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Ps4 Fallout 4 How To Fix Floating Trash Bug In Workshop Area?

#ane

ok folks here is the problem I am encountering.

In my commencement custom settlement Houlden Hills I encountered this odd and annoying workshop glitch that when you lot cross the cell boundaries that the workshop auto closes without alarm. It is non a serious issue that is breaking the modern just annoying that yous have to re-open the Workshop everytime.

In a new custom settlement modern I am working on I have now encountered the verbal aforementioned problem.

I followed the tutorial on Youtube exactly when building these.

In this second mod (an unreleased WIP) I added xmarker headings marked with Location Border Marking Keyword then ref linked each of them back to the xmarkerheading that has the Location Center Marker Keyword (which is also linked to the workshop correctly) I changed the location of surrounding Wilderness cells which fall into my settlement build expanse to my custom location.

This has non solved the trouble.

Like I said its not breaking the game or anything it is but highly annoying and I would similar to learn how to set it.


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#2

speedynl

whorl down to discover the link to guide

https://forums.nexus...-please/folio-38


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#3

MightyNINE

yeah that is the exact same tutorial that "MarkyMint" aka mods1984 fabricated a video tutorial of on Youtube. That is what I followed to the letter.

I institute out you exercise not need the SetOwnedTrigger yet from a FelloutisLife Tutorial. The DefaultEmptyTrigger tin serve both purposes.

This still does does non solve MY trouble however. Making a custom settlement.. I got that figured out what I am trying to figure out is this odd beliefs of the workshop while in workshop way while in that custom settlement.

The workshop auto closing forth the cell boundaries equally indicated in this image. The blue arrows represent the points which information technology happens.

31634110-1507950810.png


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#4

speedynl

don't meet much on that flick, wat is the box i meet ?, how big(how many cells) is the mod , normal if you use lets say 4 cells and the build box cover all 4 cells(inside the borders of those cells) it should work similar intended

did you gave all the cell(due south) a new navmesh or exercise yous use the i beth putted there, i know some had this trouble earlier (but not the mod makers) i personel never had this problem eighter, so not sure wat information technology cause information technology

mm unproblematic question did you pulled the build box into the footing?, it can happen if the ground is to low and your box is not under the ground it will exit build mode


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#5

MightyNINE

don't see much on that motion picture, wat is the box i see ?, how large(how many cells) is the modern , normal if you use lets say 4 cells and the build box encompass all iv cells(within the borders of those cells) information technology should work like intended

did you lot gave all the cell(south) a new navmesh or practice y'all use the 1 beth putted there, i know some had this problem before (simply not the modernistic makers) i personel never had this problem eighter, so non sure wat information technology cause it

mm simple question did you pulled the build box into the footing?, it can happen if the ground is to depression and your box is not under the ground it will go out build mode

information technology covers 6 cells and yes the build box is underground as well. I had the problem of Workshop exiting (normally because information technology wasn't roofing the lower areas) but the problem I am trying to work out isn't affected by that. While traversing the grounds unremarkably it auto closes the workshop (without any warning whatever) along the lines of the cell boundaries.  I've even went every bit far as irresolute the location of the cells included in my settlement to my custom location yet that isn't the problem either.

No I did not make new navmesh for any of these cells. I don't touch the vanilla navmesh ever in exterior cells. A hold over from modding Skyrim where if you do any sort of modification to exterior navmesh it screws up cell boundaries and that a hassle to fix.

That trigger you see on elevation of the house is a vanilla trigger for Random Encounters  which has been disabled with FO4edit and so that these random encounters don't happen anymore in the location

​FO4Edit reports no conflicts and everything shows upwards the mode it is supposed besides. So that isn't the issue.

This is quite the stumper for me.

Although once again I mention that its not that serious of a problem. The settlement even so works correctly with full functionality its just annoying that the workshop closes without warning, but at least it is anticipated in game. I usually place signs from functional objects about to mark the areas where it happens so I know when to close the workshop. Odd thing is it doesnt effect placement of objects from a distance. Similar dropping a foundation block from one side of the occurnce into the other cell. No problem at that place.


