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SubRosa
post Dec 11 2016, 08:02 PM
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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


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SubRosa
post Jan 13 2019, 10:45 PM
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Joined: 14-March 10
From: Between The Worlds



When you are in the Creation Kit there is a way to get around those annoying things like Distant Clouds or Default Triggers. Here is what I found:

Concealing Objects

If you zoom out so that you can see the whole area of AnisesCabin01 (a single room in this case), and click on the yellow marker you originally selected... you may find that you are unable to select it. Instead, you select a large pink box that surrounds the room, which in the Cell View window, appears to be called "defaultSetStageTRIG".

Stuff getting in the way is a common and basic problem, but one that has an easy and powerful solution. With defaultSetStageTRIG, press the number 1, twice. The defaultSetStageTRIG will disappear. Press 1 again, and it will reappear.

What is happening here is that the first time you press "1", the selected object (or objects) are made so they ignore the mouse, and you can click through them. If they aren't already transparent, they are also made transparent (doesn't make a noticeable difference to defaultSetStageTRIG, which is already transparent), and the name of the item in the Cell View is changed from black to light blue, to show that it has been hidden (probably also not visible to you, since the item's selected, so it's not black!)

The second time you press 1, the item is hidden completely, rather than just "ghosted".

The third time, it is returned to normal: fully visible, clickable, and with a black name in the Cell View once again.

So, press "1" again until defaultSetStageTRIG disappears, then try selecting, hiding and ghosting other items, such as walls and furniture, until you are happy with the process.

If you have unselected an item while it is ghosted or invisible, you can no longer select it in the Render Window. Instead, select it in the Cell View (it will be one of the blue-named objects), click the titlebar of the Render window, and press 1 until your object cycles back to full visibility.

Protip.jpg For many Render Window keys, the window must be active (its title bar is not greyed out). If another window, like Cell View, is selected instead, then the key will do nothing. So if you select an item in the cell view, you then have to click on the titlebar of the Render Window - clicking within the Render Window would change your selection! Then, your keypress should work.

If you feel you have completely messed up which items are ghosted and which are not, you can press "F5" to return all items to their normal visible, clickable state.


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mALX
post Jan 14 2019, 02:09 AM
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From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(SubRosa @ Jan 13 2019, 04:45 PM) *

When you are in the Creation Kit there is a way to get around those annoying things like Distant Clouds or Default Triggers. Here is what I found:

Concealing Objects

If you zoom out so that you can see the whole area of AnisesCabin01 (a single room in this case), and click on the yellow marker you originally selected... you may find that you are unable to select it. Instead, you select a large pink box that surrounds the room, which in the Cell View window, appears to be called "defaultSetStageTRIG".

Stuff getting in the way is a common and basic problem, but one that has an easy and powerful solution. With defaultSetStageTRIG, press the number 1, twice. The defaultSetStageTRIG will disappear. Press 1 again, and it will reappear.

What is happening here is that the first time you press "1", the selected object (or objects) are made so they ignore the mouse, and you can click through them. If they aren't already transparent, they are also made transparent (doesn't make a noticeable difference to defaultSetStageTRIG, which is already transparent), and the name of the item in the Cell View is changed from black to light blue, to show that it has been hidden (probably also not visible to you, since the item's selected, so it's not black!)

The second time you press 1, the item is hidden completely, rather than just "ghosted".

The third time, it is returned to normal: fully visible, clickable, and with a black name in the Cell View once again.

So, press "1" again until defaultSetStageTRIG disappears, then try selecting, hiding and ghosting other items, such as walls and furniture, until you are happy with the process.

If you have unselected an item while it is ghosted or invisible, you can no longer select it in the Render Window. Instead, select it in the Cell View (it will be one of the blue-named objects), click the titlebar of the Render window, and press 1 until your object cycles back to full visibility.

Protip.jpg For many Render Window keys, the window must be active (its title bar is not greyed out). If another window, like Cell View, is selected instead, then the key will do nothing. So if you select an item in the cell view, you then have to click on the titlebar of the Render Window - clicking within the Render Window would change your selection! Then, your keypress should work.

If you feel you have completely messed up which items are ghosted and which are not, you can press "F5" to return all items to their normal visible, clickable state.




Oh, this is a huge tip! Thank you so much! I am copying this down by hand so I can look at it while in game!





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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   1 - Getting rid of the garbage statics can be diff...   Jan 5 2019, 07:08 PM
mALX   1 - Getting rid of the garbage statics can be dif...   Jan 13 2019, 09:40 PM
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
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


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