speedynl Posted November 10, 2016 Share Posted November 10, 2016 (edited) another update on nukajumped back into the game, picked the raider side did all quests up to power up nuka and everything was working fine settlement(s) in nuka show up in the list from swan but you can't raid them, prolly have to do with some scripting and i'm a real n00b at scriptingthere are 2 lines in the nuka parent that state nuka was excluded(left out) from the workshopscrip no idea wat it means or wat to look for so you could say nuka settlements work for 99% ow and i found a new way to make it work like intended tarsis knows it and or how to use it so get of your lazy ass modders and start making nuka settlements :ninja: i'm official retired now, or was it retarded :geek: Edited November 11, 2016 by speedynl Link to comment Share on other sites More sharing options...
caleb68 Posted November 11, 2016 Share Posted November 11, 2016 does it now? I think you need to do some more testing, your missing the obvious. Link to comment Share on other sites More sharing options...
speedynl Posted November 11, 2016 Share Posted November 11, 2016 more testing ? don't think so that up to the modders( i only wanted to see if the quests where working), i don't even play the game anymore(came only back for a test run), i gave the solution for working settlements tats it and if you know how it works feel free to share it with the others and or release a full working nuka (raid able)settlement(s) then Link to comment Share on other sites More sharing options...
caleb68 Posted November 11, 2016 Share Posted November 11, 2016 (edited) With what you've told them to do they will essentially break all the "wilderness" areas in the nukaworld world. I guess thats the 1% your talking about. Edited November 11, 2016 by caleb68 Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 11, 2016 Author Share Posted November 11, 2016 (Before anyone jumps on anyone else again...play nice, young whipper snappers!)You're being a little vague...can you elaborate on the issue? Where do you see the fault? Edit: I will say that Speedy is clearly making certain assumptions about what people already know of Nuka settlement building (based on *many* previous discussions they've had) and prior knowledge of the vanilla/Far Harbor process...and that's perfectly reasonable for him to do so, because it's also clear that he's not writing out a tutorial for the masses to follow. Tarsis' proof of concept mod will take care of that.However, I'm sure everyone wants to make sure they get it right. So, in that light, I'm sure we all welcome discussion about where this latest theory might have gone/be going wrong. =)...but real discussion, not just "Bzzzt! Wrong!". ;-) Link to comment Share on other sites More sharing options...
caleb68 Posted November 11, 2016 Share Posted November 11, 2016 Think I did elaborate on it. But if you want me to get down to the exact details with how Speedynl told you to make it so you can add a settlement, the wilderness locations will be as follows: Deathclaws: always lvl 40supermutants: always lvl 28raiders: always level 21 & 22scavengers: always level 2etc. etc. etc. Basically what your doing is wiping out nukaworlds ability to level the creatures in the wilderness zones to the pc by removing the encounterzone for the world. There are other obvious issues that arise with the settlements, and you can see one reflected with Tarsis's proof of concept, the settlement happiness dropping to 30 right off the bat from 50 whenever a settler joins, regardless if you have food, water, power and defenses setup based on the happiness scale for calculations, this isn't related to the worlds encounter zone however. There are a few others that will pop up that if anyone properly tests building a settlement in nuka-world and can be found with very little effort. And far as adding the ability for raider factions to be able to take over a settlement, you just have to use the proper workbench, the default settlement workbench will not allow raiders to take over, as they did not modify the default workbench, rather they added one for use with the DLC. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 11, 2016 Author Share Posted November 11, 2016 You've clearly come a long way from when I helped out a tiny smidge in this thread just under a month ago: https://community.bethesda.net/thread/88670Good job. =)Haven't looked in recently, hope that's going well for you. Anywho, some good points to double check. Maybe Tarsis or some of the others will pop in and we'll see how things are unfolding for the concept settlement and wip's in regards to these concerns. Maybe one day I'll try my hand at Nuka (haven't even gotten there in game yet, hehe). For now, it's fun watching people figure it out. =) Link to comment Share on other sites More sharing options...
speedynl Posted November 11, 2016 Share Posted November 11, 2016 (edited) better ask tarsis he use the new way(anotherway) to make settlements working, as for the wilderness(mobs) no 1 go to nuka to kill mobs there, most go to nuka to join the raiders and or just kill them all and never go back there, lets be honest there is nothing else to do in nuka beside the above, the couple quests over there is just bs to also for wat i know any wb with the key word type2(the 1 or 2 from nuka itself) is excluded from any raiding, i have tryed out the type2 it don't even show in s*censored*'s list, only the old stock 1 show in list when used and all vannila settlements use those, only 1 putted in nuka show but can't be raidedso its prolly have nothing to do with the wb(both have the same script anyway only a difrent kw(exept the rr wb)) but another thing that prevent raiding nuka but if you know it all better feel free to advice/teach the others how it works(and or how it should work) and or find a solution for 100% working nuka world(settlements) with leveled mobs and working encounter like i say before i'm done with this game Edited November 11, 2016 by speedynl Link to comment Share on other sites More sharing options...
tarsis31 Posted November 11, 2016 Share Posted November 11, 2016 I'm just going to keep this here. It is my final response to caleb on his Nakano Residence mod, as I'm relatively certain it will be deleted. @caleb68 I was offering you free information about Natick PP to help you decide where to go from there. It's what this community was built on, what people had done for me here in the past, not withholding information while touting "I know something you don't know." Just like that information about build budgets, DCMS, and the set iSRC command I gave you.Disabling mods one at a time to figure out which one is causing the conflict is actually not the best way. I know of three better ways. The one-at-a-time method is what I would consider to be the last-ditch, because there is no other way method. Three days ago I would have told you the rest, but I'm sure you actually already know them and just haven't told me yet.Feel free to decide if you want to be petulant and insecure, or join the community that is already here. I would welcome you should you choose that path, I'm sure the others would as well. Up to you. If not, I won't waste any more time.Catch you in another life, brutha. Feel free to ignore it. Link to comment Share on other sites More sharing options...
caleb68 Posted November 11, 2016 Share Posted November 11, 2016 petulant and insecure. Actually I'm tired of this, tired of you.Three days ago. Yes I would of been more forthcoming. Why am I not now? because of you.Petulant and insecure, no, For every action there is a equal and opposite reaction, keep that in mind next time. Link to comment Share on other sites More sharing options...
Recommended Posts