speedynl Posted September 19, 2019 Share Posted September 19, 2019 you don't link the mapmarker to center, but to a heading markerlocation should link to the mapmarker location=mapmarker, mapmarker=headingmarker, set both in map and his heading the encounter zone(your encounterzone) center link to workbench, atk(headingmarker) link to centerspam(headingmarker) link workbench in ck look under misc/packin's, scroll the hole way down, you will see a packin with the name exteriorworkbench(someting like that)it contain all the markers needed with the workbench and a buildbox, all are linked already, you need to add a setownedtrigger yourself if you want it raid able and or vassel able add a headingmarker, under location(tab from marker) look for edgelocation Link to comment Share on other sites More sharing options...
SKKmods Posted September 19, 2019 Share Posted September 19, 2019 For the full list of markers check the table at the bottom of this article. Used to create many, many workshop settlements in noew or existing locations https://www.nexusmods.com/fallout4/articles/1023 Link to comment Share on other sites More sharing options...
speedynl Posted September 19, 2019 Share Posted September 19, 2019 For the full list of markers check the table at the bottom of this article. Used to create many, many workshop settlements in noew or existing locations https://www.nexusmods.com/fallout4/articles/1023 never new you made that list, its good for those wo have problems with settlementsalthough i'm a bit rusty with settlements i still know how most works :ninja: Link to comment Share on other sites More sharing options...
SKKmods Posted September 20, 2019 Share Posted September 20, 2019 I put that list together when I was watching one of those "how to" videos and the presenter said "I have no idea what this marker/link is for but I will put it in anyway". Monkey-see-Monkey-do button pushing with zero understanding is a principle casue of crappy mods that break stuff. "Forgive them lord, for they know not what they do." Link to comment Share on other sites More sharing options...
Zorkaz Posted February 12, 2020 Share Posted February 12, 2020 I read once that when creating a location you don't have to use LoctypeclearableLoctypeworkshopLoctypeworkshopsettlementLoctypesettlement but instead replace some with custom keywords, is that true? Link to comment Share on other sites More sharing options...
speedynl Posted February 13, 2020 Share Posted February 13, 2020 (edited) I read once that when creating a location you don't have to use LoctypeclearableLoctypeworkshopLoctypeworkshopsettlementLoctypesettlement but instead replace some with custom keywords, is that true? i don't know anyting about custom keywords(never heared about it eighter), or you must refer to loctype as for any location, wel it depends wat you wana do with it, if its just a location no keyword is needed, or you can give it a loctype keyword(think they had tons of them), not sure wat they all do, my quess is nothing speciaal) if playerhouse, no keyword needed if settlement just look at abernaty(sp), if using a setowned trigger you dont need clearablei don't remember the right script name, but when looking for the raid able solution, there was a script that contained xx keywords, if 1 is missing the script will failto register the settlement correct, in the case of raid able it was the locationedge marker Edited February 13, 2020 by speedynl Link to comment Share on other sites More sharing options...
Basil44 Posted January 15 Share Posted January 15 I've diligently read all 41 pages of the manual, but still haven't found the answer - how to make the settlement marker in Nuka World display settlement statistics? Link to comment Share on other sites More sharing options...
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