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


BlahBlahDEEBlahBlah

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Right now the Institute is buildable, but not able to have settlers sent to it. I'm okay with that being reality I would just need to update my mod's description. The Institute is its own beast considering no one else but the Player Character is supposed to be the only there. Perhaps the same barrier that prevents companions from teleporting there may be hindering things?

 

Good news is, that setowned trigger worked for Kingsport Lighthouse. So the new revision is up: Children of Atom Overhaul & Crater of Atom Settlement

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  • 2 weeks later...

just a lil update on nuka

 

if you want more peeps and or traders after turning on the power you can connect them to the power on marker, they will spam after you turn on the power

being a n00b with scripting and or quests they will spam no matter wat side you pick, but it would be posible to spam them only when you kill the raiders i ques

and it can be done in all parks

 

as a test i made 3x copy's from the existing traders they spammed fine outside the main gate after power on

being borred give me always some dum idea's :D

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it works the same way as the lights, no power, no light/npc, power on npc appears lights on

 

adding raiders work in a similar way but they have there own enable/disable markers/trigger(and will always show in town), there are 3 of those for every clan 1, you have to connect any new raider to the right 1, as for the parks they will be activated when you pick xx clan if you add them there

 

so lets say you add 5 pack members to western and connect them to the right enable/disable marker(in tat location) they will appear when you give that location to pack, so instead of 5 there will be 10 pack membes then, forgot how many spam by default

 

as for any other npc add them to the power on enable marker and they will appear when you turn on the power

the slaves in the pack location are set to disapear when you kill the pack, removing them from the enable/disable marker there make them stay there, so you can use them as settlers if you turn tat place into a settlement

Edited by speedynl
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Not to go too off topic but will anyone be rewriting this guide for functioning working interior settlements? I'd like for there to be one for easy reference as the Institute is boggling my mind trying to work with the exterior settlement guide.

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I was thinking about it after I finish my place.

...but it's already 7 ( ? ) months since I started! =P

 

Besides that, I do *interiors* differently from others like, for example, Speedy. Besides that, MY INTERIOR way MAY be problematic.

 

*Besides that* (my inner thesaurus seems to have taken the day off), an interior settlement with a door/map marker in the Commonwealth is different from a Far Harbor one, and...etc.

 

On the other hand, it's only 2-3 small steps, so it shouldn't take too long for someone (myself or another) to get to it typed up eventually.

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the basic is almost the same, take any cell, make loc/encounter if needed(give cell(s) loc/encounter/name), place your wb+markers+ownedtrigger/build, make a portal put your mapmarkers(the belonging xmarker can be placed out or inside) outside where your outside portal is, use the int use blabla on your loc tab, tats about it

 

i can make a int settlement in like 5-10 min without cleaning, only setting up the needed stuff for a working settlement, so its not tat hard to do

Edited by speedynl
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