To those who are sick of waiting for me to reply to the comments section:
I rarely check the Nexus at all, if you want to get in contact with me in a more timely fashion than the sometimes 6+ months between when I log into the Nexus, feel free to join the Annex The Commonwealth discord server where I will usually respond within 24 hours.
Well, I followed it precisely, but nothing is appearing in the game world, not even the map marker. :(
Okay, couldn't quite follow it because the CK is crashing whenever I try to edit cells as is done in Step 5. So I never saw the location lists get populated. Is that something I could take care of in FO4Edit?
Oh yeah, I definitely saved the plugin. I also created a map marker for the warehouses near Boston Mayoral Shelter, and that worked fine.
Ok, so another question if I may, I set the workshop to have to clear a boss to be captured. the workbench itself will not unlock until they are cleared but I can still activate the workshop via the activation key. is that normal?
I would be careful about using cells with an existing location that isn't the worldspace location. I'm not saying don't do it, but you will have to do some research and lots of testing to make sure you don't break a quest or the like.
As far as the boss keywords, location refs, etc. go; I have found no common element within the vanilla settlements to derive a clear mechanism that will make it work with any certainty. I know of some other settlement modders that write a small script to monitor specific Actor references as a fail-safe. When I tried to make the bugs near the tutorial location bosses I couldn't get it to work reliably which is why I didn't include any specific information on it.
Yea, i think i messed up as i can build but not assign settlers to it. Will probably start over fron scratch. I am trying to make the area outside the GNR plaza from the creation club into a settlement. Been working on it for months and keep running into issues. Appreciate your response man. Keep up the great modding.
When I created Port Salem an Forest Grove dam settlements I used the existing location name cell names an just added the proper keywords an such that was needed to make it a settlement then I Loc Ref all the Npcs to the Location along with any quests that exist there hope that helps.
All joke aside, I can't tell you based on that. There's a lot of variables at play, including CK quirks and bugs. You may need to fix things up in xEdit if the CK decided to do silly things. fwiw, try recreating the tutorial settlement as described to see if you can get that to work and compare it to the working esp in the tutorial package to see what differences between that and your recreation are. Sometimes it's something small that is overlooked, nobody is immune to that.
This is the best Settlement tutorial I have used all my settlements were created using this thank you for this Tut 1000101 and all the help you have given me to make my settlements work as they should. Thank you agian 1000101!!
I got as far as adding quest scripts and no matter what I did there was no way to add a script or even find a script, dinging through the bsa files I couldn't even find any of the needed scripts. Also there didn't seem to be any information on how to actually disable settlement attacks altogether.
I'm using Urban Homeplate mod and it adds an empty rooftop space that had no workshop so I was trying to make my own that was just for my player to use or alternately my player and companions and I was trying to make it so there would be no settlement attacks.
You may need to unzip the script sources downloaded with the CK. They are in Fallout 4\Data\Scripts\Source
Disabling attacks is controlled by a couple properties on the WorkshopScript on the workshop reference, once you unpack the scripts (to the proper directory) the CK should find them.
You have probably tried this already, but if the same thing happened to you that happened to me:
You need to press 'OK' in the quest window after completing the ref collection alias, which closes the quest window. Then, open it up again and go to the scripts tab. If you've done everything correctly up to this point the script keyword will be there.
FWIW I've used this tutorial to make two fully functioning settlements and I had to do this both times.
This is a long standing and well known issue with the CK and Quests. This issue has existed since as far back as the original CK for Skyrim, while the tutorial doesn't mention it, it also doesn't mention the myriad of other quirks of the CK either. ;)
Like all things in life - there are no simple yes/no answers of meaning or consequence. You'll have to experiment and see for your particular use-case.
Thank you for the tut. I don't know how to check an area to see if it can be used as a settlement. I want to make my settlement in Concord, to the East of the building called the workshop. I've tried doing this with several different tuts and failed. I've learned quite a few things so my 18+hours isn't a total waste, but I was wondering if that area can't have a settlement. Everytime I try to go into the scripts of the workshopref, I get the "error loading script" pop-up. I don't know if I did something wrong or if I am missing a file.
Make sure you unzip the "base.zip" in Fallout 4\Data\Scripts\Source\Base. There are also zips for the DLCs that you may want to unzip to their associated folders as well.
I'm so thankful for your work and me as a newbie had almost no problems following your guide. But there's one thing I could use advice at: I can not send any settlers to my new settlement and when I'm on map there's a marker but no happiness and population beneath it. Also, I can't find my settlement in my pipboy.. What did I do wrong?
What do you mean, "edit the workshop scripts?" Do you mean just setting some of the script properties on your workshop reference? There's all sorts of properties on that script that allow you to better define how your settlement behaves and reacts to events. My tutorial doesn't cover those, however.
47 comments
I rarely check the Nexus at all, if you want to get in contact with me in a more timely fashion than the sometimes 6+ months between when I log into the Nexus, feel free to join the Annex The Commonwealth discord server where I will usually respond within 24 hours.
Okay, couldn't quite follow it because the CK is crashing whenever I try to edit cells as is done in Step 5. So I never saw the location lists get populated. Is that something I could take care of in FO4Edit?
Oh yeah, I definitely saved the plugin. I also created a map marker for the warehouses near Boston Mayoral Shelter, and that worked fine.
As far as the boss keywords, location refs, etc. go; I have found no common element within the vanilla settlements to derive a clear mechanism that will make it work with any certainty. I know of some other settlement modders that write a small script to monitor specific Actor references as a fail-safe. When I tried to make the bugs near the tutorial location bosses I couldn't get it to work reliably which is why I didn't include any specific information on it.
Sorry I can't be more help on that.
Appreciate your response man. Keep up the great modding.
All joke aside, I can't tell you based on that. There's a lot of variables at play, including CK quirks and bugs. You may need to fix things up in xEdit if the CK decided to do silly things. fwiw, try recreating the tutorial settlement as described to see if you can get that to work and compare it to the working esp in the tutorial package to see what differences between that and your recreation are. Sometimes it's something small that is overlooked, nobody is immune to that.
Is there any important information about setting up interoir settlements regarding this tutorial?
I'm using Urban Homeplate mod and it adds an empty rooftop space that had no workshop so I was trying to make my own that was just for my player to use or alternately my player and companions and I was trying to make it so there would be no settlement attacks.
Fallout 4\Data\Scripts\Source
Disabling attacks is controlled by a couple properties on the WorkshopScript on the workshop reference, once you unpack the scripts (to the proper directory) the CK should find them.
You need to press 'OK' in the quest window after completing the ref collection alias, which closes the quest window. Then, open it up again and go to the scripts tab. If you've done everything correctly up to this point the script keyword will be there.
FWIW I've used this tutorial to make two fully functioning settlements and I had to do this both times.
Everytime I try to go into the scripts of the workshopref, I get the "error loading script" pop-up. I don't know if I did something wrong or if I am missing a file.
Any help would be appreciated.
Fallout 4\Data\Scripts\Source\Base
. There are also zips for the DLCs that you may want to unzip to their associated folders as well.But there's one thing I could use advice at:
I can not send any settlers to my new settlement and when I'm on map there's a marker but no happiness and population beneath it. Also, I can't find my settlement in my pipboy..
What did I do wrong?
Thank you for your help!
You can always join us in the Annex The Commonwealth Discord where you can get some live help and feedback.