greekrage Posted September 2, 2016 Share Posted September 2, 2016 Ive tried everything on a new location im making but i cant get it to start with 50 happiness. Ive even duplicated the parent and initlocation from another working settlement mod i have then renamed and changed any location references etc.. but it still wont work. Where did i go wrong??Did i skip something or have something set wrong ?? Someone point me to what causes this issue so i could look for it... Is it in the quests,markers or workshop script ?? Link to comment Share on other sites More sharing options...
speedynl Posted September 2, 2016 Share Posted September 2, 2016 (edited) check encounterzone if never respam, settlement is set, check, location make sure all keywords are there(those make the happines working to)parent set loc/wb/loc(if set right this 1 make the 50%), don't use a save that already have data from your esp in it, best to test is the save game before you exit vault forgot, did you use fo4edit to copy over the quests ?, if so make sure that you have removed the master depency if fo4edit told you the esp you used to copy over the quest is set as master, or mkae sure that esp is still in your data dir Edited September 2, 2016 by speedynl Link to comment Share on other sites More sharing options...
greekrage Posted September 3, 2016 Author Share Posted September 3, 2016 Im lost..Looked at everything and it seems ok but the location isnt initializing and wont show up as a settlement on the map even after i go there and open the workshop.Im sure im doing something wrong with the markers (i followed Blah's workflow sheet).Any chance there is an error on it or something has changed in CK after the latest updates ?? This is a wilderness cell/cells that is close to walden pond with no connection to any quests etc.. There is a map marker for the pond and thats at the edge of my build area (in the build area) that belongs to the pond but very far away from my center marker.(could this be a problem ??...if i close up the build area and border to leave that marker out will it be better ?? Link to comment Share on other sites More sharing options...
speedynl Posted September 3, 2016 Share Posted September 3, 2016 did you gave the wilderness cell's a name ?(the name of your encounterzone) if not it don't work proper then Link to comment Share on other sites More sharing options...
greekrage Posted September 3, 2016 Author Share Posted September 3, 2016 (edited) Here are the 2 files im having issues with. http://www95.zippyshare.com/v/BF5qUvv3/file.html I dont want to you to fix them (though i would love that :tongue: )I want someone to show me what im doing wrong. Im 99.9 % sure im doing something wrong with the markers and link references but i cant figure it out...Im doing everything according to Blah's walkthrough but for some reason as soon as i get to selecting the script it freezes CK . Now here is the funny part ..When i duplicate a quest from another mod(duplicate/rename and change location data) and go to the script tab and enter the script window it wont freeze....( this i think means that the "borrowed " script was made on a modded location with proper parameters and it finalized ) Both files have location and encounter zone data ( i think) but they froze when doing the parent ( i allways save before doing the quests so i have a clean copy )Speedy did you mean renaming the cell like this ? or or just the name from wilderness to "mylocationname" and leave the location dropdown default ?? http://prntscr.com/cdmjat Forgot to mention that in any attempt with my setup or borrowed quests....the location on pipboy never shows as a settlement with settlers and happiness window. ( like i never initialized it) Edited September 3, 2016 by greekrage Link to comment Share on other sites More sharing options...
m0ds1984 Posted September 3, 2016 Share Posted September 3, 2016 (edited) TBH what you're doing wrong is you should just start afresh each time. Don't copy and paste stuff over. It takes 20 mins to set up a settlement that will work with 50% happiness, and look how much time you've spent now... You can pretty much still remove all the settlement stuff and just start again from the beginning, following the steps - the likelihood of you missing a key step is reduced dramatically. Rome wasn't built in a day because no-one copy + pasted it. If they did it would be full of errors... Edited September 3, 2016 by m0ds1984 Link to comment Share on other sites More sharing options...
greekrage Posted September 3, 2016 Author Share Posted September 3, 2016 (edited) TBH what you're doing wrong is you should just start afresh each time. Don't copy and paste stuff over. It takes 20 mins to set up a settlement that will work with 50% happiness, and look how much time you've spent now... You can pretty much still remove all the settlement stuff and just start again from the beginning, following the steps - the likelihood of you missing a key step is reduced dramatically. Rome wasn't built in a day because no-one copy + pasted it. If they did it would be full of errors...yeah but you see...i DID just that ... I started the second location (Highlands) with only bare minimum done to it and set up the settlement and it wont work.It all ways freezes when im trying to finish the parent quest by adding the workshop script so thats when i turn to "borrowing " that parent quest from another mod ( the initialize i do myself ). Any chance i should be doing the initialize quest before the parent (sounds wrong but im asking anyway) Edit:Init location done first crashed the CK before i could even select the script...:P Edited September 3, 2016 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted September 3, 2016 Author Share Posted September 3, 2016 (edited) wait wait i just looked at fiddlersgreen and saw something different... You have a script attached to the setowned trigger but in Blah's directions there isnt any reference to that... Found another mistake (mine )Workshop and container and spawn were in the next cell (lol 3 building blocks difference ) Re-Doing it... Edited September 3, 2016 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted September 3, 2016 Author Share Posted September 3, 2016 (edited) Before i start linking..http://prntscr.com/cdnencThis is how i placed my various objects..Note triggers arent resized yet ( i leave that for last so i can link easier but default will be about the size of the border) All except out of sight and xmarkerheading"name of my settlement " markers are in the same cell...Is that ok ? Edited September 3, 2016 by greekrage Link to comment Share on other sites More sharing options...
m0ds1984 Posted September 3, 2016 Share Posted September 3, 2016 (edited) Yes, seems fine. I wouldn't personally put the xmarker "your settlement name" so far away from map marker... But your original problem is related to location (giving it the right keywords, locationworkshop, locationsettlement, locationworkshopsettlement, and making sure the cells are set to it), encounter zone (as speedynl says never resets and workshop checked, and levels set 1 to anything 25, 99 etc), quest & init scripts (one you create new and one you duplicate) or ref collection alias settings (within one of those quests). Linkedref objects have very little to do with the proper activation. They just make sure the workshop unit itself does what it's supposed to. The other items I've mentioned are far more "the mechanics" behind a functional settlement. PS Not sure about fiddlers green, setownedtrig just needs to be linkref'd without a keyword to your workbench for it to function as intended, I believe. If defaultemptrig is your "build area" then setownedtrig is "what you own [or rather, are allowed to scrap] inside the build area". Very little to do with the functionality/happiness issue, IMO. Edited September 3, 2016 by m0ds1984 Link to comment Share on other sites More sharing options...
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