Fallout 4

THIS IS THE ORIGINAL SETTLEMENT TUTORIAL BY BLAHDEBLAHBLAH
FOR REFERENCE & ARCHIVE ONLY - I DO NOT PROVIDE TECHNICAL SUPPORT
BUT THIS IS THE WALKTHROUGH I USE FOR MY SETTLEMENTS
THERE MAY BE NEWER/MORE EFFICIENT WAYS TO DO IT, THIS WAS WRITTEN IN 2015
THERE ARE SOME ADDITIONAL TIPS AT THE BOTTOM

PLACED OBJECTS IN WORLDSPACE (you're putting these in your intended settlement, and note that other then the OutOfSight marker, everything else is best placed within a single cell to cut down on issues):

DefaultEmptyTrigger- Drag from the object window into your cell and right-click>edit
·         LinkedRef tab > Ref = WorkshopWorkbench - keyword = Workshoplinkedprimitive
·         Make it as big as your settlement (to keep it simple)
 
MapMarker- Drag from the object window into your cell and right-click>edit
·         LinkedRef tab > Ref = XMarkerHeadingNAMEOFYOURSETTLEMENT - keyword = blank
·         Marker Data tab:

o   "Marker Data" = Check-marked

o   "Use location name" = Unchecked

o   "Name" = What you want to call your settlement

o   "Type" = "Settlement"

 
WorkshopBorder- Drag from the object window into your cell and right-click>edit
·         LinkedRef tab > Ref = WorkshopWorkbench - keyword = WorkshopLinkBuildableArea
 
WorkshopResourceContainerSettlement- Drag from the object window into your cell and right-click>edit
·         No edits
WorkshopSetOwnedTrigger- Drag from the object window into your cell and right-click>edit
·         LinkedRef tab > Ref = WorkshopWorkbench - keyword = blank
·         Make it as big as your settlement (to keep it simple), but *slightly* smaller than the DefaultEmptyTrigger, just because.
 
XMarkerHeading- Drag from the object window into your cell and right-click>edit
(add Reference Editor ID XMarkerHeadingCenter for easy reference)-

·         Location Ref Type tab > Right Click > New > Choose "LocationCenterMarker"
 
XMarkerHeading- Drag from the object window into your cell and right-click>edit
(add Reference Editor ID XMarkerHeadingNAMEOFYOURSETTLEMENT)-
·         No other edits
 
 
XMarkerHeading- Drag from the object window into your cell and right-click>edit
(add Reference Editor ID XMarkerHeadingOutOfSightMarker)-
·         LinkedRef tab > Ref = XMarkerHeadingCenter - keyword = WorkshopLinkAttackMarker
·         As the name implies, might as well place this someplace out of the line of sight (even outside the cell, if you want) of your "XMarkerCenter", but for sure it should go outside of your intended build-able area.
 
XMarkerHeading- Drag from the object window into your cell and right-click>edit
(name it XMarkerHeadingWorkShopLinkSpawn)
·         LinkedRef  tab> Ref = WorkshopWorkbench - keyword = WorkshopLinkSpawn
 
WorkshopWorkbench- Drag from the object window into your cell and right-click>edit
·         LinkedRef tab > Ref = XMarkerHeadingCenter - keyword = WorkshoplinkCenter
·         LinkedRef tab > Ref = WorkshopResourceContainer - keyword = WorkshoplinkContainer
·         LinkedRef tab > Ref = DefaultEmptyTrigger - keyword = WorkshoplinkSandbox
·         LinkedRef tab > Ref = XMarkerHeadingSpawn - keyword = WorkshoplinkSpawn
·         Script Tab:

o   Double-click workshopscript (add if its not there)

o   (from top to bottom) values

§  -Default

§  -Default

§  -Default

§  -Default

--------------------

§  -Default

§  -Default

§  -Default

§  -Default

--------------------

§  -True

§  -Default

§  -Default

§  -Default

§  -True

§  -False

§  -Default

§  -Default

§  -WorkshopParent

 
Any beds/sleeping, chairs, food, etc. (things that show up in the top bar while in workshop mode in game)- Drag from the object window into your cell and right-click>edit
·         LinkedRef tab > Ref = WorkshopWorkbench - keyword = WorkshopItemKeyword
·         Script Tab (Im actually a little fuzzy on this one, in one particular way)

o    Double-click workshopobjectscript (add if its not there)

o   (from top to bottom) values

§  -Default

§  -Default

--------------------

§  -Default

§  -Default

§  -Default

§  -Default

§  -Default

§  -Default

§  -Default

§  -Default

--------------------

§  -Default

§  -Default

§  -Default

§  -Default

§  -Default

§  -Default

§  -WorkshopParent

 
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THINGS YOU CREATE IN THE OBJECT WINDOW:
"Location"-

o   -Object Window:

o   -Explore to WorldData>Location (just "to", not INTO Location)

o   -Below the bottom most entry in right side of window, Right Click>New (most of the time its better to create a new versus duplicating)

§  ID = Type "NAMEOFYOURSETTLEMENTLocation" (for ease of access, ex: FortStrongLocation)

§  Name = This is the name you want to show on the map (ex: Fort Strong)

