Looks like youre getting the hang of it...BUT Yeah BUT.... You went and put your settlement in another mapped location.... This is what killed one of the mods im working on (i thought i would work around it...but no solution so far)... Your issue is that vendors dont work.. Sure you can assign them etc.. but when you go and talk to them you get default settler lines... NO trading. This is because you used cells that belong to rayburn point which is a location with location and zone data that does NOT support settlements. If you try to alter the location data to add workshop and settlement options your main settlement will be overcome and happiness will be zero ( hence useless because beacon will no longer works. You may also want to try placing various vendors on both sides(your cell and the other cells ) and see that your vendor stalls are also limited depending on where you open the workshop.. The weirdest thing i noticed in my test was that the one and only settler that came was a girl... and i assigned her to a weapons stall...when i talked to her the lines she responded with where MALE and sounded like that guy longfellow... ( example " is that a pitboy you have there?...havent seen one of those in a long time"..... LOL i was like WT.....!!!
Also one thing you have to keep in mind when you use/involve buildings etc. that are already there..make sure to fix the floors and walls so that they can be usable(so players can place stuff on them ). To do this you have to edit the base for every different object and add a keyword. This has to be done for every DIFFERENT part/object involved . Once you do it for one floor piece for example ...this covers all the floors of that ID... Now this is where things get tricky.... If a building is a SCOL (static collection ) you have to right click on it and fragment the whole thing so each part can be edited...The problem with this is that if textures where edited as a SCOL they will revert to their default state so you have to fix them manually (alt/shift and mouse scroll ). Good thing is that sometime the parts used in the SCOL also get their stackable value back if they had it.. ;) keyword for stacking/placing
- I checked the vendors, and you are almost right. For some reason Doctor works just fine, others are like you told. Now, how come doctor works but not others is a mystery to me, it isn't about place for sure. Still, a shame this behavior. I try and see if I can work something around this problem.
- About the fact that you got only one settler with beacon must be one of those random things as I got more. As to her being like Longfellow, I must say that feels like a lucky fun thing to happen, it is always great to get NPC's with 'personality'! :D
- About the building, you can build there on ground floor, but not so easily on second floor though. Also, and this is the important part, this building is 'Eye Candy' and less a functionally good one! Build area of this settlement is large, so people most likely add their own buildings with proper functionality.
Thanx for checking my MOD's for mistakes! This vendor thing took me by surprise and I hope a solution can be found!
2 comments
Yeah BUT....
You went and put your settlement in another mapped location....
This is what killed one of the mods im working on (i thought i would work around it...but no solution so far)...
Your issue is that vendors dont work.. Sure you can assign them etc.. but when you go and talk to them you get default settler lines... NO trading.
This is because you used cells that belong to rayburn point which is a location with location and zone data that does NOT support settlements.
If you try to alter the location data to add workshop and settlement options your main settlement will be overcome and happiness will be zero ( hence useless because beacon will no longer works.
You may also want to try placing various vendors on both sides(your cell and the other cells ) and see that your vendor stalls are also limited depending on where you open the workshop..
The weirdest thing i noticed in my test was that the one and only settler that came was a girl... and i assigned her to a weapons stall...when i talked to her the lines she responded with where MALE and sounded like that guy longfellow... ( example " is that a pitboy you have there?...havent seen one of those in a long time"..... LOL i was like WT.....!!!
Also one thing you have to keep in mind when you use/involve buildings etc. that are already there..make sure to fix the floors and walls so that they can be usable(so players can place stuff on them ).
To do this you have to edit the base for every different object and add a keyword.
This has to be done for every DIFFERENT part/object involved .
Once you do it for one floor piece for example ...this covers all the floors of that ID...
Now this is where things get tricky....
If a building is a SCOL (static collection ) you have to right click on it and fragment the whole thing so each part can be edited...The problem with this is that if textures where edited as a SCOL they will revert to their default state so you have to fix them manually (alt/shift and mouse scroll ).
Good thing is that sometime the parts used in the SCOL also get their stackable value back if they had it.. ;) keyword for stacking/placing
- About the fact that you got only one settler with beacon must be one of those random things as I got more. As to her being like Longfellow, I must say that feels like a lucky fun thing to happen, it is always great to get NPC's with 'personality'! :D
- About the building, you can build there on ground floor, but not so easily on second floor though. Also, and this is the important part, this building is 'Eye Candy' and less a functionally good one! Build area of this settlement is large, so people most likely add their own buildings with proper functionality.
Thanx for checking my MOD's for mistakes! This vendor thing took me by surprise and I hope a solution can be found!