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


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IMO I thought it was the encounter zone, but now think it's probably the match conditions or questintialize quest causing the happiness issue by some minor conflict. It almost feels like something match conditions calls, is already called by default - so it getting called twice confuses the engine etc and results in 0%. But that's just a hunch.

 

EDIT: Or maybe it's workshopaddlocations script, which defines settlement happiness? Meh. 10 settlements later and I still don't have a proper answer to that "bug". It would require some pretty intensive step-by-step testing. Alternatively, just make sure your players are aware of it before they initialize the workshop:

 

 

 

Very important note - Please be aware of the 0% bug. Before activating the workshop in any way, please Save your game. When you activate the workshop, if happiness shows 0% then please reload that last Save and try activating again until happiness shows 50%. This means it is fully functional (whilst 0% means non-functional).
Edited by m0ds1984
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I've been now trying to make this work for over a week. I have started from scratch about a dozen times, and tinkered with each version again and again.

Last few days I've had your help for which I am most grateful, however, nothing, and I mean nothing, works, Happiness is and stays that 0 (zero).

 

I am at loss to this problem, I think I've got most of other kinks out, but zero happiness stays.

 

I am going to have a day off from Creation Kit, oh yes I am! :D

 

 

ps. if anyone is interested I can send the current version to them and they can check if I have, since I am new to this, forgotten something so fundamental that all of you pro's didn't even think I could forget it :P

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Hmm well you only need to drag in a workbench and defaultemptytrigger for things to work in a very primitive, basic form (without full functionality). If you're not getting 50% then IMO you haven't quite got the quest creation part right. It's around that part where you set the 3 match conditions that triggers the quest and the 50% correct load. And of course be sure the scripts sections are pointing to Workshop Parent and your Workshops alias you create.

 

Point being, xmarkerheadings have nowt to do with the happiness issue, nor does the workbench itself, or the triggers, or the map markers, location or encounter zone items (though do be sure you have Workshop & Never Resets checked in E.Z. and the right Keywords attached to location like LocTypeWorkshop in Location setup).

Edited by m0ds1984
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ps. if anyone is interested I can send the current version to them and they can check if I have, since I am new to this, forgotten something so fundamental that all of you pro's didn't even think I could forget it :tongue:

give it to me, i will check the esp

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Hi guys. Thanks for this guide, it's hard to find but one of the most important and useful guides on the net for Fallout 4 modding.

I think I am not doing something correct though as I can't get an interior cell to work as a settlement, when I dismiss companions there they just stand still *sigh*, tried a few times. Is there some special step missing from this guide to make it work with interiors? Any help will be greatly appreciated as everyone keeps asking for this feature and I am totally lost! =/

If it helps explain what I am trying to do it's for this mod> http://www.nexusmods.com/fallout4/mods/17575/?

Thanks guys :)

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Hi guys. Thanks for this guide, it's hard to find but one of the most important and useful guides on the net for Fallout 4 modding.

I think I am not doing something correct though as I can't get an interior cell to work as a settlement, when I dismiss companions there they just stand still *sigh*, tried a few times. Is there some special step missing from this guide to make it work with interiors? Any help will be greatly appreciated as everyone keeps asking for this feature and I am totally lost! =/

If it helps explain what I am trying to do it's for this mod> http://www.nexusmods.com/fallout4/mods/17575/?

Thanks guys :smile:

 

 

interior should work the same as exterior for setting up a settlement, but you say they just stand there, did you navmesh the interior ?, without navmesh none will move, also did you set up 2 portals 1 inside and 1 outside to connect the interior with the exterior ?

 

i know from my own gorskie settlement mod settlers just move fine into the cave and outside again

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Hi guys. Thanks for this guide, it's hard to find but one of the most important and useful guides on the net for Fallout 4 modding.

I think I am not doing something correct though as I can't get an interior cell to work as a settlement, when I dismiss companions there they just stand still *sigh*, tried a few times. Is there some special step missing from this guide to make it work with interiors? Any help will be greatly appreciated as everyone keeps asking for this feature and I am totally lost! =/

If it helps explain what I am trying to do it's for this mod> http://www.nexusmods.com/fallout4/mods/17575/?

Thanks guys :smile:

 

 

interior should work the same as exterior for setting up a settlement, but you say they just stand there, did you navmesh the interior ?, without navmesh none will move, also did you set up 2 portals 1 inside and 1 outside to connect the interior with the exterior ?

 

i know from my own gorskie settlement mod settlers just move fine into the cave and outside again

 

It's navmeshed, they travel with me but dismissing them to the location they just stand there =/ I had a settlement for exterior and another settlement for interior.

But as you said I can have the two areas (interior and exterior settlement) linked via portal?

I just need to set up portals and they will wander between the two areas after I dismiss them to the settlement (exterior)?

ok cool I'll try that, I'm going to check out your mod (on the Nexus?) and see if I can figure out how you did the portals, hope you don't mind! Thanks a lot for the help.

 

EDIT: do you mean the yellow xmarkerheading load door 'Door Marker' ? I have those =/

 

But in theory there is some way to get the AI to treat the interior cell as part of the exterior settlement? and travel between the two as part of sandboxing after being dismissed there?

 

EDIT EDIT: I'll try adding a new settlement to the interior again as you say, it should work, it's just me doing something wrong. Thanks for taking the time to help though! really appreciate it.

Edited by Synpathy
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