Jump to content

Request for a proofread of a Settlement Mod Guide, please.


BlahBlahDEEBlahBlah

Recommended Posts

ownership from beds prolly set for them, set ownership to none, hen they will show, as for cells it realy don't matter much 4 or 10 cells so long they don't interfear with named cells and carry the right name(your location name) then they will be added to the location file, will take a look later at your new esp

 

 

cell view select comonweatlh look/find glowingseacrater, right click on it, edit under location use the drop down, type glowin it wil show the glowing location select that 1, click apply then that cell is added to your location, its still say commenwealth

 

after doing that check all the npc's there and change persist location to glowing

 

as for the beds setting owner to none din't work still not counting, try to replace them with none statics and link them again, or just remove all of them

and place new in build mode

 

can all put to work, some just stand there, maybe over time they will move, din't wait for any settler to show up, but dropping a beacon show the radio message

show fine under work shop and on world map

 

all in all seems like i works like intended

 

mm find 1 more the center marker don't have a atk marker, also check your wb/markers most don't have encounter zone set

 

btw the radiation is prolly caused by the storm, but it also means you can't sleep there

Edited by speedynl
Link to comment
Share on other sites

  • Replies 406
  • Created
  • Last Reply

Top Posters In This Topic

I just removed all the references to their beds. As well as references to anyone other than Mother Isolde, Brother Griffith and Brother Foster since they weren't working. The common denominator and I don't know if it means anything, the Editor ID for the ones that work in FO4Edit are MotherIsoldeRef, BrotherGriffithRef, BrotherFosterRef, the the ones that don't work (Layla, Verena, Ogden, & Ward) use the editor ID Placed NPC. So something special sets the three apart from the others.

 

I scrapped more stuff (rocks and a pallete hidden between a rock and a building) and begun work on reverse engineering Super Mutant Workshop to create a Children of Atom settler beacon. Thus far, it seems to work and was an easy fix with the exception that they are immediately hostile and I want to comb over everything to make sure its to a good standard.

 

 

I can sleep there and I have after I constructed a bed. I can double check without god mode but with the hazmat suit on just to make sure, without the hazmat suit the theory is that I would die or the game would prevent it because I might die.

 

I'll upload a new file with all the changes when I have time this weekend.

 

So right now I have the following to do:

-cell view select comonweatlh look/find glowingseacrater, right click on it, edit under location use the drop down, type glowin it wil show the glowing location select that 1, click apply then that cell is added to your location, its still say commenwealth

-mm find 1 more the center marker don't have a atk marker, also check your wb/markers most don't have encounter zone set

 

Do I need the encounter zone or attack marker? I don't want anyone to attack the settlement (I already have that option turned off). The rationale being no one would go out there besides the Children of Atom.

Link to comment
Share on other sites

I just removed all the references to their beds. ÃÃÃÂ As well as references to anyone other than Mother Isolde, Brother Griffith and Brother Foster since they weren't working. ÃÃÃÂ The common denominator and I don't know if it means anything, the Editor ID for the ones that work in FO4Edit are MotherIsoldeRef, BrotherGriffithRef, BrotherFosterRef, the the ones that don't work (Layla, Verena, Ogden, & Ward) use the editor ID Placed NPC. ÃÃÃÂ So something special sets the three apart from the others.

ÃÃÃÂ

I scrapped more stuff (rocks and a pallete hidden between a rock and a building) and begun work on reverse engineering Super Mutant Workshop to create a Children of Atom settler beacon. ÃÃÃÂ Thus far, it seems to work and was an easy fix with the exception that they are immediately hostile and I want to comb over everything to make sure its to a good standard.

ÃÃÃÂ

ÃÃÃÂ

I can sleep there and I have after I constructed a bed. ÃÃÃÂ I can double check without god mode but with the hazmat suit on just to make sure, without the hazmat suit the theory is that I would die or the game would prevent it because I might die.

ÃÃÃÂ

I'll upload a new file with all the changes when I have time this weekend.

