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functional settlements everywhere possible?


Kalea1608

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Need a little help. I've trying for some time now modding the game the way I want to play.

I already use a lot of mods (like more settlements, workshop everywhere, create settlement everywhere, some settler & minuteman spawn mods), but there is one thing I didn't get working.
I would like to be able to start a new settlement anywhere in the commonwealth. I already can place workshops where I want and I can spawn Settlers - but I didn't get them to move to the new created workshop (and therefore I can't command them, they don't count as settlers attached to the new worksop) I can sent them to vanilla workshops without problems.

Did I miss any mods who could do that? Or some console commands?

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Settlements have a lot of moving parts, get any one of them wrong and they don't work. You can't do it using console commands, and making a mod that would place all those parts in any arbitrary location would be extremely difficult at best. There's a reason all those "build anywhere" mods don't create fully functional settlements.

 

There's also a lot of potential for hosing your save. Something goes wrong while placing the settlement and usually even reverting to a previous save or making a clean save won't fix it. I currently have three different profiles for settlement mod testing because more than likely I'll screw up two of them before settlers and provisioners work right, and the new settlement will never work correctly for those two no matter what I do. Rinse and repeat for the next mod.

 

One of my eventual plans is to take a look at the mod I use to enable building everywhere and see if all the parts exist and it just needs keywords added. I know it needs to add mapmarkers (settlers need those to find the settlement), but beyond that who knows?

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It is techncially impossible to make fully functioning workshop settlements anywhere using the base game WorkshopParentScript as it depends on a vital LocTypeWorkshopSettlement keyword that must be added to a location, but the platform does not have the necessary script command: AddKeywordToLocation.

 

This can be fudged with ghost location records, I tried with my own Mobile Workshop solution but cut that content as the results are inconsistent for a high quality experience and can screw up other world locations.

 

If you would really like to understand why this is important for a resource producing settlement to work correctly, learn more at SKK Workshop Utilities - Workshop Resource Test (why resources are reported wrong) with pictures and everything.

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