However, - just as a warning - it has a lot of unusual edits in the file - I think the author was working on another mod at the time, or something like that.
It touches npcs and objects in many other cells - which could lead to a lot of issues with other mods.
These can all be edited out in Fo4Edit for anyone who wants.
I have added and deleted a lot of settlement mods. The main issues I run into are:
Workshop is not usable because of ownership or enemy warnings No map marker Unable to send settlers Unable to connect provisioners from other settlement to new settlement
I really appreciate the work you and the modders do for us. I am just a user.
I do have a suggestion that might help: Have a shared code framework for the modders to use that addresses these issues. and Process the posted settlement mods to fit this framework. It will greatly improve the quality of everyone's product.
Tip; Never set up supply lines "to" a new settlement. Set it up ":from" the new settlement to another, preferably a vanilla settlement, Don't ask me why, just learned it as I'm learning to build settlements.
To anyone who has problem with the workshop being "enemies must be cleared from the location", use these two console commands with it: setpv OwnedByPlayer True setav 33c 1 Remember to select the workshop before applying the commands. Thats how I fix it
Thanks for posting this, it certainly sorted out the "enemies must..." message.
After doing this though, instead of the workshop having options: (E) Workshop (R) Transfer
Instead it just has: (E) Search
"Searching" enters workshop mode which is something, but I cannot access the workshop's "inventory", which is annoying.
I created a weapons workbench and placed it next to it so I can still get into the inventory that way, but seems odd that the settlement workbench ain't quite right. Not sure it matters, I guess.
Interesting effect I seem to be encountering is losing built elements near the closest house to the north west corner of the area, i can build happily but upon reload back into the area, i've lost some of the items - any ideas or just it can't save them properly and can't tell me?
Otherwise nice little mod and works amusingly with DECAY to have massive swarms of ghouls to defend against... :D
i love this settlement mod but it brings up constant papyrus errors: Cannot open store for class "MotordepotInitScript", missing file? There is no "Script" folder or BA2 with this so is that a default gamescript that you are piggybacking? Or should there be a script there but its not in the fomod package?
Is there any way to fix the "enemies must be cleared from the location" bug? I've seen other settlement mods that don't have this issue. Is it possible to leverage their solution(s)? Can you trigger the radroaches to respawn once so that we can clear them? Can you suppress or remove the code that is checking for this? I'd really like to be able to utilize and endorse this mod.
I love this mod, but I've encountered the "you must clear local enemies" issue, so I'm unable to access the workbench, nor can I assign settlers to the location (the settlement does not appear in my settlement list).
I had previously cleared the site for development (it seemed like a no brainer with military equipment there and a BoS outpost already assigned there). Is there a way to fix this? I've already tried clearing the site, reinstalling the mod, etc.
(I've sent you a PM as well with additional details in case you don't see this post.)
I am happy to know that the mod is working and that others have felt the same way as I too have used conquest on almost every playthrough to make this location a settlement. If your having any issues let me know and I will do what I can with what little knowledge I have.
12 comments
However, - just as a warning - it has a lot of unusual edits in the file - I think the author was working on another mod at the time, or something like that.
It touches npcs and objects in many other cells - which could lead to a lot of issues with other mods.
These can all be edited out in Fo4Edit for anyone who wants.
Regardless, do appreciate the mod.
The main issues I run into are:
Workshop is not usable because of ownership or enemy warnings
No map marker
Unable to send settlers
Unable to connect provisioners from other settlement to new settlement
I really appreciate the work you and the modders do for us. I am just a user.
I do have a suggestion that might help:
Have a shared code framework for the modders to use that addresses these issues.
and
Process the posted settlement mods to fit this framework. It will greatly improve the quality of everyone's product.
setpv OwnedByPlayer True
setav 33c 1
Remember to select the workshop before applying the commands. Thats how I fix it
After doing this though, instead of the workshop having options:
(E) Workshop
(R) Transfer
Instead it just has:
(E) Search
"Searching" enters workshop mode which is something, but I cannot access the workshop's "inventory", which is annoying.
I created a weapons workbench and placed it next to it so I can still get into the inventory that way, but seems odd that the settlement workbench ain't quite right. Not sure it matters, I guess.
Any thoughts on this one?
Cheers.
--
Adam
Otherwise nice little mod and works amusingly with DECAY to have massive swarms of ghouls to defend against... :D
There is no "Script" folder or BA2 with this so is that a default gamescript that you are piggybacking? Or should there be a script there but its not in the fomod package?
Is there any way to fix the "enemies must be cleared from the location" bug? I've seen other settlement mods that don't have this issue. Is it possible to leverage their solution(s)? Can you trigger the radroaches to respawn once so that we can clear them? Can you suppress or remove the code that is checking for this? I'd really like to be able to utilize and endorse this mod.
I had previously cleared the site for development (it seemed like a no brainer with military equipment there and a BoS outpost already assigned there). Is there a way to fix this? I've already tried clearing the site, reinstalling the mod, etc.
(I've sent you a PM as well with additional details in case you don't see this post.)
Is it possible to reset the cell somehow in this case?
John