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How to create a settlement that can accept settlers?


lelcat

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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

I have added the missing keyword, and the encounter zone is also set, following blah's guide. Not sure what else is missing.

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did you do this to ?

THINGS YOU CHANGE IN THE CELL VIEW WINDOW:
Cell Common Data

· Cell View window

· Right click>Edit the Wilderness cell you are turning into you settlement

o Location drop-down = NAMEOFYOURSETTLEMENTLocation

if encounter zone have the location set in it and the never reset/settlement are checked(and level set 1/99) that part should work, (you can see that if your location show the encounter zone

also when you open the wb the first time do it say ( you can use wb at XX name your location) and do it show 50% happiness, if not you still miss something then

edit forgot

don't load a save where you already be in your settlement, the changes will not work then, only when you enter your location new the first time

Edited by speedynl
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did you do this to ?

THINGS YOU CHANGE IN THE CELL VIEW WINDOW:

Cell Common Data

· Cell View window

· Right click>Edit the Wilderness cell you are turning into you settlement

o Location drop-down = NAMEOFYOURSETTLEMENTLocation

if encounter zone have the location set in it and the never reset/settlement are checked(and level set 1/99) that part should work, (you can see that if your location show the encounter zone

also when you open the wb the first time do it say ( you can use wb at XX name your location) and do it show 50% happiness, if not you still miss something then

edit forgot

don't load a save where you already be in your settlement, the changes will not work then, only when you enter your location new the first time

have it all set like this, and I used a savegame that was before entering the worldspace at all. Still won't work. The settlement is at 0 happiness. However the generator I placed does provide power.

 

If someone wants to take a look at the file:

178.77.68.114/fallout4/cat1.esp

 

The workshop is 200m to the left when first entering the world space.

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you using the wrong quest it will only work for wat i know if you use the parent quest from robo and or harbor, those will add the location to the game

 

putted in my parent changed the loc ref with fo4 edit and happy show 50% like it should

 

edid

btw if you set the loc/encounter in your world it will show all maps with the right name

forgot don't set parent to commonweld leave it blank

Edited by speedynl
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edid

btw if you set the loc/encounter in your world it will show all maps with the right name

forgot don't set parent to commonweld leave it blank

You mean in the world spaces settings?

 

 

 

you using the wrong quest it will only work for wat i know if you use the parent quest from robo and or harbor, those will add the location to the game

Shouldnt it work without the DLCs according to blah's guide?

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if you add the quest true ck you can't remove the master dependency, but if you add it true fo4edit you can remove the masters

as for the guide i don't now never readed it complete, i got it already working before the guide

 

btw get this 1 it have the right quest and no dlc needed only the 1 you used

http://www.mediafire.com/download/748w43v2s45tbas/cat1.7z

 

ow din't saw that yes under world your world settings

Edited by speedynl
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That works great, thanks. If I want to recreate that myself I would use Blah's guide, but instead of the regular workshop I would have to use the one from the workshop?

Also how to load the DLCrobot with the base game in the editors. It shows an error about multiple master files.

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That works great, thanks. If I want to recreate that myself I would use Blah's guide, but instead of the regular workshop I would have to use the one from the workshop?

Also how to load the DLCrobot with the base game in the editors. It shows an error about multiple master files.

 

 

if you mean the ck add this under general in the creation. ini file ( bAllowMultipleMasterLoads=1 )

fo4edit should not have any problem to load all masters in 1 time

 

as for the quest file most simple way use fo4edit to copy it over(from your current esp) to any new esp and rename( it should rename the quests part auto after rename) it and change the loc ref, and remove the master dependency that comes when you copy over the quest(if not then i need your esp as master), its wat i did with your esp

 

if you use the file in ck duplicate and edit name ect then you can't remove the master dependency you always need robo esm as master then

as for the file you looking for within robo its called ( DLC01WorkshopParent )

Edited by speedynl
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