Korodic Posted May 2, 2016 Author Share Posted May 2, 2016 I have a workshop ID of 30. I'm going to make a copy of my mod and delete all other doors except one, straight in the middle of The Castle (and finalize the navmesh after a link is made) to 100% rule out that it's a path confusion issue. I'm still not sure how a settlement doesnt get linked to a map marker but other settlements display happiness and # of settlers on your map though. Link to comment Share on other sites More sharing options...
Korodic Posted May 2, 2016 Author Share Posted May 2, 2016 Even when linking a door directly to the interior (with no other way in) it still does not work. I have designated both a center, sandbox, and spawn. The workbench is linked to a container too. It seems to be added to the Send To list now too. Not sure what else is missing. It seems I have all of the elements as I compare it to sanctuary. Link to comment Share on other sites More sharing options...
DarthWayne Posted May 2, 2016 Share Posted May 2, 2016 hmm maybee wait a few ingame days? Don't know what else you could try... Link to comment Share on other sites More sharing options...
Korodic Posted May 2, 2016 Author Share Posted May 2, 2016 You can send followers to the new DLC area right? (Havent played it yet, trying not to spoil too much by looking).It seems there is a marker for outside the interior and inside as well as specifications on the Teleport tab of a door that deal with the Location object assigned to the cell. I'll try to play with this.Otherwise, I'd want to find out which package is assigned to NPCs' travel to settlement package and instead teleport them whenever it is an interior location. I'd prefer not to do this since it shouldnt be necessary. Also I have no idea which package is assigned to NPCs for this or when... Will update post should I find out anything new. Link to comment Share on other sites More sharing options...
DarthWayne Posted May 2, 2016 Share Posted May 2, 2016 I doubt you can change the package. It is probably hardcoded in workshopscript or WorkshopParentScript. And you should not edit these for your mod...You could however move them manually, like I did with my vaults. Then you need to call this function: WorkshopParent.addActorToWorkshopPUBLIC(WorkshopNPCScript settler, WorkshopScript newWorkshop) followed by Actor. MoveTo(ref) Link to comment Share on other sites More sharing options...
seekingthesun Posted May 2, 2016 Share Posted May 2, 2016 What do I add to the location initialization quest? Link to comment Share on other sites More sharing options...
Korodic Posted May 3, 2016 Author Share Posted May 3, 2016 What do I add to the location initialization quest? It should be an exact copy of the DLC's initialization quest, do not use/modify the existing location initialization quest. Link to comment Share on other sites More sharing options...
seekingthesun Posted May 3, 2016 Share Posted May 3, 2016 And so having that as part of an esp, it should run automatically? I assume I put a copy in my fallout4/scripts folder, right? How do I assign it a workshop ID? Link to comment Share on other sites More sharing options...
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