Quince99 Posted May 18, 2017 Share Posted May 18, 2017 Having many requests to turn my mods into settlements, having failed to do so successfully a while back, with the help of some friends through PMs and links I had another attempt. Attempt No. 1: Followed procedures from this video Went through this a couple of times to check and duplicated everything he did. Tested in FO4 and initial happiness started at 0 instead of 50 and the workbench auto quit a couple of yards away, despite the sandbox area being much larger. Attempt No. 2: Followed procedures from this URL: http://stuyk.com/forum/viewtopic.php?f=11&t=32 Seemed harder to follow than the video as the sequence of doing things in whatever order seemed a bit back-to-front, anyway fastidiously replicated everything on the page. This time the workbench behaved and didn't auto quit until I'd cleared the sandbox area, then re-entering stopped the quit action. So far so good... but the happiness was still at 0 despite the script saying 50. Bit vague, but any ideas on this please? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted May 18, 2017 Share Posted May 18, 2017 Could try This one, which is more of a straight list of requirements:https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/ Can also use Open Stands as an example mod. This is what it was made for, just filter for anything "openstands" and look at the details for changes the mod makes....though it's a little "old school" per some friends of mine. =P Interior or exterior settlement, by the way? Wild guesses:-Double check the location and encounter zone settings.-Triple-quadruple check you quest/s overall.-Try adding a custom keyword to your location object and using that for the IF statement check in you quest.-Remember to test each time from before you've found the settlement.-If settlement spans multiple cells, try keeping all the primary objects in one cell until it works and then expand.-if using DCMS, test with a save previous to installing that. ...worst comes to worse, send it to me and I'll try to take a look over the weekend (hopefully).GreekRage is pretty active these days, too, (and a little more available than myself usually) and is generally willing to take a look (not that I want to speak for him).Barring that, Jkalts is good, ReaperTai has a pretty good grasp, SpeedyNL is retired but sometimes responds. Edit: Be prepared for this thread to get moved to the Fallout 4 Creation Kit area, by the way. Link to comment Share on other sites More sharing options...
Quince99 Posted May 18, 2017 Author Share Posted May 18, 2017 Thank you - the link you cited was next in line for me to try. I went for the one with pictures first! The two attempts I made were both exterior cells: the Lonely Chapel and a wilderness cell near the Mayoral Shelter (the interior of which I've modded). Had created both location and encounter zones as per the tutorials, with uniquely identifiable names so that there was no doubt which one I was selecting to link to whatever needed linking. The line about the IF statement check in the quest is over my head - I have no experience or knowledge of quests or scripts. I simply replicated the steps shown by each author. All the markers, workbench, resource container were in a close group with only the attack marker outside the build area. When building beds or turrets in-game, they immediately count as items in the settlement bar; the only thing not behaving appears to be the happiness indicator. :( Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted May 18, 2017 Share Posted May 18, 2017 Yeah, it really sounds like the quest just isn't firing/getting fired. (Though I'm still just guessing) Are you trying as 'immediately owned' or as "kill something" or "click on the workbench" or on trigger entry? Link to comment Share on other sites More sharing options...
Quince99 Posted May 18, 2017 Author Share Posted May 18, 2017 I've set the workbench (as per instructions) so the Boolean flag is already OwnedByPlayer, so you don't get a message about clearing the location. Going to the location doesn't seem to trigger discovery of the map marker and activating the workbench gives you the option to build the usual stuff. Quest stuff baffles me as there's no comprehensive documentation for the CK and I doubt anyone is going to put together a definitive guide to every dialog box, radio button and parameter and what they do and how to use them - I don't think ANYBODY has that amount of time! Link to comment Share on other sites More sharing options...
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