I'll track this until you're sure that settlers can be added either through sending them to the location and/or by the possibility of adding a recruitment radio beacon and that provisioners can be sent to the settlement...
No use in getting a settlement which will have no settlers
Built a settlement there, the recruit beacon does not work. No one shows up. Cant sent settlers there. Is this something you will be adding next? I love this place, and it was fun making a settlement there> It would be great if I could populate it now. Thanks for you work. About the only thing that could be improved upon, is if I could scrap more, even with a scrapping mod, I cant scrap much... Please let us know if you can fix the settlers issue, thanks.
Almost anything is deletable with the console, using the "markfordelete" command after having selected an object. Just make sure the number appearing after having clicked on something corresponds with what you want to delete.
Also make sure to make two saves before deleting: a 'new' one and a quicksave. After deleting, go out of the area (else the game might crash when reloading), quicksave again and reload the game.
If the game keeps crashing upon reload, better use the 'new' save you made to reload. The game acts kinda twitchy when you start deleting stuff that wasn't supposed to be deleted. That's my experience anyway.
I tried using the console method, and markfordelete, and a few scrap mods which let you scrap even more, but all the trees , all the chairs and beds, everything, not scrappable. when you click them, in console, it just gives the # for the under terrain. from any angle, it is like it is not there. I think it is beause the settlement is not coded as one. It just has a workshop, but the game does not see it as one (for purposes of scrapping and settlers, and supply).... What the mod author needs to do, is contact another mod author who has a working one, to see what needs to be added to this mod.
Interesting idea. Will keep an eye on this for now.
One settlement idea- how about once you have cleared West Everett Estates you can turn it into a settlement- though the Super Mutants will fight hard to get it back!
25 comments
No use in getting a settlement which will have no settlers
And on new settlements, always send a provisioner "from" the new settlement, not "to" it. Less glitches.
I use this mod and it works fine.
Wishlist
Fix the trailer floors so you can place furniture.
Another workshop in the bunker.
Other than that, this mod works great.
About the only thing that could be improved upon, is if I could scrap more, even with a scrapping mod, I cant scrap much... Please let us know if you can fix the settlers issue, thanks.
Also make sure to make two saves before deleting: a 'new' one and a quicksave. After deleting, go out of the area (else the game might crash when reloading), quicksave again and reload the game.
If the game keeps crashing upon reload, better use the 'new' save you made to reload. The game acts kinda twitchy when you start deleting stuff that wasn't supposed to be deleted. That's my experience anyway.
What the mod author needs to do, is contact another mod author who has a working one, to see what needs to be added to this mod.
And on new settlements, always send a provisioner "from" the new settlement, not "to" it. Less glitches.
I use this mod and it works fine.
Wishlist
Fix the trailer floors so you can place furniture.
Another workshop in the bunker.
Other than that, this mod works great.
And on new settlements, always send a provisioner "from" the new settlement, not "to" it. Less glitches.
I use this mod and it works fine.
Wishlist
Fix the trailer floors so you can place furniture.
Another workshop in the bunker.
Other than that, this mod works great.
One settlement idea- how about once you have cleared West Everett Estates you can turn it into a settlement- though the Super Mutants will fight hard to get it back!
tinbin