payl0ad Posted January 20, 2018 Share Posted January 20, 2018 I'm building a custom settlement, watched a few tutorials how to do it. I set the workbench script up so that I automatically gain control once the parent location is cleared. The location has both the LocTypeClearable and LocTypeDungeon keywords (plus all the workshop keywords), just as the settlements whose behavior I want to mimic - Sunshine Tidings and Croup Manor. Both seem to have Boss enemies defined, which I replicated using a stray feral ghoul. However, even when the ghoul is dead, the location doesn't seem to "clear": I still can't activate the workbench. BUT toggling the location to "cleared" using the console will let me access workshop mode and it works just fine! That means the location and the workbench are properly wired up! Do I have to jump through another hoop to clear the location? Does this not happen automatically once all bosses are dead (which it looks like at Sunshine Tidings and Croup Manor)? Link to comment Share on other sites More sharing options...
Evangela Posted January 21, 2018 Share Posted January 21, 2018 Examine the Quest MinRecruit05. Sunshine Tidings is set to cleared when the quest stage is set to 150. The bosses there are in a reference collection. When they are all killed, the quest is set to 150. From there it's set to 200, but I'm not sure of how it's being set from the MinRecruit05Script. This is how Bethesda probably sets their locations to cleared for settlements. Link to comment Share on other sites More sharing options...
payl0ad Posted January 21, 2018 Author Share Posted January 21, 2018 Took a dive into the scripts. It's funny, the player gets ownership of the settlement at stage 150 (because it's linked up so that happens when the settlement is cleared) and then at stage 200, minrecruitquestscript does an additional workshopRef.SetOwnedByPlayer(true) which should be redundant anyway. It might be some fail-safe. But then, MinRecruit05 is not start game enabled, so it wouldn't even do anything as long as I didn't get it from Preston. There has to be another script that works independently of the minutemen recruit quest, it seems. Meh, back to reverse engineering... :( Link to comment Share on other sites More sharing options...
speedynl Posted January 21, 2018 Share Posted January 21, 2018 just place a setowneddtrigger in front of the wb, no need for changing scripts https://stuyk.com/fallout-4-creating-a-new-settlement-location/ you don't have to change the size, default size when you drop it works fine, walk in and you own the place Link to comment Share on other sites More sharing options...
payl0ad Posted January 21, 2018 Author Share Posted January 21, 2018 I don't want the workbench to be accessible without clearing the location. That's intentional. Link to comment Share on other sites More sharing options...
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