How to access my new building in NV?

Post » Fri May 04, 2012 12:45 am

Hi,

I've followed a few tutorials, and built a custom shack that I wish to place in Goodsprings (or any location that is easy to find)

I've saved my cell

I load NV, go to Data Files and switch on my mod

But no sign of my building.

Can anyone explain how to do this last step, or point to a tutorial? I haven't been able to find any tutorials that show the user accessing their new room/building/location within the game itself.

The only mention of anything like this is a tutorial called "Connecting you level to the world", but this is Fallout 3 specific and refers to assets and locations that don't apply to NV.

Thanks for any clues.

Steve
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Heather Stewart
 
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Post » Fri May 04, 2012 2:28 am

It is the same method for FNV, You need to place a door in the wasteland, "Goodsprings" if that is where you want the building then double click the door and, set it's teleport to a door inside of your new interior cell. Once this is don you'll see a Yellow teleport marker, move them to an appropriate spot in front of the doors. You'll need to move the markers for both doors and, the one side with the point indicates the direction the Player will face when entering the cell.

hope this helps

cev
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D LOpez
 
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Post » Thu May 03, 2012 1:40 pm

It is the same method for FNV, You need to place a door in the wasteland, "Goodsprings" if that is where you want the building then double click the door and, set it's teleport to a door inside of your new interior cell. Once this is don you'll see a Yellow teleport marker, move them to an appropriate spot in front of the doors. You'll need to move the markers for both doors and, the one side with the point indicates the direction the Player will face when entering the cell.

hope this helps

cev

Thanks cev, going to try that now but one question springs to mind: Do I put the door in the native Goodsprings cell, or do I have to duplicate the Goodsprings cell, resave it with my mod? (Sorry if my question indicates a misunderstanding, but it's the one part of the process I haven't been able to find documented)
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KiiSsez jdgaf Benzler
 
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Post » Thu May 03, 2012 12:32 pm

Place your door in the Goodsprings Worldspace. No need to duplicate the cell. Find the building you want to use remove its vanilla door and door barricade by setting them to "initially disabled" and moving them below ground. (Deleting refs is a bad habit to get into and can cause mod conflict so setting them to "Initially disabled is the best method.)

Place your new door in Goodsprings and, connect the teleport,

Hope I'm being clear but, if not feel free to ask for more help,

cev
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Jynx Anthropic
 
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Post » Thu May 03, 2012 8:54 pm

Place your door in the Goodsprings Worldspace. No need to duplicate the cell. Find the building you want to use remove its vanilla door and door barricade by setting them to "initially disabled" and moving them below ground. (Deleting refs is a bad habit to get into and can cause mod conflict so setting them to "Initially disabled is the best method.)

Place your new door in Goodsprings and, connect the teleport,

Hope I'm being clear but, if not feel free to ask for more help,

cev
Thanks very much for the help, it's working now :)
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Janine Rose
 
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Post » Thu May 03, 2012 12:46 pm

You got to work actually in 2 cells. Both need a link so to call to each other. Which is a door usually.

1. Place in the cell you worked on a door (remember: do NOT add a static door!)

2. Go to the location on the exterior list you want to place the door you wish to exit/enter the new building you made, make sure to place your door just right so you can not open it while playing.

3. Link the OUTSIDE DOOR to the door you have on the inside, this is far easier and less likely to link to the wrong door.

4. Place the green markers you will get after the door links are completed. Use the arrow part to point to where the player will be facing. If this is towards the wrong side, make sure you either change this or remove the door links. Turn that door 180 degrees and relink your doors. This will make it a lot easier and less messy.

5. Keep testing and tweaking until it's perfect in your ideas.

TIP:

Rename your door to the exit/entrance so it's easier to find.
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Manuela Ribeiro Pereira
 
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