmy.gif


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
mALX
post Jan 13 2019, 09:40 PM
Post #3


Ancient
Group Icon
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(SubRosa @ Jan 5 2019, 01:08 PM) *

1 - Getting rid of the garbage statics can be difficult. I have had no problem with just deleting them. But for the mod to work it usually has to be dead last in the load order, or almost dead last. I don't know why. Even then it does not always work.

2 & 3 - I did not even know about static collections!

4 - Some bodies never disappear. The two raiders who threaten Trudy at the Drumlin Diner are like that. You can just select them, and use the markfordelete command. Then save and reload. That will permanently remove them from the game. Just be careful to make a different save before hand, because you might end up deleting something other than the bodies, like the ground! ohmy.gif



Okay, I had to search all over for my post; and I have a lot of trouble reading now, so finding the post was nearly impossible.

I don't understand why we have to search all over the site to find each different game's modding discussions; they should all be under the "Mods" section at the bottom of the main page so they can be found easily by anyone looking for modding information.

What I would like to suggest and hope you/Acadian/Starge take into account in a possible discussion for instituting:

The "Mods" section at the bottom of the main page is called "Oblivion Mods" - That is an entire section for just one game's mods! On this site we do modding on numerous Bethesda/Obsidian games that all use variations of the same Creation Editors.

I would like to suggest that we change the "Oblivion Mods" to something general like "Mods" or "Modding - and under that make sub headings for the different games = then move all modding topics from up here into their proper sub-category under the "Mods" heading so anyone wanting to read or discuss about Mods doesn't have to search the entire site for that information. Please?

Rant Over.

Okay; now: In response to what you said above =

"Disable" did work to get rid of the dead bug bodies in Sanctuary (in game); but didn't work on the trash/leaf piles inside the houses; etc. I've tried to use the "markfordelete" command in game to get rid of the trash; it doesn't work on trash either.

And yes, using delete on a mod = you would absolutely have to place your mod at the very end of the load order. Skyrim was the same way; if you deleted anything that either the vanilla game had a Papyrus script on or another mod referenced = the game would become unstable searching for that item.

That may be what I end up having to do on mine; which would mean I could never upload it or it would end up conflicting with too many mods out there. I noticed that almost every mod out there says to put theirs at the end of the load order; which I'm guessing the only way to resolve would be to Wrye-Bash them together or something.

Sinking them into the ground saves that issue; but does waste a portion of the cell's item limits. I had to ride the line in Skyrim; but Fallout 4 is even worse. Sanctuary is large enough to make a really nice settlement; but when you keep all those items in there; you find yourself very quickly overloading the cells.

Using the in game Settlement Building system (using no mods) I was able to repair the bridge and roofs in Sanctuary using the console commands for X, Y, Z axis to move the items to the correct position; it really looks pretty good. I had to use foundation blocks for the roofs to cover up the jumbled messy roofs; but it didn't look bad when finished - but the interiors with all the unmovable trash and leaves on the floor = they can't even be covered up well, (or another example is the broken windows; and no way to repair or cover them up with new glass or windows). Everything is so limited by the collision; even trying to use the "rug glitches," etc.






--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

Posts in this topic
SubRosa   Fallout 4 Creation Kit   Dec 11 2016, 08:02 PM
mALX   What a great idea to give tips on how all the new ...   Dec 11 2016, 10:38 PM
SubRosa   I made another interesting discovery today. You ...   Jan 2 2017, 06:41 PM
mALX   I made another interesting discovery today. You...   Jan 14 2019, 08:16 PM
SubRosa   I finally figured out how to mod the meshes of a w...   Feb 19 2017, 08:41 PM
Cain   I envy your skill with the CK. I jumped into it wi...   Feb 20 2017, 08:09 PM
mALX   I envy your skill with the CK. I jumped into it w...   Jan 14 2019, 09:02 PM
SubRosa   I am really not that good with the CK. I just deci...   Feb 21 2017, 12:07 AM
SubRosa   So far so good on the weapon replacer mods I have ...   Feb 25 2017, 05:50 PM
SubRosa   I made a discovery today. If you put a weapon in a...   Mar 4 2017, 11:07 PM
mALX   I made a discovery today. If you put a weapon in ...   Jan 15 2019, 06:33 AM
SubRosa   I have been working on the property modifiers of O...   Mar 5 2017, 09:45 PM
TheCheshireKhajiit   I have been working on the property modifiers of ...   Mar 6 2017, 12:56 AM
SubRosa   Ooh, Khajiit is considering tweaking the R91 to b...   Mar 6 2017, 03:27 AM
TheCheshireKhajiit   Ooh, Khajiit is considering tweaking the R91 to ...   Mar 6 2017, 03:33 AM
SubRosa   [quote name='SubRosa' post='278525' date='Mar 5 2...   Mar 6 2017, 03:46 AM
TheCheshireKhajiit   [quote name='SubRosa' post='278525' date='Mar 5 ...   Mar 6 2017, 04:10 AM
SubRosa   [quote name='SubRosa' post='278527' date='Mar 5 2...   Mar 6 2017, 04:43 AM
TheCheshireKhajiit   *snip* Very good advice! This one will ponde...   Mar 6 2017, 06:10 AM
SubRosa   *snip* Very good advice! This one will pond...   Mar 6 2017, 06:27 PM
TheCheshireKhajiit   It sounds like the R91 was added directly into th...   Mar 6 2017, 08:18 PM
SubRosa   Here is how to create your own settlement anywhere...   Apr 3 2017, 12:31 AM
TheCheshireKhajiit   *snip* Thank you for posting this! This one ...   Apr 3 2017, 12:46 AM
mALX   Here is how to create your own settlement anywher...   Jan 15 2019, 06:52 AM
SubRosa   I made a few updates. It appears that the DefaultE...   Apr 3 2017, 05:51 PM
SubRosa   Here is how you can add Ballistic Weave to any arm...   Apr 6 2017, 02:18 AM
mALX   Here is how you can add Ballistic Weave to any ar...   Jan 15 2019, 07:09 AM
TheCheshireKhajiit   Here is how you can add Ballistic Weave to any ar...   Apr 6 2017, 03:42 AM
SubRosa   Since Khajiit was asking, to create new colors to ...   Mar 31 2018, 09:01 PM
TheCheshireKhajiit   Since Khajiit was asking, to create new colors to...   Mar 31 2018, 10:41 PM
SubRosa   Since Khajiit was asking, to create new colors t...   Mar 31 2018, 11:17 PM
TheCheshireKhajiit   [quote name='TheCheshireKhajiit' post='299764' da...   Mar 31 2018, 11:20 PM
mALX   Since Khajiit was asking, to create new colors to...   Jan 14 2019, 08:06 PM
TheCheshireKhajiit   Khajiit did what you said and was able tweak the s...   Apr 1 2018, 10:38 PM
mALX   Edit: I merged this into the existing Creation Kit...   Jan 5 2019, 02:19 AM
SubRosa   I will pass along the suggestion to create a singl...   Jan 13 2019, 10:28 PM
mALX   Oh, and I actually made a few of those "Stati...   Jan 13 2019, 10:34 PM
SubRosa   When you are in the Creation Kit there is a way to...   Jan 13 2019, 10:45 PM
mALX   When you are in the Creation Kit there is a way t...   Jan 14 2019, 02:09 AM
ghastley   When you are in the Creation Kit there is a way t...   Jan 14 2019, 08:13 PM
mALX   Ooh, SubRosa = thank you so much for your part in ...   Jan 15 2019, 07:41 AM


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

- Lo-Fi Version Time is now: 28th April 2024 - 03:03 PM