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FO4 Settlement mod starts at zero happiness, can't recruit settlers!


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first guess is that you didnt name the cell/s to the proper location . ( cell/edit/location/your location

 

This ofc if you have all the rest like all the markers,quests etc done correctly.

 

Edit..

 

FYI... zero happiness happens but only as a result of human error...its not a bug hence there isnt a "fix" .

Edited by greekrage
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Ok had a quick look and ide say that this mod wont work as is...

 

first explain why you did this ? http://prntscr.com/eyci8s

Im pretty sure no tutorial said to split up the primitive into several pieces and then have it overlapped by the setowned (its pretty weird ) So im trying to understand why you did this..

All you need is ONE primitive as large as your build area and a setowned trigger that is SMALLER than the primitive .

Second i didnt find a location marker .

Third and worse i couldnt find any Location,encounter zone or the parent quest .

 

My suggestion ..

 

Remove ALL the markers and triggers and re-do them but AFTER you look carefully at the 2 tutorial links in the link damanding pointed you to.

 

Good luck and if you need further help pm me...

 

Edit: i was going to fix it for you if it was one or two little errors but since it has to be redone i think its better that you do it yourself as a learning experience .

 

Edit num 2 : Bro you havent navmeshed it at all !!!

Even if you get the data part fixed you have to navmesh it or NPC,s can walk on it...

 

Look at this..

Edited by greekrage
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I can see I have a lot to learn. I admit, I jumped in with both feet on this mod and published without fully understanding everything that went into a mod of this size.

 

I mean, holy hell, the CK is complex.

 

Anywho. *hangs head in shame* sorry about the crap release, I'll get back to work on it soon. Think I'm gonna hide it for now, though. I'm working on a functionally simpler mod that involves weapon modding.

 

About the trigger boxes... I kept getting workshop exits when I got too far from the workbench and was using this as a workaround.

Edited by GenghisKhanX
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I can see I have a lot to learn. I admit, I jumped in with both feet on this mod and published without fully understanding everything that went into a mod of this size.

 

I mean, holy hell, the CK is complex.

 

Anywho. *hangs head in shame* sorry about the crap release, I'll get back to work on it soon. Think I'm gonna hide it for now, though. I'm working on a functionally simpler mod that involves weapon modding.

 

About the trigger boxes... I kept getting workshop exits when I got too far from the workbench and was using this as a workaround.

your disconnecting workshop could happen for various reasons but until you set it up properly as explained there will be a multitude of issues.(example you havent named any of the cells to the location...then again you didnt create the location either..:P )

Have a look at some of my mods to get an idea of how to set up cubes and markers since i try to keep it simple as possible ( look at the NON vanilla locations like fort samson that is a new location and its open so you can clearly see stuff)

Also make sure your primitive is INSIDE the world map cause i see you went and opened it up till it crossed over to unplayable cells (big red border )

Edited by greekrage
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One more thing..

 

Since you are new at this...

 

I recommend a workflow as follows...

 

a) find a location that isnt too populated with markers,quests etc and that the cell you want to use isnt all ready named ( by "named " i mean this http://prntscr.com/eykxi4

a 01) this is how you edit the location name of the cell http://prntscr.com/eykyv1

 

b) place your work shop and markers and try keeping ALL the markers with the workshop in the initial cell.

The only marker that HAS to go elsewhere and even outside of the build area is the attack marker.

 

c) link all the markers,triggers with the needed keywords and resize your trigger cubes

 

d) create a location

 

e) create a encounter zone

 

f) create a parent quest

 

g) create a workshop initialization quest ( this may not be needed if you also use a setowned trigger )

 

h) go and edit the cells as suggested above

 

Finally ... open the workshop and go to the scripts tab and edit as shown in the tutorials .

 

Now you can save and go test it ( make sure you enable the plugin in your mod manager) .

 

Once you see that all aspects of the settlement are working then and ONLY then should you start to build and put several hours of work into it.

 

In other words..

 

DONT start by editing/building the area putting a lot of hours of work into it only to find out later that for unforeseen reason the location isnt good or causes issues as a settlement.

 

This obviously is until you get the hand of how stuff works so you dont regret it...

 

Good luck and above all...HAVE FUN

Edited by greekrage
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I saw that mod and I like the idea of it, good job. =)

 

Open Stands is another good example for building.

It's a little outdated (these guys have improved upon the design since then), but it's useful for a start. Very basic.

One could go into an object window and type in OpenStands and it'll pull up pretty much everything you need (that's not in the render preview window).

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