After checking the workings of the added workshop, I found that there's no way to recruit settlers or add the location to a trade route or even add it as a proper settlement.
I have added settlers manually to give the impression of a working base. Still working on making the trailers to have operational cargo doors. Not added the updated file yet.
I guess we all will have to wait for the G.E.C.K. as everyone who has tried to change the locations fro settlements.
So is it a workshop that can have settlers, or did you place one or move one from another settlement, and if not do we have to play as dave or can we just have the settlement without the dave story?
use (player.placeatme 000c1aeb) in your current game and move the wb to any spot you want with modpos x/y/z, and you can make some thing like this http://www.nexusmods.com/fallout4/Images/22658/?
as for a real working settlement i ques the geck is needed
So is it a workshop that can have settlers, or did you place one or move one from another settlement, and if not do we have to play as dave or can we just have the settlement without the dave story?
as in a real working settlement ? with settlers that come when you put up a beacon and sup lines, or did you only added a wb and changed some things ? if only added a wb this will work to then (player.placeatme 000c1aeb)
I gave it a try for something different. When I went to vault 111 to see if any loot was available it was closed and you had no way of entering. I think that you need to exit the vault before you port to wicked, unless you want vault 111 to be unavailable.
Hi! I'm glad you took a look at my mod / save and that it worked as far as starting.
Yes, I did want to make the save a non 111 save. Giving the sense of not being a resident from pre war. I'll put a save up with vault 111 unlocked as well. Thanks for notifying me that it was inaccessible.
Being a novice in this, I wonder if the file works. I used no other mods to create this one. I did however, teleport to WickedShippingExt before exiting vault 111.
The building area around Wicked Shipping is quite a bit larger than the provided wire fence. A really good location for a settlement with a lot of resources already there. I hope you liked it.
All objects (most objects) are affected by modpos x 50, modpos y 50, modpos z 50 (use any value 1-100 for less or more distance moved). Even setangle x/y/z 0-360 will rotate the objects.
The trailer wasn't moved, only the pull truck. The trailers themselves are not moveable.
I thought the trucks could be used better to ward off the area.
13 comments
I have added settlers manually to give the impression of a working base. Still working on making the trailers to have operational cargo doors.
Not added the updated file yet.
I guess we all will have to wait for the G.E.C.K. as everyone who has tried to change the locations fro settlements.
Thanks for your patience.
use (player.placeatme 000c1aeb) in your current game and move the wb to any spot you want with modpos x/y/z, and you can make some thing like this
http://www.nexusmods.com/fallout4/Images/22658/?
as for a real working settlement i ques the geck is needed
The wb is added with C1aeb.
You can use scrapall to get resources in the workbench and use those to build new items.
I will be updating a save with a built-up settlement with settlers and defences. But that's some time away.
as in a real working settlement ? with settlers that come when you put up a beacon and sup lines, or did you only added a wb and changed some things ?
if only added a wb this will work to then (player.placeatme 000c1aeb)
Enjoy!
Yes, I did want to make the save a non 111 save. Giving the sense of not being a resident from pre war. I'll put a save up with vault 111 unlocked as well. Thanks for notifying me that it was inaccessible.
Cheers!
I did however, teleport to WickedShippingExt before exiting vault 111.
The building area around Wicked Shipping is quite a bit larger than the provided wire fence. A really good location for a settlement with a lot of resources already there. I hope you liked it.
/Dave
Even setangle x/y/z 0-360 will rotate the objects.
The trailer wasn't moved, only the pull truck. The trailers themselves are not moveable.
I thought the trucks could be used better to ward off the area.