speedynl Posted November 14, 2016 Share Posted November 14, 2016 (edited) din't check the esp so i don't know if it realy works like intended, she/he forgot also to use a workshopsetowned trigger so you can't open the wb in a normal way just checked not a full working settlement Edited November 14, 2016 by speedynl Link to comment Share on other sites More sharing options...
genolune Posted November 14, 2016 Share Posted November 14, 2016 @greekrage I understand. I'm very cautious to avoid deleting too much and make sure to avoid tampering with quests and the like. I was just thinking that settlements are the most useful when they are dead center and have an equal travel distance to each end of the map. I started a legitimate survival playthrough (as opposed to goofing off with god mode on lesser difficulties) to really get a sense of what makes a good settlements and what has potential. I'm really starting to appreciate Hangman's Alley more than ever due to the natural cover on all sides and narrow chokepoints into the settlement. I think just playing the game on survival will help give ideas on some mods. Scrap mods become even more useful to get resources in an otherwise harsh gameplay. Link to comment Share on other sites More sharing options...
genolune Posted November 22, 2016 Share Posted November 22, 2016 Sorry for the double post, but Settlement Modders assemble! I just wanted to say that. What I want to do is to ally all the Commonwealth factions of the Children of Atom, however a snag is hit at Kingsport Lighthouse as detailed below. From another user angelenesdreams:"Hey, I figured out how to fix the hostility issue between different factions of Children of Atom in your mod. The only problem is this solves one problem and possibly creates another, one that I don't know how to fix yet.Okay, bring up your mod and find the faction ChildrenOfAtomNPCTemplate. In the editor, go to the Templates tab and uncheck Use Factions. Next, go to the Factions tab and right-click to add two new faction in there, ChildrenOfAtomFaction and ChildrenOfAtomFriendFaction and save everything. That should take care of the problem.Now the problem is the workshop doesn't want to play nice because it's tied to you killing all the CoA and the Glowing One in the lighthouse. It won't activate, and if you force activate it with the console, it's buggy. When you activate the CoA Beacon, it asks you where to send him, but Kingsport doesn't show up in the list. I'm guessing this happened since the workshop was forced into use, i's not properly owned or marked a settlement. The CoA that are summoned show up but can't be assigned to anything, so they kind of mill about with the others already milling about. It's a pretty useless colony, really LOL I tried to modify the workshop by editing the script data, I think it was OwnedByPlayer was changed from false to true, but it didn't work for me. So there's that problem. It makes me wonder if you set down a workshop at Crater House, the same thing is going to happen." So what should be done to modify it to be owned by player initially? It's been awhile since I played with the Creation Kit, but essentially I would need to get rid of whatever they have for the conditions and replace it with the settlement guides' steps, correct? Link to comment Share on other sites More sharing options...
speedynl Posted November 22, 2016 Share Posted November 22, 2016 did you try to put a setowned trigger in front of the wb ?, in script set owned by player false, set the other 1 also to false on top of the script do it say use faction ?, if so set to false the wb at light house is set up to kill/clear the arena there, using a setowned trigger prolly solve the problem lil tip never use owned by player in the wb scrip if you going to use a setownded trigger it f'ed up the wb Link to comment Share on other sites More sharing options...
genolune Posted November 23, 2016 Share Posted November 23, 2016 I didn't try anything. That was what the user did. I can put in the setownedtrigger though if that will solve the problem. Honestly, since I have problems with focusing and getting stuff done, I'll probably just try to go step by step through the settlement guide to pinpoint where I can make modifications. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 27, 2016 Author Share Posted November 27, 2016 Nevermind. Link to comment Share on other sites More sharing options...
genolune Posted November 27, 2016 Share Posted November 27, 2016 What's up Blah? You got something for us to look at and figure out? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 28, 2016 Author Share Posted November 28, 2016 Broke down and S tarted to ask for testers to double check on my settlements in the Small Addition, because of some inconsistent Happiness results (starts at 50, goes down to 20 immediately following first settler...something some of us have seen before) after adding in the bigstormcellar location. Also, that the embedded settlers aren't doing their jobs again (even though I've set that up a few other times and should know what I'm doing by now) in that same new location. Then thought better of it and decided that as I have my own WIP thread, I really should be using that one instead of cluttering this one. ...like I am now. =/ Link to comment Share on other sites More sharing options...
genolune Posted December 1, 2016 Share Posted December 1, 2016 Some time ago I made this: Institute Settlement So my questions are: a) How do I make this so that settlers are able to be sent into the Institute?b) How would I make a door that teleports to the Institute? I've scrapped my plans for making the CIT ruins a sort of surface base to protect the top side of the Institute due to a lot of stuff being tied to the Brotherhood's storyline and forms which I guess take the cell and eliminate everything to the crater. So instead of massively screwing it up, I'll leave it alone. I have an idea for Dry Gulch but I need to work on my current projects somewhat and re-read this thread before I start on Nuka-World. Link to comment Share on other sites More sharing options...
speedynl Posted December 1, 2016 Share Posted December 1, 2016 Some time ago I made this: Institute Settlement So my questions are: a) How do I make this so that settlers are able to be sent into the Institute?b) How would I make a door that teleports to the Institute? I've scrapped my plans for making the CIT ruins a sort of surface base to protect the top side of the Institute due to a lot of stuff being tied to the Brotherhood's storyline and forms which I guess take the cell and eliminate everything to the crater. So instead of massively screwing it up, I'll leave it alone. I have an idea for Dry Gulch but I need to work on my current projects somewhat and re-read this thread before I start on Nuka-World. well normal a interior cell works almost the same as any ext, but your mod is a (use part of a )cell in a cell(s)not sure how the institute is set up lets see if i can give any (n00b)advice if the cells have difrent names(they prolly have) and have there own encounter zones, but all use 1 location, you can try to make 1-2 encounter zone as settlement part then, if the hole institute is only 1 zone/location you prolly screwed, you can try to set up the hole institute as 1 settlement but not sure if tat works and wat it do with all quests there a normal set up would be like cell(s) xx belonge to location/encounter xx set those cells up like any settlement but the map marker go outside( i know you can put the belonging xmarker inside but i put it always outside to, i think the big problem with the institute is its already a (interior)cell(s) and filled with quests on a side note i never tryed something like you wana do so not sure how to set it up and or how it would work if i was you i would put tat 1 away(for now) and concentrate on a more simple 1 Link to comment Share on other sites More sharing options...
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