ÃÃÃÂ

So right now I have the following to do:

-cell view select comonweatlh look/find glowingseacrater, right click on it, edit under location use the drop down, type glowin it wil show the glowing location select that 1, click apply then that cell is added to your location, its still say commenwealth

-mm find 1 more the center marker don't have a atk marker, also check your wb/markers most don't have encounter zone set

ÃÃÃÂ

Do I need the encounter zone or attack marker? ÃÃÃÂ I don't want anyone to attack the settlement (I already have that option turned off). ÃÃÃÂ The rationale being no one would go out there besides the Children of Atom.

Regardless of if you have attacks enabled or not you should have the atk marker. It will not change the fact that the script says to not allow attacks.

 

Have been looking at adding my custom race to the beacon also. At first guess (and I'll admit I haven't actually started it yet) I would say to make your super mutants non-hostile to you, you may need to edit your super mutant settlers to include the appropriate factions to make them friendly to yourself and other settlers. Probably you won't end up using vanilla super mutants, will most likely have to build your own.

...but take that with a grain of salt since, as stated, I haven't really had the time to set it up myself yet.

Link to comment
Share on other sites

I have some documents where I copied and pasted some screenshot, code, etc. to help in the process, would you like them? Might help speed up the process and make it easier.

 

 

EDIT: Near as I can tell from the work I did, take an Actor -> Race and duplicate and rename it and mirror it to m150's work and have a Constructible Object point to an Activator (in this case I used radiobeacon for my search term and duplicated it and renamed it) and then of course do the script part. So really 3 major templates to fill out. It is actually thus far, easier to understand and make happen than the settlement.

Link to comment
Share on other sites

atk marker is part off the settlement setup, every vanilla settlement have 1(or more), having a atk marker don't mean your settlement get atk's( i can play for day's and my gorskie get never attacked)

as for encounter its just to make sure the game/ck knows wat belong to xx location(without encounter it prolly works to)

 

you wana make it without encounter set feel free to do so( we are just n00bs wo try to give some advice) you don't need to follow it

Edited by speedynl
Link to comment
Share on other sites

Got it. I wiped out all the references in FO4Edit besides the stuff I scrapped and followed Stuyk's guide. So now Phase 1 remove & place objects, and Phase 2 Working Settlement are completely done in the Creation Kit. Now Phase 3 Settlers needs to commence. I could outsource the settlers to the Super Mutant Workshop (specifically the ghouls) but I would like to be able to recruit Children of Atom or NPCs that I can make immune to radiation and just dress them up as Children of Atom.

 

Version 3.0 is up complete with the radio beacon for the Children of Atom. I sidestepped the hostility thing by making a template based off of Brother Foster. I haven't seen them move yet but that will be something I troubleshoot later since I only tested it for like a minute to make sure they were friendly and assignable.

 

EDIT: I fixed that as well. Turns out I just had the Radio Beacon in a weird spot where they were trapped somehow. Solution, move it out in the open not surrounded by the stairs (I had it next to the workshop originally) with plenty of space around it on all sides.

Link to comment
Share on other sites

I've kept an eye on this thread since it started ( I'll probably try settlement creating one of these days ) , the information here is extremely helpful, and I use most of the mods made by the talented people here.

 

But i just had to come and say Thank You to Speedynl for helping me fix a problem that has plagued me for months, something totally unrelated to the problem you were helping someone else figure out.

 

I make my own expanded settlement borders mods and I came across a problem where I couldn't build any Food and Drink Vendors outside the vanilla borders, all the other vendors worked fine, but the drink vendors menu icon would act as if you didn't have enough resources. Building it, then moving it didn't work either, the settler would never go work it. Since this is the only trader that settlers will interact with, I started looking there with no luck, the list of things I tried is endless.

 

Then I read you helping someone figure out a problem with supply lines and moving settlers, changing the cell location data to match the settlement area. I went into the CK and started slowly moving the camera and sure enough, the area I was trying to build in at Kingsport Lighthouse barely crossed over into a Wilderness cell, so I changed the data and now it works fine. Strange how that doesn't affect the other vendors.

 

Thank you all for posting your problems and solutions that help so many of us. ( I know, you're just n00bs that try to give advice.) ;)

Link to comment
Share on other sites

me a legend ? never

@vormina

glad some of my n00b help to any 1 else solved your problem (if i remember right it was the bark settlement)

when expanding borders it always good to check the surrounding cells and the build box (put it lower into the ground)

also if you run into any problems don't hesitate to ask here we still are n00bs but even n00bs can help to find a solution

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...