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Request to any willing Settlement mod authors


greekrage

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Hi all..

 

Like many others i too started using the CK .

I used it mostly for workshop item mods (mostly adding unique vanilla items/objects for building ).

Recently i got into "trying" to create settlements.

I do have a talent and imagination for landscaping and dressing but i suck a$$ at the more technical crap like setting up a WORKING settlement .

Ive seen a few vids and even tried a written sort of walkthrough but one was half a$$ed and the other probably badly translated .

 

My request is simple .

 

A step by step manual to setup the settlement with WORKING and PROVEN methods.

 

example :

1) drag a workbench from the object window and place it

 

2) drag a container ---------------//-------------

 

3) drag a defaultemptytrigger ------//---------

 

etc.

 

etc...

 

 

At least the basic links /markers/script settings etc to get a working settlement.

The extra crap like attacks etc... can be optional...

 

Something like what conquest does but a WORKING 100% settlement. ( man i wish he would update his mod )

 

I'm very surprised that in all the mod authors that do settlements,no one has posted any legit "how to's ).

Edited by greekrage
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yeah this is the one that confused me a bit..

He gives good directions but goes back and forth/up and down etc...

Doesnt have a straight walkthrough at some points and it confuses you...

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Using that info a half decent workflow with it is: Drag in a workbench, do the trigger steps, drag in the xmarkerheadings and do their steps, then do the location, encounter zone, quest and questinitialize parts. If you do it in the (slightly odd order) of that tutorial (or checklist I think the dude calls it) it will still work, the steps will always be the same and the order you do them in doesn't matter too much - you just need to find the workflow that works for you.

 

I found the most confusing aspect of it being that it suggests you wait a few steps before dragging in the workbench and it suggests dealing with the map marker first. I'd swap those round myself, but the rest of the order I still pretty much follow myself. First it took me nearly an hour to understand and do it and fight the CK, but now I can set one up, just the basics from that linked tutorial, in 15 mins.

 

Point being, it might be useful to just make it work once or twice step by step with that tut to understand the process, and then concentrate on your workflow to reduce the time it takes to make one :smile: Additionally, if you copy that tutorial to notepad or sth, you can work from it and re-order it as you see fit for your own workflow. good luck!

Edited by m0ds1984
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I did my best, and that's enough to make me happy. ;-)

 

Can't tell if I'm the half-assed or the translated one...=P

 

As for the order, well...when one has a circular reference, which step comes first? That's almost all I'll say.

...but I really should edit into the list some of the suggestions that have been mentioned there someday when I've got more time (and these forums and my bullet points can't seem to come to an understanding with each other...really is quite lame).

 

All joking aside, Speedynl has been ultra helpful in that thread. More so than I could ever be. Thank you, good job.

 

Worst comes to worst, I've got Open Stands ( http://www.nexusmods.com/fallout4/mods/13329/? ) as a companion piece to the list that you might try as an example, and The Small Addition ( http://www.nexusmods.com/fallout4/mods/17128/? ) which has several settlements in it, including some where the necessary items are almost the only objects in a cell (making it fairly straightforward to see what you will need...The Big Treehouse comes to mind).

 

P.S. The way I do it myself? Add in all the stuff at once, then start linking references.

 

P.S.P.S. I do wish someone else would make a guide. Jpitner has one for Interior Settlements...with a few adjustments, you could try that one.

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I did my best, and that's enough to make me happy. ;-)

 

Can't tell if I'm the half-assed or the translated one...=P

 

As for the order, well...when one has a circular reference, which step comes first? That's almost all I'll say.

...but I really should edit into the list some of the suggestions that have been mentioned there someday when I've got more time (and these forums and my bullet points can't seem to come to an understanding with each other...really is quite lame).

 

All joking aside, Speedynl has been ultra helpful in that thread. More so than I could ever be. Thank you, good job.

 

Worst comes to worst, I've got Open Stands ( http://www.nexusmods.com/fallout4/mods/13329/? ) as a companion piece to the list that you might try as an example, and The Small Addition ( http://www.nexusmods.com/fallout4/mods/17128/? ) which has several settlements in it, including some where the necessary items are almost the only objects in a cell (making it fairly straightforward to see what you will need...The Big Treehouse comes to mind).

 

P.S. The way I do it myself? Add in all the stuff at once, then start linking references.

 

P.S.P.S. I do wish someone else would make a guide. Jpitner has one for Interior Settlements...with a few adjustments, you could try that one.

Well youre not the half assed one...

 

All jokes aside though.

Its easy to see that in your directions there is some sort of purpose to what youre doing and that certain steps are essential but the way there is a "long and curvy road" :P

Thing is i lost my courage to try again for now since i made the big mistake of landscaping and dressing for all most 15 hours and then went to make the technical setting up..... BIG FRICKING MISTAKE!!!

Anyway... i published a version without the settlement aspect so users can break THEIR balls trying to set up the settlement *insert evil laugh here * .

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step 1, place a map marker, link the mapmarker to a xheadingmarker(think the lake have already a mapmarker and center)

step 2 make a location and encounter zone, first the location you need the map marker for it, encounter point it to your location(lake have those already)

step 3 drop a wb

step 4 drop a settlement container link the container to wb and back( i always do wb to container/markers ans the other way around)

drop 3x xmarkerheadings, give them names like xxcenter, xx attack, xx spam, link the center and spam to wb and back, link the attack to center

you can place all 3 in the same spot, make it easyer to know where they are

step 5 drop a workshopsetownedtrigger, link it to wb

step 6 drop a emptytrigger link it to wb and back (then put the owned trigger infront of the wb, no need to make it bigger), click on the build box and hit 2 and t adjust the size to your liking

step 7 thats the big main thing the parent quest, i always use the 1 from autotron duplicate rename fill in location/zone and done

if you have done it 1's all the other times is f easy, i can set it up in like 5 min for myself

 

i'm lazy and can't explain stuff like this to well, so i din't use the keywords that are needed but you can find them on 1st page

golden rule to see if all work like intended go to location open wb, if it say 50% its work like intended, everything else is you did something wrong

 

lil tip for the location keywords just copy the stack from albernaty and paste it to your location, it way easyer the put them in 1 by 1

Edited by speedynl
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Ray's tutorial isn't a functional settlement tutorial, sadly. Just the most basic form of a settlement - a place where you can build some stuff. The tutorial above that you're trying to follow is just a bit like tea or coffee. Some people prefer to put the milk in first, others do it after. Not much else to say about it...it's good info. It doesn't really matter how good info comes, as long as it's good, and info.

Edited by m0ds1984
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Ray's tutorial isn't a functional settlement tutorial, sadly. Just the most basic form of a settlement - a place where you can build some stuff. The tutorial above that you're trying to follow is just a bit like tea or coffee. Some people prefer to put the milk in first, others do it after. Not much else to say about it...it's good info. It doesn't really matter how good info comes, as long as it's good, and info.

I tried the "better" tutorial and 3 attempts and CK crashes when i try to enter the script window while setting up the parent quest...

 

So i tried 2 more times but without a parent quest...and i got zero happiness and NO food/drink vendors....

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