genolune Posted December 1, 2016 Share Posted December 1, 2016 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 Link to comment Share on other sites More sharing options...
speedynl Posted December 1, 2016 Share Posted December 1, 2016 the cell(s) from institute prolly have no followers allowed set, its under 1 of the tabs, same as for no fast travel from inside cells Link to comment Share on other sites More sharing options...
caleb68 Posted December 5, 2016 Share Posted December 5, 2016 followers can go to the institute, they just don't seem to be able to fast travel to the institute with you, if you use one of the alternate entrances (rr / mm / bos) then your follower will enter the cell with no issues. Link to comment Share on other sites More sharing options...
speedynl Posted December 14, 2016 Share Posted December 14, 2016 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 powerbeing 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 quesand 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 onbeing borred give me always some dum idea's :D Link to comment Share on other sites More sharing options...
genolune Posted December 14, 2016 Share Posted December 14, 2016 So are you saying that using a linked reference to the power on marker will cause them to appear? Link to comment Share on other sites More sharing options...
speedynl Posted December 14, 2016 Share Posted December 14, 2016 (edited) 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 powerthe 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 December 14, 2016 by speedynl Link to comment Share on other sites More sharing options...
genolune Posted December 14, 2016 Share Posted December 14, 2016 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. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted December 14, 2016 Author Share Posted December 14, 2016 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. Link to comment Share on other sites More sharing options...
genolune Posted December 14, 2016 Share Posted December 14, 2016 Yes, please! That would make interior cell settlements happen a lot quicker on the nexus. Link to comment Share on other sites More sharing options...
speedynl Posted December 14, 2016 Share Posted December 14, 2016 (edited) 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 December 14, 2016 by speedynl Link to comment Share on other sites More sharing options...
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