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Settlements with setter recruitment


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I've tried just about everything to get this to work. I've tried to reverse engineer valt 98's script. I've copied DLC01workshopparent. So I've even created custom scripts for adding the workshop location, I go in and I even try stages 10 and 20 with the console in addition to other triggers and nothing seems to be adding the settlement to the workshops list.

I read the FAQ on Bethesda.net but I still cannot get this to work. I am able to get my settlement as an option to send settlers, they just never go there. The vault 98 mod is so simple, there's no custom scripts, just a VMAD that runs things nicely but I can't get that to work at all for me. I know I'm not the only one with this problem.

Here is the .esp that i've been working with.
https://drive.google.com/open?id=0BwCbW8O1AnqfRHM0cUIya0w0QTg

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  • 4 months later...

Hi Seekingthesun

 

I created a mod called Presidents Bunker which is an Interior Cell currently being downloaded on Bethesda Mods. I have a workshop and have linked it correctly and I am struggling with the correct scripts for sending Companions and Settlers into that cell so it can be used as a settlement. I have searched everywhere for the correct method and to be honest I am getting frustrated with the miss direction. I have tried everything you have mentioned in here and I was wondering if you got a resolution to this post and if so are you able to pass on some knowledge?? Please :(

 

Cheers

 

Tony1912

 

https://mods.bethesd...-detail/2656087

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You've probably heard it before, but BlahBlah's guide will help: https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/

 

It's the quest steps (workshopinitializelocation) etc that's going to activate the ability to send settlers there. Being an interior cell, you'll also need to make sure the map marker is pointing to the right thing "marker uses internal cell data" possibly the wording of the checkbox you need to be sure is checked, otherwise those stats won't correctly display on pipboy.

 

I will look over my interior settlement this weekend, I know it's recruiting fine, but I haven't tried a supply line or sending someone there specifically with it yet, so if I find something that might conflict what I've just told you, I'll be back!

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It's all related. Companions that stay, robots that work/count towards population, new settlers, etc.

 

The main difference about *interior* settlements is making sure location is set correctly. Ie: matching correctly interior with exterior location objects. Too busy to be able to list exactly (sorry) because there is another small, but Mods1984 has a good handle on it, for sure. So whatever he says. =)

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took a look at the esp, you made a wb in salem markt but din't gave the bunker inside a wb and or settlement options, the script point to barny bunker but the inside don't have a wb

so the bunker inside will never act like a settlement without the proper things, the only thing tat maybe work is the salem mark as a settlement, if you change the wb/loc in the script

to the market, making a settlement inside a cell is the same routine as outside, and you din't do that for inside the bunker

 

ow forgot the esp from seeking

Edited by speedynl
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Speedy,

 

Usually I get completely what you are saying, because I know the context...but this post I didn't catch the drift at all.

(Other than that the OP has forgotten to add a workbench to their intended interior settlement, which you were quite clear about)

 

No offense meant, of course. =)

On the other hand, could just totally be me being obtuse today (as evidenced by me not remembering if the word should be "obtuse or "dense"). =/

 

I do know that there are extra complexities when creating an interior settlement linked from an exterior cell that already has a location object attached to it. Is that what you meant?

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we try this

he made a wb at salem(prolly to make a settlement) where the market is, his script(parent) point to barny's bunker not to salem, barny's bunker don't have a wb inside nor any marker to make a int settlement, not sure if he wana make the bunker a settlement, but if he wana make market a settlement he have to change the loc/wb in his parent quest

 

if he wana use both then the bunker miss everything for a settlement

 

remember i'm just a n00b that took a fast look at his esp, so i could be wrong :laugh:

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