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tawatabak
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send settlers to raider outposts

already posted this at the nexus, but as usual no response

https://forums.nexusmods.com/index.php?/topic/4891780-send-settlers-to-r...

so im trying it here

dont expecting help, either

but who knows?

 

i would like to add the feature to send settlers of my minutemen settlement to my raider outposts 

in my mod

http://www.nexusmods...t4/mods/18730/?

after hours , days of searching the ck for a way to do that , i lost nearly all hope on finding a way to  do that 

thats why i need help

where do i need to look to find the right place to do it

at this point i only changed nps in my mod 

 

pls help me guys 

there must be a way to make this happen

 

 

but pls dont tell me to search youtube tutorials or link me to the ck-website as this never helped me at all 

 

whoever helps me gets ofcourse credit

 

im sorry for the bad english as im not native english speaker

 

TTW Version Compatibility: 

v2.9

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jlf65
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When I want wastelanders (in

When I want wastelanders (in FO3) that the raiders won't kill, I add the wasteland captive faction to their list of factions. Captives are usually set with the package to use a nearby idle marker, and are spawned next to the idle marker they're going to use. Said idle marker is usually a sit down, act like you're tied up, and yell for help idle animation marker. However, it doesn't need to be - it could be anything.

Don't know if that will work for you in FO4, but it's an avenue to explore.

 

tawatabak
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i will try but i doubt that

i will try but i doubt that this will work

tawatabak
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well it didnt worked   

well it didnt worked 

 

jlf65
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Hmm - now that I think about

Hmm - now that I think about it, the captives are normally just for supermutants. I run a mod that adds captives for raiders as well. So the captive faction relationship probably also needs to be set for raiders, too, or the raiders won't have a relationship with captives and probably still attack them.

 

Mystical Panda
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I was wondering if you could

I was wondering if you could do it a slightly different way... There's decorative flag poles in the game. What if you made a copy of one in the GECK, attached a script to it that would "spawn" npcs of the flags "faction" around the flag, then set their "home" location to that area. I haven't tinkered with modding Fallout 4 yet (it's coming up here pretty soon- playing it now to see overall how the game plays out), so it might not be possible (I'll have to take some time to look over what types of functions are natively available).

tawatabak
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doesnt sound like a bad idea

doesnt sound like a bad idea either

but i had the named settlers in mind when i thought about this

you know like enslaving them(no need for a real slave mod) just send them to an outpost to farm

i know thats what vassal settlements are meant for, but i usually make them all outposts no need for vassals

at the nexus someone pm'ed me stating that its impossible because it seemed hardcoded, or atleast u need the f4se to add that feature

i have no idea how to work with the f4se

Mystical Panda
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All versions of "script

All versions of "script extenders" modify game data dynamically, some of which is used in real time while others are used to calculate different things. I believe it's stillpretty early to have anything useful from F4SE (like with OBSE, SKSE, FOSE, FVSE, etc.,.); give em time, they'll get there. So that, maybe at this point, wouldn't be the best option. Also, with Skyrim Remastered coming out, I'm willing to bet the majority of mod authors who have content will be readily "upgrading" them for the new engine (pausing f04 mod development). That'll help give them a better understanding of the new engine, while not having to start "from scratch" with FO4 mods. That, hopefully, will transalte into faster and better modded Fo4 functionality and mods.

tawatabak
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so its a deadend? at this

so its a deadend? at this moment

more time to get drunk for me then

tawatabak
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so drunk as i am i just

so drunk as i am i just messed abit with the ck and maybe i found the problem

 

 

 

there are a lot lines inside the workshopparentscript that are missing in the dlc04workshopparentscript

could this be the problem and if yes, how am i able to add these lines?