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[Settlement Issue]


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Okay, as you predicted this indeed “solved” the issue. The settlement begins with 50 happiness as it should, and upon recruitment happiness increases to 60 when the npc arrives. I tried this using the console method, the spawn button (previously mentioned) and the Intelligent Recruitment System and all yielded the same results (60% happiness, trending upward). The first issue (i.e., not being able to open the workshop) was preventing me from moving forward implementing the church concept. The second issue was/is annoying and would have resulting in negative user comments getting posted regarding the mod (assuming it gets finished and published). Before proceeding with further settlement development, I am going to take a pause and do some in-depth quality assurance (e.g., world space settlement space, etc). I observed something while testing that may interest you. When coc’ing to the new world space fresh out of the gate, the SKK utilities holotape would not show up in the inventory. If I coc somewhere else in the commonwealth first (e.g., Abernathy Farms), then coc to the new world space, the holotape is present. This could be an issue on my end, but thought I’d mentioned it.


Your knowledge of the scripts and wiliness to share is invaluable and I certainly thank you and greekrage for the advice and tips. Moving forward.
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The best way to work around the base game issue of 20 happiness on first recruit is to static place a workshopbed and waterpump linked with WorkshopItemKeyword and stuff some workshop recognised food from WorkshopProduceFood (dont use that LL as it has a 25% ChanceNone) in the workshop.

 

 

>When coc’ing to the new world space fresh out of the gate, the SKK utilities holotape would not show up in the inventory.

 

yes that is expected and some of my mods warn about that, but not all of them because too many words which very few actually bother to ever read anyway:

 

This is the model script that over 50 different SKK solutions use to give the player confguration items at the right time whilst coping with many and varied new game start conditions. EXCEPT if starting a game using an ALT start mod that does not set MQ102 stages AND is in an interior OR a worldspace other than Commonwealth as that combination of conditions is logically undetectable (NOT prewar Sanctuary, NOT prewar Vault 111 interior, NOT postwar Vault 111 interior & etc): https://www.nexusmods.com/fallout4/articles/1038

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