Addendum: Since it's a lot of caps, save before buying the permit. You never fully can know if a settlement works for every person. As seen in the screenshot the base price for the permit is 6000 caps. This of course varies. Also don't forget to read the permit. It adds an invisible perk needed to unlock the settlement.
Hello, I used your mod to create a new house, I went very far by deconstructing the interior and by putting new walls, stairs and grounds, I am quite satisfied with the result but when I go with companions sometimes they get on the roof and have a lot of trouble walking around the house. I think it would be necessary to remake the Navmesh. To do this you must load this new house in the ck, so transform the blueprint in esp. I know you are a talented modder, can you give me some tips. Thank you and congratulations for the many mods you have made.
The upper floor's broken (as in the vanilla game). I'd turn that floor into a balcony at most. Changing things too far from the game can cause problems. And I suspect he couldn't mess with the place either as it's a fairly important vanilla quest location with NPCs.
So, she has to be killed, I assume? After speech checking her away, after fast travelling away and back and waiting 24h, Daisy doesn't have the permit. Also, loading this after Goodneighbpr overhauls brings CTD's, obviously.
95% Spoiler free: Yes, whatever happens, she's gone after her quest. After all, whoever she took from will trace the tunnel to her place, so Goodneighbor and Diamond City (where she couldn't live anyway as a ghoul) are not viable, and she'd soon be found at a settlement such as the Slog etc. If she's alive you're supposed to assume she's left the Commonwealth. She can apparently sometimes be found dead at a non-descript hideout location and you're then supposed to assume she was hunted down or crossed someone else, or (if killed in the quest) that her body was dumped there afterwards. Some say the hideout is all just a glitched game-failsafe, as she's not usually later found there at all, but I think it might be a game variable and that it's only a glitch if she's found alive because (apparently) if alive she's totally unresponsive.
This is such a good location for a player home. So good, it begs the question of why the heck wasn't this an option to begin with? Thank you for making this. The only thing I would say it needs is fast travel to and from the interior. Is that something that can easily be implemented? If I were to want to try my hand at making that a feature, what would I need? Would that be solely a creation kit mod?
Could you turn Goodneighbor into a settlement? I tried following your tutorial but when I assign settlers to a job they work for a second then they stop, also I keep hitting the build limit and im tired of messing around in ck.
The Goodneighbor outdoors sounds like tons of mods could interfere, so no. But I plan to make a lot more accessible. Btw. if you have problems with your settlement send me an upload link with dropbox or something. I can take a look, if I've got time
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Since it's a lot of caps, save before buying the permit. You never fully can know if a settlement works for every person.
As seen in the screenshot the base price for the permit is 6000 caps. This of course varies.
Also don't forget to read the permit. It adds an invisible perk needed to unlock the settlement.
I know you are a talented modder, can you give me some tips. Thank you and congratulations for the many mods you have made.
At any rate, thank you again.
Btw. if you have problems with your settlement send me an upload link with dropbox or something. I can take a look, if I've got time