Jump to content

Need help with making a settlement mod


Excoter

Recommended Posts

I hope to reach here more experienced settlement mod makers, I am bit confused after reading/watching many different tutorials.

 

I would like to ask few questions, as Im having trouble with some more challenging settlement locations...

1. How critical are attack spawn and edge markers, for settlement to function properly? What happens if you leave those out? Reason Im asking is that I am working on this mod, making whole Diamond City as fully functional settlement. Having attack spawns inside DC area, would be major immersion breaker.

2. About renaming cells... I drop settlement package to wilderness cell, what I can rename. But what if I want to set build area bigger, to cover neighbouring named cells what I cannot/should rename?

3. Where can I find more information how "Default Dummies" works, and how to use them?

 

I am able to make settlements to work generally, but some locations I just can't to make showing correctly on workshops list.


Any help would be much appreciated.

Thanks

Link to comment
Share on other sites

1. not critical at all

 

2. You rename only Commonwealth/Wilderness cell that has your Workshop, and most of markers, the building area can then be expanded lot from that

 

3. No idea, I'e never used them myself

 

MapMarker and other markers plus Location and Zone are the important stuff to get settlement show on map and settlers to find it!

Link to comment
Share on other sites

1, the so called atk markers is amisleading name, they are infact markers where your settlers spam true the beacon, the so called spam marker is used by a npc spammer(if you use 1)

the locationedge marker is only needed when you want the settlement raid able(nuka world), but it can't hurt to add them

 

2, your main cell(location) need the same name as your location entry(like zulu1(location/encounterzone)

 

3 a default dummy is not needed(beth use them) but most modders use the default empytrigger box, works the same

 

for correct showing on map and or in settlement list, you have to ad the mapmarker to your main location entry, the map marker shoud be linked to a heading marker

set encounter zone in both map and heading, name you heading like heading to zulu 1, also don't forget to set the right name and belonging icon in 1 of the tabs from mapmarker

 

a old habbit of mine was i always setted encounter zone on all markers/wb

 

@ragoda is a well nowed name for settlements(build) so follow his advice

i'm just a n00b that picked up some info

Link to comment
Share on other sites

I also do what speedynl says: set encounter zone on all markers. Now, it isn't necessary on all, but I prefer to do little extra to make things smoother.

 

And speedynl is one of 2 guys who most taught me settlement modding originally, so never listen if he starts on 'I am n00b' -speach. HAHAHA

Edited by Ragoda
Link to comment
Share on other sites

1. How critical are attack spawn and edge markers, for settlement to function properly? What happens if you leave those out? Reason Im asking is that I am working on this mod, making whole Diamond City as fully functional settlement. Having attack spawns inside DC area, would be major immersion breaker.

Not critical per se. However, if you do leave them out, enemies might indeed spawn at your CenterMarker. I'm not 100% sure whenever a settlement without these markers even can be picked up by attack quests. If you don't want to use them, better mark the settlement as non-attackable.

 

 

2. About renaming cells... I drop settlement package to wilderness cell, what I can rename. But what if I want to set build area bigger, to cover neighbouring named cells what I cannot/should rename?

Don't.

Unless you can edit the actual cell as well, don't resize your build area to cover it. Cells within your build area must have your Location and EncounterZone set to it, otherwise you create a Dead Zone. Vendors won't work, items might respawn, other stuff might happen.

 

In exteriors, you can press "b" to show cell borders, and plan accordingly.

 

3. Where can I find more information how "Default Dummies" works, and how to use them?

You mean the boxes you use to designate your build and sandbox area? I'm not sure there is much informations on them. You can press 2 (IIRC) to resize them easier, and for settlements, the important part is linking them using the proper keyword in the proper direction (to or from something), usually to the workshop.

 

They can also be used to run a script when walked into, though usually for this the "Default<something>Trigger" activators are used.

 

 

 

I can also recommend this tutorial: https://www.nexusmods.com/fallout4/mods/32193

 

I also wrote this about common problems/pitfalls with settlement mods: https://www.nexusmods.com/fallout4/articles/1518?

Link to comment
Share on other sites

 

 

I also do what speedynl says: set encounter zone on all markers. Now, it isn't necessary on all, but I prefer to do little extra to make things smoother.

 

And speedynl is one of 2 guys who most taught me settlement modding originally, so never listen if he starts on 'I am n00b' -speach. HAHAHA

 

 

@ragoda

you shoud now by now, that i never brag and or pretend i know it all, or better

i will alway be a n00b :ninja:

Link to comment
Share on other sites

 

2. About renaming cells... I drop settlement package to wilderness cell, what I can rename. But what if I want to set build area bigger, to cover neighbouring named cells what I cannot/should rename?

Don't.

Unless you can edit the actual cell as well, don't resize your build area to cover it. Cells within your build area must have your Location and EncounterZone set to it, otherwise you create a Dead Zone. Vendors won't work, items might respawn, other stuff might happen.

 

In exteriors, you can press "b" to show cell borders, and plan accordingly.

 

Well this going to be challenge for me, kinda conflicts with any plans making settlements working in urban areas.

 

In my 2 cases; whole Diamond City area as one settlement, and DC exterior settlement outside the gates. In both mods I can place all objects on unnamed wilderness cell, but whole idea of settlement in location requires bigger build area.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...