If the place you want to use already has a location assigned, then there's this one little trick (Settlement making corporations hate him for this...) I learned from Ragoda: Snatch an untagged (no location) cell nearby, put your settlement workshop, markers, etc there and simply extend the settlement sandbox/linkedprimitive to cover the place you originally wanted.
The technique has some drawbacks. Most vendors will only be available in the actual settlement location (near the workshop) and not within the "annexed" region(s), for example. But it allows settling in preexisting places without breaking preexisting things.
Also I think that MinRecruitmentProhibitRandom should be set to True if you don't want radiant quests.
Question.. When we have multiple primitives (build areas) ,each one is linked to the workshop as workshoplinkedprimitive ...right? Now.. we only link the one from the workshop as sandbox so the question is do all the primitives inherit the sandbox attributes as well since they are interlinked physically ?(one touches the other) I ask because in situations where im using "named cells" belonging to other locations things get a little "funky" (saw this in my big Hagen mod recently where i set up multiple build areas to avoid overlapping into the fort hagen quest cells and settlers wouldnt go to the "named" cells like the blood clinic's) My solution was one big primitive and one sandbox over the whole area with Fort hagen cells in it and it worked fine...
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The technique has some drawbacks. Most vendors will only be available in the actual settlement location (near the workshop) and not within the "annexed" region(s), for example. But it allows settling in preexisting places without breaking preexisting things.
Also I think that MinRecruitmentProhibitRandom should be set to True if you don't want radiant quests.
When we have multiple primitives (build areas) ,each one is linked to the workshop as workshoplinkedprimitive ...right?
Now.. we only link the one from the workshop as sandbox so the question is do all the primitives inherit the sandbox attributes as well since they are interlinked physically ?(one touches the other)
I ask because in situations where im using "named cells" belonging to other locations things get a little "funky" (saw this in my big Hagen mod recently where i set up multiple build areas to avoid overlapping into the fort hagen quest cells and settlers wouldnt go to the "named" cells like the blood clinic's)
My solution was one big primitive and one sandbox over the whole area with Fort hagen cells in it and it worked fine...
:DDD