BlahBlahDEEBlahBlah Posted October 31, 2016 Author Share Posted October 31, 2016 And yes, I'm well aware that settlers can be changed via the workshopscriot in the object reference for the workbench...but not enough to where I wanted it. =P Link to comment Share on other sites More sharing options...
tarsis31 Posted October 31, 2016 Share Posted October 31, 2016 Essentially, what I am trying for, is "General of the Minutemen, having destroyed the gangs of Nuka World, begins resettlement". I'd be far more happy with being able to do it before finishing off the gangs, and being able to use the new settlements as raider outposts/vassals should you choose that direction, when the time comes. Or perhaps, "the settler zerg menace continues to plague all available land." Something of that sort. Link to comment Share on other sites More sharing options...
genolune Posted October 31, 2016 Share Posted October 31, 2016 Well, right now I'm doing a script to make custom settlers come without having to do all that hoohah like the Mutant Settler Mod, like Genolune did.That should make it easier for me and him/her. I'm a he. My avatar is a drawing of me in real life done by someone else. I'd be interested in the script when that happens. And Skyrim couldn't be back, because it never went away. :wink: I keep New Vegas, Fallout 4, Oblivion, and Skyrim on rotation to get ideas for mods. How is the Small Addition stuff going by the way? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 31, 2016 Author Share Posted October 31, 2016 Well, for you I actually may have changed my min and think it might be worklhwhile to put your intended settlers in a level list (I'm tired and very busy, so I may have the wrong words there) and go into the particular workbench in your settlement and change its script to point the possible recruited settler (can't remember the name, near the top) to point to your newly created level list. Link to comment Share on other sites More sharing options...
genolune Posted November 2, 2016 Share Posted November 2, 2016 So go to the workshop script, and look for a way to point to a source for recruited settlers? Sounds easy enough. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 2, 2016 Author Share Posted November 2, 2016 Yeah, but only the workshopscript in the tab of the right-click-your-settlemnt's-workbench>Edit>script tab. Anywhere else will cause it to be game wide. Link to comment Share on other sites More sharing options...
tarsis31 Posted November 2, 2016 Share Posted November 2, 2016 I've got a question, I've paged through here a bit, searched around a long while, and not found an answer. I have an interior settlement, i can make it work like a charm, except I cannot get a map marker to work. I want the player to be able to fast travel to and from the settlement interior, and see all the stats of settlement from the map. How do I connect a map marker, to what, and to where, to make it work? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 2, 2016 Author Share Posted November 2, 2016 You put the map marker on the outside?If you've already done that...Besides being out there, iirc, there may have also been a few encounter zone and location bits to do, and also the marker heading it's tied to still go inside. ...and if you've already done *that*...well, I'd need to take a look at it. When I helped 0UR0 with Vault 118 (or whatever # it is), I did this (and in the Far Harbor world space to boot...which was all sorts of fun with supply lines). Might look at that....but that was a bit ago already...and my memory has long been shot.Also, Aloot's home plate and jpitner's 111, iirc both did it. I believe we had conflicting opinions on how it should done...and I admit, the way I did it for Vault 118 was possibly volatile (re. Changing the vanilla outside location to match the interior's). Link to comment Share on other sites More sharing options...
speedynl Posted November 2, 2016 Share Posted November 2, 2016 (edited) place the xmarker that belong to the mapm into the interior boom you port there(as from fasttravel out a cell you have to uncheck a option(edit cell), the xmarker decite where you end up when you fast travel to xxx (delete the outside xmarker that belong to the mapm, open(edit) the mapm put it on top, leave it open, go to your interior cell, drop a xmarker, connect map to xmarker and done) also some of the mapmarkers that belonge to a interior have some strange setting, can't remember wat tab it was, open(edit) the mapmarker and check the tabs, you will see it soon enough, looked it up, its under enable parent, change cell to none, and it should work like intended forgot, make sure the encounter zone is set for the mapm to, and in case it still don't show after editing the tab, add the (outside)cell to your locationmake sure(check) if it not interfere with any other cell that belong to xx Edited November 2, 2016 by speedynl Link to comment Share on other sites More sharing options...
tarsis31 Posted November 2, 2016 Share Posted November 2, 2016 I know I had done all that. I'd done it two or three times before. It worked before. I rechecked, I redid it all, again. Still, no dice. I rechecked a 7th? 8th? time? That is when I finally noticed something odd. There was an extra "linked from" that I could not find anywhere. My Xmarker had been broken at some point and needed to be deleted and started over. As soon as I did that, map marker appears and work as expected. Of course you can't right click on a marker and delete whatever non existent thing is trying to link to it, that would be too easy. Thanks guys for reaffirming. Got it squared away now. Link to comment Share on other sites More sharing options...
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