§  Parent = CommonwealthLocation

§  World Location Marker Ref = XMarkerHeadingNAMEOFYOURSETTLEMENT

§  Keywords (Right click>Add) =

·         Type = None Editor ID = LocTypeClearable

·         None LocTypeSettlement

·         None LocTypeWorkshop

·         LocTypeWorkshopSettlement

 
"Zone"-

o   -Object Window:

o   -Explore to WorldData>Encounter Zone (just "to", not INto Encounter Zone)

o   -Below the bottom most entry in right side of window, Right Click>New (most of the time its better to create a new versus duplicating)

§  ID = Type "NAMEOFYOURSETTLEMENTZone" (for ease of access, ex: FortStrongZone)

§  Min Level = 1, Max Level = 20 (for now, but you can change this as you see fit)

§  Never Resets = Checked

§  Workshop = Checked

§  Location = NAMEOFYOURSETTLEMENTLocation (the one you created in the previous step)

 
"WorkshopParent"-

o   -Object Window:

o   -Explore to Character>Quest (just "to", not INto Quest)

o   -Below the bottom most entry in right side of window, Right Click>New (most of the time its better to create a new versus duplicating)

·         Quest Data tab:

·         ID = Type "WorkshopParentQuestNAMEOFYOURSETTLEMENT" (for ease of remembering, ex: WorkshopParentQuestFortStrong)

·         Priority = 41

·         Quest Stages

o   In Left Pane, Right Click>New

§  Type 10 before clicking anywhere else

§  Right Click>New in the field with the log entry, Notes, Conditions sorting tabs

§  Type Start YOUR SETTLEMENT NAME HERE Quest in the Designer Notes field

o   In Left Pane, Right Click>New

o   Type 20 before clicking anywhere else

o   Right Click>New in the field with the Log Entry, Notes, Conditions sorting tabs

o   Type Finish YOUR SETTLEMENT NAME HERE Quest in the Designer Notes field

·         Quest Aliases tab

·         Right Click>New Ref Collection Alias in the Aliases field

§  Alias Name = Workshops

§  In Match Conditions, Right Click>New

·         Condition Function drop-down = HasKeyword

·         Parameters = WorkshopKeyword

§  In Match Conditions, Right Click>New

·         Condition Function drop-down = LocationHasKeyword

·         Parameters = LocTypeWorkshopSettlement

§  In Match Conditions, Right Click>New

·         Condition Function drop-down = GetInCurrentLocation

·         Parameters = NAMEOFYOURSETTLEMENTLocation

·         Scripts tab

·         Click Add

§  Check-mark Incompatible

§  Filter for and choose WorkshopAddLocationScript

·         In displayed order, selections are:

o   Default

o   Default

o   Default

o   Workshop Parent

o   Pick Quest = WorkshopParentQuestNAMEOFYOURSETTLEMENT & Pick Alias = Workshops

WorkshopInitializeLocation-

o   -Object Window:

o   -Explore to Character>Quest (just "to", not INto Quest)

o   -Find WorkshopIntializeLocation on the right side

o   -Right Click>Duplicate it (this time its necessary to duplicate)

o   -Rename the duplicate WorkshopInitializeLocationQuestNAMEOFYOURSETTLEMENT (for ease of remembering, ex: WorkshopInitializeLocationQuestFortStrong)

o   -Click no

o   -Click yes

o   Double click WorkshopInitializeLocationQuestNAMEOFYOURSETTLEMENT

·         Quest Data tab:

·         Run Once = Check-mark

*        Location = NAMEOFYOURSETTLEMENTLocation

 

                              *        Quest Stages tab:
                                          *        Click Index 10 (in the left pane)

            ·         Run on Start = Check-mark

*        Click Index 100 (in the left pane)

           *        Run on Stop = Check-mark

 
 
_________________________________________________________________
 
THINGS YOU CHANGE IN THE CELL VIEW WINDOW:
Cell Common Data

·         Cell View window

·         Right click>Edit the Wilderness cell you are turning into you settlement

o   Location drop-down = NAMEOFYOURSETTLEMENTLocation

_________________________________________________________________
 
NOTES:
-Now, I would say test your settlement before doing any aesthetic stuff. Can take a good 4 days sometimes for the first settlers to show up, so make sure there is a bed for you to sleep the time away.
-This is only for exterior cells.
-For working examples, please visit Open Stands http://www.nexusmods...t4/mods/13329/? and Water Downed http://www.nexusmods.com/fallout4/mods/14169/?


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Settings for items that should be able to have workshop items placed on them. Add these keywords and set their values for any object for which this is required (you may need to modify multiple records/objects). Keep in mind this will likely have knock on effects to those objects that exist elsewhere in the game world, though for workshop objects to be placeable, this is hardly an issue.


WorkshopItemOverlap [AVIF:00000337]

4.000000

 

WorkshopStackableItem [AVIF:0000033D]

1.000000

 

WorkshopAnythingIsGround [AVIF:0000033F]

1.000000

 

WorkshopIgnoreSimpleIntersections [AVIF:0000034D]

1000.000000


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Add a Location Marker to your settlement location to allow for Raider settlement compatibility.

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Set DLC04NukaWorldLocationZone to location - none, for a functional settlement in Nuka World

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m0ds1984

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