taryl80 Posted December 1, 2018 Share Posted December 1, 2018 (edited) Hi guys! I have 1 question about settlement creation and 1 question to mapmarkers. I hope someone knows to 1 or both questions a answer, because I am a bit confused at the moment. Settlement question: I have build an settlement, exactly after this tutorial: and everything seems to work fine, but... I can't sent companions to that settlement, or provisioners/settlers, because the settlement didn't show up in the settlement selection menu. Did maybe someone know what I have make wrong? The question about Mapmarkers is: I would like to build a map marker between my own worldspace and the commonwealth - how can I do that? I have try to figure it out, via the Mapmarker between Far Harbor and the commonwealth, but to be honest... I do not look through there. For any advice or even a hint I would be very grateful. Edited December 3, 2018 by taryl80 Link to comment Share on other sites More sharing options...
taryl80 Posted December 3, 2018 Author Share Posted December 3, 2018 (edited) For 1 question I have now found a answer: The linked tutorial has worked just fine, but there is one error in it. So for everyone that might run in the same problem like me: Don't click in the script of the workshop on "ownedbyplayer" as he told you in the tutorial. Use the "enableautomaticplayerownership" instead. Have searched for days to find a soution for that problem and then it was just 1 wrong script entry :|. The problem with the mapmarker still exists, so please... If someone knows how to do that, post it please. Edited December 3, 2018 by taryl80 Link to comment Share on other sites More sharing options...
DiodeLadder Posted December 4, 2018 Share Posted December 4, 2018 Hi there Taryl, That one is easy : 1) Create an Xmarkerheading at the location you want to travel to using the mapmarker 2) Now double click on the mapmarker and add the Xmarkerheading as a linked reference, no keyword. 3) Done, lol. This is also how you can fast travel directly into interior cells using the mapmarker in the worldspace. Good luck with your project! :-) Link to comment Share on other sites More sharing options...
taryl80 Posted December 4, 2018 Author Share Posted December 4, 2018 Thank you! It has worked as intended. Now I just need to figure out, how to make this fast travel option only avaible after the player has walk his first time to the new worldspace. Yeah... I am a newb sometimes :D ... :|. Link to comment Share on other sites More sharing options...
pra Posted December 4, 2018 Share Posted December 4, 2018 Don't trust this tutorial too much. Not only are the settlement mods by mods1984 buggy as hell, he's also banning people from his mods for mentionind this... From what I see right away:- instead of adding the workbench, and all the parts manually, use the WorkshopExteriorStarterPackin. It gives you most of the parts right away, pre-linked.- It is better to give your workbench a custom keyword, and then use that in the match conditions in the init quest. While it probably will work anyway if you match it by location, there are situations where this fails. Especially if you want to add a player home interior with a workbench there. That interior might then steal the location from the actual workbench.- You DO NOT need the second quest with WorkshopInitializeLocation, only the WorkshopAddLocationScript quest. That quest is started anyway during WorkshopAddLocationScript, and I suspect they might interfere with each other if you add one. You also don't need "Run on Stop" in the quest stages.- You do not need to set these recruitment bools in the workbench properties. They do not contribute to the settlement working, they only control whenever radiant minutement quest can happen there.- Make sure that ALL cells which is part of your build area have your Location. A cell which is within the build area, but has a different Location, is a Dead Zone. Vendors won't work there, and some things might not be able to recognize that you actually are in a settlement. It gets even worse if the location/encounter zone in the Dead Zone is set to respawn... See this for a better tutorial: https://www.nexusmods.com/fallout4/mods/32193 Also, ABSOLUTELY use xEdit to clean the plugin. You especially want to undelete and disable vanilla refs, since just deleting stuff in the CK causes problems, up to and including CTDs. Identical To Master records aren't THAT bad, but are usually at least useless. Basically, load your mod in xEdit, rightclick->add filter for cleaning, then rightclick->undelete and disable records. As for the fast travel option: the map marker is just an ObjectReference in the end. You can enable and disable it using scripts or EnableParents. I *think* there might be a scriptless way to do this, using one of these DefaultEmptyTrigger things. Though I've never done it. Link to comment Share on other sites More sharing options...