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#6

untolds

I experienced something similar (i think?) but allow me preface this with the noesis I've been at this modding thing for a whole eight days at present lol.  I have no inkling if this will cause other issues that I am nonetheless unaware of.

I was messing around with Jamaica Plains and tried to slice together info from several manuals and tutorials.  When i got in game every time i entered one of the several purlieus cells i would leave workshop mode.

Afterwards poking around some i realized i of the cells was fix up differently:

QjMXl6g.png

Shaded it green so i could tell it apart from the others in CK and started little around with the size & position.  Once I adamant this was indeed the cause I moved information technology upwardly and out of the fashion like so:

3S0c1pw.png

After I made this change I didn't have any bug with the workshop shop closing within my build surface area.

Hope this helps and GL!


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#7

MightyNINE

I experienced something similar (i think?) but let me preface this with the knowledge I've been at this modding matter for a whole 8 days now lol.  I have no clue if this will cause other bug that I am yet unaware of.

I was messing around with Jamaica Plains and tried to piece together info from several manuals and tutorials.  When i got in game every time i entered i of the several boundary cells i would leave workshop mode.

Later poking effectually some i realized one of the cells was set up up differently:

QjMXl6g.png

Shaded it green then i could tell it apart from the others in CK and started fiddling around with the size & position.  Once I adamant this was indeed the cause I moved it up and out of the way like so:

3S0c1pw.png

After I made this modify I didn't have any problems with the workshop shop endmost within my build area.

Promise this helps and GL!

actually this isn't the problem I have. There are no actress trigger boxes within My build area. Just the one Random Run into box which I disabled through FO4Edit. And then that inst the problem but thanks for the input


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#viii

FiftyTifty

Have you included all of the appropriate cells in the location record?


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#nine

MightyNINE

Take you included all of the appropriate cells in the location tape?

I've even put in location edge markers on all sides ref linked back to the Middle Location Xmarkerheading. That automatically places those extra cells into the Location Record.

The only thing I haven't tried is not re-naming the wilderness jail cell (which makes information technology really hard to detect when I desire to return to information technology) I don't know why that should make a difference but information technology is the last thing I got to try.

I of my viewers on my Twitch Stream says the verbal aforementioned problem happens to him on PS4 when using the Elementary Camping modernistic too. Uncomplicated Camping is a lot like Cheesko'due south Conquest modernistic which doesn't seem to have this problem. That tells me that this non a trouble that is unique to my mods lone or the way I make settlements.

This viewer suggested it is a game mechanic trouble which it very possible since in that location is and so many other things wrong with the game engine.

I am going to message Cheesko and run into if he might accept some input.


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#10

MightyNINE

*SOLVED*

and here'due south how I did it..

First some groundwork.

In mods1984 tutorial on custom settlement edifice, he tells yous to re-name the wilderness jail cell in which you are working in then that you can discover information technology easier afterward on. While this sounds bang-up on the surface, it is exactly what is causing the machine close of the workshop at the borders of any cells included in the Build Area. Leaving the re-named cell in Workshop mode doesn't shut it but entering the re-named cell in Workshop manner causes the Workshop to auto close without alert.

The gear up for this was amazingly simple. Practise NOT rename the cell. To find it subsequently, write down the coordinates of the cell and utilize the jail cell view window to input the coordinates and push the Go button. I created a examination settlement esp, making sure to make the settlement large enough so that it included multiple cells taking particular attending that the junction of 4 cells were included within of the settlement. Testing in gme showed that the settlement worked correctly, and that I could traverse the entire grounds leaving and re-entering the prison cell where the settlement location is pointed too in the Location Record world mark reference. The workshop did not shut non once.

So that is the gear up

Do non rename cells.


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Ps4 Fallout 4 How To Fix Floating Trash Bug In Workshop Area?,

Source: https://forums.nexusmods.com/index.php?/topic/6069613-custom-settlement-workshop-glitchbug-how-to-fix/

Posted by: finchrold1996.blogspot.com

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