speedynl Posted October 26, 2016 Share Posted October 26, 2016 take a look at this thread it have video and a good layout with pics to make a settlement https://forums.nexusmods.com/index.php?/topic/3760875-fallout-4-modding-tutorials/page-5 Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 26, 2016 Author Share Posted October 26, 2016 take a look at this thread it have video and a good layout with pics to make a settlement https://forums.nexusmods.com/index.php?/topic/3760875-fallout-4-modding-tutorials/page-5They're also both linked in the first post of this thread (at least I think you're referring to Stuyk's and M0ds1984). I don't have the time to write the myself these days, but if people create additional settlement themed guides (specific to building them and getting them working, such as adding settlers of odd races and getting them to perform jobs there), let me know and I'll add links in the main post here. @Illian (from earlier)I suggest starting a new thread about your possible LOD issue, since I *think* that was left still unanswered. More focused help might be good as I know how difficult that part can be. P.S. And yes, we all love Speedy. =) Link to comment Share on other sites More sharing options...
tarsis31 Posted October 26, 2016 Share Posted October 26, 2016 So, I just spent the better part of six hours loading m0ds Evans Way in with my RRS loading just after, as I can get a fairly reliable failure rate on his settlement happiness that way. >75% fail rate today. Make a change in CK, load in Vault 111, coc bostonrr, go to my workbench, 50 happiness, go to red door, disable, killall, (then a multitude of different things depending on what I've changed) So... How do I set up his workbench so it WILL NOT be usable until it is physically triggered (click on the actual workbench)? Or, as a second rate option, how can I set it up so that it WILL NOT be activatible until you step into the setowned trigger? Every single option I have tried has allowed me to hold the view change key right as I enter the cell, which has been limiting my ability to location control my experiments? Completely removing the workshopinitialization quest made no change to the failure rate whatsoever. Flipping switches and pulling buttons left and right one thing at a time until I finally broke it so bad it crashes on load (I think I may have cross saved 2 different BA2 files from 2 different working versions when I accidentally had 2 copies of CK up). I'm pretty sure I left Vault 111 more than 50 times. I don't feel closer to an answer, though I have eliminated possibilities. Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016 (edited) the workshopscript have 2 options, owned by player and auto assing, think it was the first 1 set to true tat make you clear the arena first, before you can use the wb, don't use it with the owned trigger, it f*** up the happinnesas for the owned trigger most of you make it way to big(and believe it have no use to make it so dam big), i only use the size of the box that it have when you drop it(works just the same as those insane big boxes), that way you have to get infront close to wb to trigger it as for entering the cell triggering the owned trigger means its insane big Edited October 26, 2016 by speedynl Link to comment Share on other sites More sharing options...
tarsis31 Posted October 26, 2016 Share Posted October 26, 2016 Yeah, speedy, I toned the size way way way down for my testing. Just a bit bigger than workbench. Can still use build options on entering cell. Tried turning ownership off, can still use workshop when raiders are alive. Almost like something bypasses all the options you set for the script in the workbench, which may be an indication of where this whole issue stems from. Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016 (edited) Evans Way way you say i will take a look at it i see a quest trigger not sure wat it do, but it cover the hole thing, maybe it trigger the wb to, try to delete it and see wat happens ok that din't help, but wat did help was removing the wb and placed a new 1, killed those raiders and boom 50% when clicking the wbonly i dont have a build arena anymore and no markers :D Edited October 26, 2016 by speedynl Link to comment Share on other sites More sharing options...
tarsis31 Posted October 26, 2016 Share Posted October 26, 2016 I think I figured it out too. I was trying to do it without whole new area. I deleted his setowned trigger and made new one just in front of workbench. Worked 10/10 now. Would you try that fix please speedy? I'd like a doublecheck before I wrap this all up in a neat little bow. (Oh Lordy please let it be this simple) Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 26, 2016 Author Share Posted October 26, 2016 What was different between the original setownedtrigger and the new one? Or do you think it's more just the act of replacing it kicked something into place? Edit for dumb dumb me: Are you trying to fix the 0% bug or the 50% bug? Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016 (edited) kk removed the owned dropped a new 1, took my vault save killed raiders 50% when opening wb i din't see any difrent between old and new trigger blah, we are trying to find out why it don't show 50% when hitting the wb 2th run 50% did a dubble check on the owned trigger, the ref link point to the right wb, removing the ref and connecting it again to the wb seems to work to3 and 4 run all 50%, not sure why it work if you replace and or reconnect the trigger its set up like it should, and i can't find any other refs connect to the trigger Edited October 26, 2016 by speedynl Link to comment Share on other sites More sharing options...
tarsis31 Posted October 26, 2016 Share Posted October 26, 2016 Yeah, there is nothing fundamentally different. just smaller, and has never crossed cell borders I guess. Has worked every time for me since doing it. EDIT: Sorry, Blah, I was getting 0% or 20% most of the time with this workshop. I could get it repeatedly so I was smashing my face against it all day trying to make it work. EDIT EDIT: So, what would have broke the triggers? Like speedy said, hooked up correctly, not ref'd to anything else. Is it possible that dragging them across the cell borders "disconnects" part of the initialize script from the workbench partially breaking it? I've had settlements I've made where I have moved the bench across a border (even temporarily) after putting everything together. Nothing worked right until I put all the parts back together again. I maybe could have fixed it with a simple set owned trigger reconnect. Link to comment Share on other sites More sharing options...
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