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How to create a settlement that can accept settlers?


lelcat

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http://i.imgur.com/Gi7ws3A.jpg

 

 

Can't get the settlment to accept settlers. It will not show up in the list of available settlements.

Any advice would be greatly appreciated as I am trying to get this to work for 3 weeks.

Basic settlement features work, building is possible.

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Thanks but isn't there a default way to do it without the dlc? I know that this mod:

 

New Settlement Island by Matthew Veal

on Nexus

 

has a working settlement without using Automatron. And I tried to copy what he did but it would not work.

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Have a look at my list: https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/

This does it sans DLC.

ÃÂ

Run through the list and see if you missed anything.

 

Anlso, might look up Open Stands. It was built as a proof of concept and companion to the list.

 

Edit: I've been told a few of the things on the list are superfluous, but haven't had any problems arise and "if it ain't broke, don't fix it"...=P

...I should check in on that thread too...been busy with my worldspace and kinda lost track of it. =/

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From what I can see the mod you're referencing lelcat simply directly adds the workshop's location reference to the settlement location formlist (001D98E2). I wouldn't recommend this approach as it will make the mod incompatible with any other mod doing the same method unless there's a compatibility patch.

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Going through it now. At WorkshopAddLocationScript what I get does not exactly match your list:

 

 

EDIT: I was not reading it correctly.

 

 

From what I can see the mod you're referencing lelcat simply directly adds the workshop's location reference to the settlement location formlist (001D98E2). I wouldn't recommend this approach as it will make the mod incompatible with any other mod doing the same method unless there's a compatibility patch.

Thanks for the tip, I was not even aware what formlists are.

Edited by lelcat
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WorkshopInitializeLocation not workshopaddlocation.

 

Edit: Yeah, I know, it's a little hard to read. Typed it up in word and then moved it over and the forum chewed up all the bullet points and indentations. Have been meaning to clean it up a bit but...hey, first guide'ish thing for me, so as long as it's helpful...being pretty is secondary. ;-)

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Hopefully Blah's post there's got you on the right track for fixing the initial problem.

 

 

Thanks for the tip, I was not even aware what formlists are.

 

No problem, they're a handy thing to learn about as FO4 uses them for a lot of different functions like the settlement menus, crafting and even NPC voice-files.

 

http://www.creationkit.com/index.php?title=FormList

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Ok so, the settlement finally appeared on the send to list for settlers. However, When I send a settler there from my existing settlement, he never arrives. And spawning ing settlers and sending them ( player.placeatme 20593 1 ) wont work. A settler spawned in there will still work the stations I assign him to visually, but the settlement still shows zero pop.

 

Could this be related to my settlement being in my own custom world space?

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if i look at your pics i see already some things you are missing, your location is missing 1 keyword( tip look at Abernathy Farm location ) copy the hole keyword stack to your location, then i see you don't have a encounter zone, if done right peeps will show up(beacon) even in a new worldspace/cell watever, not sure for sending them from x to x, and or supline never tested those out, but beacon always worked fine

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