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


BlahBlahDEEBlahBlah

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free info? was that was that was? 3 days ago? could of fooled me. then the comments today as well?

 

The comment which caused me to delete the entire thread to prevent needless a**hattery was anything but 'free info' and was only posted because you didn't bother to fully read what I said. People skim posts too much, and that was exactly what you and speedynl did. rather then allowing it to continue in the thread, I removed it before it even got started. Then again today you post another uncalled for comment. Yes, It was removed, there is no need for it on the page.

 

All the helpful information that you posted, its been left, just the ones with the bs comments were removed, like the one you posted and felt the need to repost here on this thread. There really is no need for that, and is why people stop being helpful. If you want to post helpful information, thats fine, but keep the side comments out of it. No need for that at all, you don't see me running off and posting bs on your mods pages.

 

Yes I let it get the better of me with my first reply back on what speedynl wrote about nuka-settlements being 99% working, but I did post further information on it afterwards.

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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 raided

so 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

Looks like we are talking about two different things, I'm refering to being able to assign raiders to a settlement, which you would use the DLC04WorkshopWorkbench.

 

The raider attacks are controlled by shanks dialog with the player, under DLC04Raid***** settlements have several flags that stop them from being raided, i.e. like companions living there, most of what allows you to make the settlement so you can send raiders there you can see from the ref aliases and looking at the "startup" functions within the scripts.

Edited by caleb68
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So what is a good central place for a settlement in Nuka-World? Seems like Fizztop Grille is the best located with all areas of the map within reach. While we are also at it, what else is central in the Commonwealth? And Far Harbor as well?

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Fizztop Grille's workshop area is directly tied into the red rocket gas stations workbench ( the upper outside part ), I think modifying that to make it a independent settlement might cause issues with the main script. Wouldn't mind seeing a settlement created for the town area around it though :) break it up into 3 different settlements so you could set it up like the raider factions that are already there, be it if you kill all the raiders or help them. That would be a pretty awesome mod :)

I think near the airplane would be a good central location for Far Harbor, there is that large lake just below it, and some nice semi flat areas near by that could make for some nice settlement locations.

I'm not sure about the commonwealth, its pretty cluttered with settlements as it is, its hard to find a nice location there that won't bump into another mod or existing area.

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problem with nuka town it self is the cells, cell from fizz(arena) end up in parlor arena or the other way around(depend on how you wana make it), market is a seperate cell but the outside is also (marked as)market, its kind of a puzzle to get it right, but i think for a center point you better pick the parlor arena the statue outside is a nice middle point, you can make the build arena from the wall/gate to the other wall/gate, side ways you can use some of the buildings

 

or if you wana play easy use the main gate arena plenty of space there, need only a big clean up, well the hole town could use a clean up

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another update on nuka

jumped 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 scripting

there 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:

Personally im not lazy ...and i think my mods in just 2 months + speak for that. I DONT LIKE NUKA WORLD cause its a garbage dump.. and second im still seeing people that dont even have far harbor let alone nukaworld dlc...

It really bothers me when i release a mod and i have farharbor as a req but start getting complaints,requests to make it without the dlc... The commonwealth has SO MUCH potential still but what is lacking is IMAGINATION!!!

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@ genolune..

 

No offense bro but you just started modding right ??

 

This is A friendly tip...

 

Stay away from central areas that are loaded with quests,side quests etc etc.. UNTIL you get the hang of things...just like i did at the beginning and am still terrified when i start a mod in a heavy area....

 

Its just keeping your a$$ outta trouble so you dont end up with a bad reputation and people start to avoid your mods .

 

I might do ONE mod there and make it as lore UNfriendly as possible basically creating a paradise in that hell hole...ahahahahaha

Just to pee all those lore mongers off.. :P

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lol greek you don't understand it, i have tryed for a long time to get nuka working as intended, now i have finaly found the solution, any settlement in nuka works like intended, you can even raid them and or use as a supply settlement, respam for /gunner/mutans/raiders works fine to now, it took me ages to find the solution

 

tats why i say get off your lazy ass, i realy don't care if any 1 make a settlement in nuka/fh/common i don't use any of them

 

btw every 1 have his own taste, you like your work, tar his work, blah his works, me i just fool around (noob after all)

 

here is a sample pic http://www.nexusmods.com/fallout4/images/55302/?

Edited by speedynl
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