niston Posted January 5, 2020 Share Posted January 5, 2020 Ok, I revise my statement about the board search function. It's not only awful, it's absolutely bizarre. Means I can't find my post I mentioned above anywhere anymore, so here's the little script once again: Scriptname MyMod:FastTravelTargetFix extends ObjectReference ; nistons retroactive fix for settlement fast travel target ObjectReference Property SettlementMapMarker Auto Const Event OnCellAttach() ;mostly useless debug info, uncomment if desired ;Debug.Trace(Self + ": OnCellAttach()") WorkshopScript refWsS = ((Self as ObjectReference) as WorkshopScript) If (refWsS) If (refWsS.OwnedByPlayer) If (refWsS.myMapMarker != SettlementMapMarker) Debug.Trace(Self + " on Workshop(" + refWsS + "): MapMarker updating from (" + refWsS.myMapMarker + ") to (" + SettlementMapMarker + ").") refWsS.myMapMarker = SettlementMapMarker Else ; uncomment the following line if you need to see this (normally useless) information ;Debug.Trace(Self + " on Workshop(" + refWsS + "): MapMarker is already set to (" + SettlementMapMarker + ").") EndIf Else Debug.Trace(Self + " on Workshop(" + refWsS + "): Workshop not player owned.") EndIf Else Debug.Trace(Self + ": ERROR - Could not get WorkshopScript reference.") EndIf EndEvent It's to be attached to the workshop. What it does is, it sets the myMapMarker property on the WorkshopScript to a map marker you specify (the settlement's actual map marker is an extremely good choice here). Useful if the property is empty because you didn't use the default script whose name I keep forgetting (InitializeSettlementLocation? smt like that perhaps?) and that not even BlahBlahDEEBlahBlah could get to work properly without some black magic voodoo chanting. You need to reflink a xheadingmarker to the map marker. That xheadingmarker will be the fast travel target. Moving the fast travel mat about will actually move this marker. Because of this, I would advise against reflinking the settlement center marker to the map marker. Doing so means that placing the fast travel mat will, in fact, move about the center marker. Which is probably not the greatest idea. Instead, create a new, dedicated marker for this. Link to comment Share on other sites More sharing options...
femshepping Posted January 6, 2020 Author Share Posted January 6, 2020 Thanks so much everyone for your replies. I followed this tutorial to build the settlement: https://stuyk.com/mod-a-custom-settlement-for-fallout-4/ , and everything is functioning as it should minus being able to send settlers there (it doesn't come up in the list) so it must be the workshopparentquest. Link to comment Share on other sites More sharing options...
StormWolf01 Posted January 6, 2020 Share Posted January 6, 2020 Great to hear that you're making progress! :) Link to comment Share on other sites More sharing options...
speedynl Posted January 14, 2020 Share Posted January 14, 2020 Thanks so much everyone for your replies. I followed this tutorial to build the settlement: https://stuyk.com/mod-a-custom-settlement-for-fallout-4/ , and everything is functioning as it should minus being able to send settlers there (it doesn't come up in the list) so it must be the workshopparentquest. i just looked at stuyk's guide, i notice a error, if you use a setowned trigger then in the wb script it shoud say owned by player false, it become true when you enter the triggertrue true f up things Link to comment Share on other sites More sharing options...
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