SKKmods Posted December 4, 2018 Share Posted December 4, 2018 Best way to do that is (not OnLocationChange) to register for the base quest stage that triggers on entering the worldspace and activate the map markers when both have been visited (not just one, that would be asymmetric). Some code from a similar Vertibird travel mod I never published: (1) New start game enabled quest(2) Add a quest script (need to link all the properties): Quest Property pDLC03MQ01 auto const mandatory Quest Property pDLC04MQ01 auto const mandatory ObjectReference Property pCoastNukaMapMarker auto const mandatory ObjectReference Property pNukaCoastMapMarker auto const mandatory Bool bCoastVisit = FALSE Bool bNukaVisit = FALSE Event OnQuestInit() If (pDLC03MQ01.IsStageDone(500) == TRUE) || (pDLC03MQ01.IsCompleted() == TRUE) bCoastVisit = TRUE Else RegisterForRemoteEvent(pDLC03MQ01, "OnStageSet") EndIf If (pDLC04MQ01.IsStageDone(1000) == TRUE) || (pDLC04MQ01.IsCompleted() == TRUE) bNukaVisit = TRUE Else RegisterForRemoteEvent(pDLC04MQ01, "OnStageSet") EndIf CheckEnable() EndEvent Event Quest.OnStageSet(Quest akSender, int auiStageID, int auiItemID) If (akSender == pDLC03MQ01) && (auiStageID >= 500) ;Player has arrived in Far Harbor UnRegisterForRemoteEvent(pDLC03MQ01, "OnStageSet") bCoastVisit = TRUE Endif If (akSender == pDLC04MQ01) && (auiStageID >= 1000) ;Player reached Gage ending scene UnRegisterForRemoteEvent(pDLC04MQ01, "OnStageSet") bNukaVisit = TRUE Endif CheckEnable() EndEvent Function CheckEnable() If (bCoastVisit == TRUE) && (bNukaVisit == TRUE) pCoastNukaMapMarker.Enable() pCoastNukaMapMarker.AddToMap(true) pNukaCoastMapMarker.Enable() pNukaCoastMapMarker.AddToMap(true) (Self as Quest).Stop() EndIf EndFunction Link to comment Share on other sites More sharing options...
taryl80 Posted December 4, 2018 Author Share Posted December 4, 2018 Thank you both. That gives me some stuff to think and read about for the next days. I think that will really be a help! Link to comment Share on other sites More sharing options...
taryl80 Posted December 6, 2018 Author Share Posted December 6, 2018 (edited) *sighs*... I have again run in a bug. Always 1 thing try to make me crazy. 1 day I will end in an asylum, I'm afraid :|. I have make 6-8 tests with new player characters and an old high-level test-character (where my mod was always active, but I had never visit my worldspace before) and I have always 1 bug noticed. I can't sent a provisioner from my new settlement to a settlement in the Commonwealth. Everything other works fine. I can build stuff in the settlement area, I can sent settlers to and from this settlement to other settlements, I can even sent a provisioner from commonwealth settlements to this settlement, but it didn't work the other way around. The place is navmeshed and well, I think there are no problems, because as I said before, I can sent provisioners from the commonwealth to the new settlement in my worldspace, just not the other way around. Have someone run in a similar problem before or maybe know a solution to that? Without that 1 bug it would be bugfree, -> far as I have test it. Ah and this time I have make a the settlement based on the linked tutorial from pra. Edited December 6, 2018 by taryl80 Link to comment Share on other sites More sharing options...
pra Posted December 7, 2018 Share Posted December 7, 2018 Hm. I remember reading something about a necessary change to the Nuka World worldspace to make custom settlements work there. Not sure if this is even related (and the RR there works just fine without), but maybe have a look there? https://www.nexusmods.com/fallout4/mods/19869 Wait. Does your new worldspace have a map marker to fast travel back to the Commonwealth? I just remembered how provisioner lines in Far Harbor point towards the Commonwealth map marker. Maybe this is a requirement? Link to comment Share on other sites More sharing options...
taryl80 Posted December 7, 2018 Author Share Posted December 7, 2018 (edited) Yes my worldspace has fast travel markers now, thx to the guys here in this thread. I have make today 2 more test in which I have change the position of the xmarkerheading, but that has change nothing. I check now the linked mod from you. Hope it helps me, to undertand what I have make wrong. I bet its something small, because everything other works, besides that 1 thing. Edited December 7, 2018 by taryl80 Link to comment Share on other sites More sharing options...
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