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Creating your own settlement mod - best way?

asterlacnala

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5
I'm interested in creating some of my own settlements to add to the game - for example, I think Bedford Station might be an interesting area and the only mod I have seen for it added a bunch of extra stuff and required all the DLC (which I don't have).

I have used some of Ragusa's mods, usually without problems, but he doesn't remove spawns (so you can wind up with raiders or supermutants appearing in your settlement) and doesn't tie to any quests (so you get the workbench just by walking into the area, regardless of what currently lives there). It also has created some odd effects from random spawns - for example, the settler that clues you in on the bad meat spawned into a settlement and was suddenly able to be reassigned to work.

From what I understand there are good ways and bad ways to create settlements, and while I can find videos on YouTube I don't know which videos will show me how to do it properly. Can anyone give me some pointers on which uploaders would be the best to check out? Appreciate it in advance!
 
I'm interested in creating some of my own settlements to add to the game - for example, I think Bedford Station might be an interesting area and the only mod I have seen for it added a bunch of extra stuff and required all the DLC (which I don't have).

I have used some of Ragusa's mods, usually without problems, but he doesn't remove spawns (so you can wind up with raiders or supermutants appearing in your settlement) and doesn't tie to any quests (so you get the workbench just by walking into the area, regardless of what currently lives there). It also has created some odd effects from random spawns - for example, the settler that clues you in on the bad meat spawned into a settlement and was suddenly able to be reassigned to work.

From what I understand there are good ways and bad ways to create settlements, and while I can find videos on YouTube I don't know which videos will show me how to do it properly. Can anyone give me some pointers on which uploaders would be the best to check out? Appreciate it in advance!

Search "NEEHNER" "CK" "CUSTOM SETTLEMENT" on YTUBE

John
 
Thanks all! Been tinkering with this all day following the Neeher tutorial, and managed to turn Bedford into a functional settlement - was able to scrap, build, and send settlers to it. The first pass through was a test and I think some of the other links given will refine my understanding; once I get something a bit more than functional I'll probably upload it to Nexus as my first mod. Really appreciate all the help!
 
Thanks all! Been tinkering with this all day following the Neeher tutorial, and managed to turn Bedford into a functional settlement - was able to scrap, build, and send settlers to it. The first pass through was a test and I think some of the other links given will refine my understanding; once I get something a bit more than functional I'll probably upload it to Nexus as my first mod. Really appreciate all the help!
Before publishing I make sure to use xEdit to QuickAutoClean, make sure that Precombine/PreVis are not broken by overrides to vanilla/DLC REFRs, Compact FormIDs to offer the settlement as an ESL flagged ESP. I think this is important because it saves an ESP slot for everybody, ensures FormIDs remain consistent for everyone(Important when/if City Plans enter the mix) and also because users will inevitably do it anyways on their end, likely causing issues. Compacting after install on a live game will break all functionality and will actually corrupt the settlement index for them breaking functionality everywhere, renaming to Settlement.esl can break functionality that can just work for Settlement.esp flagged as light, City Plans made for the uncompacted version won't work because of changed FormIDs/different versions in the mix, etc. I try to make sure big changes won't need to happen after publishing. This avoids a lot of "false positive" bug reports on your settlement, City Plan mods made for your settlement and possibly also on Sim Settlements.

My test process for settlements:
  • Using PBP, doing cqf kgpbp settlers 5. It will pop up with an error if there are certain problems with the settlement such as no assigned Location. Can settlers be moved to another settlement, and can settlers be moved to the new one?
  • Try building several plots. Certain mistakes will cause plots to be stuck in perpetual construction. Seeing if the settlement numbers look correct if I put a generator and build an Ag plot. Can settlers navigate to the plot?
  • Try raiding it with Conqueror
If there are quests in the chosen area, can you still do the quests while the settlement is installed and some stuff having been built there? This can be a variable amount of time depending on how much is going on in the chosen area and how far with testing you are willing to go.
  1. The big ones to ensure to test for are stuff like Fallout 4 Main Quest on any routes, Sim Settlements Conqueror's Jammer storyline, since these being broken can cripple the game by making MQ/Conqueror quest progression impossible for the save.
  2. Notable base game/DLC side quests are also important to test for
  3. If you're willing, testing for major quest mods like Thuggysmurf's mods, The Machine & Her by Nika Cola, The Bleachers by MunkySpunk, Crime & Punishment by Flashy, (all hyperlinked for easy reference) etc, if they have any using the same area can be great to test for if everything continues to work. In an ideal case the settlement causes no issues for any of these, since immersion focused players are likely to use the combination of Sim Settlements, custom settlement locations and major quest mods. Example load order.
  4. Radiant quests (less important, and usually less likely to break)
#1 really important to check for and solve, if it happens that any MQ or Jammer's storyline takes place at the location. If I can't solve an MQ or Kinggath quest breakage caused by a WIP settlement I would probably scrap the settlement / totally relocate it. #2/3 it's great to be able to solve but ideally at least a compatibility note, although there are so many quests that it can be difficult to test for them all and just know which major quest mods use which cells. #4 Radiants I generally don't worry about, have tested for Radiants a few times and generally they just worked anyways. All testing ideally done from a fresh new game or at least one that hasn't had older versions of the settlement installed plus never had anything uninstalled mid playthrough.

Can the quest problems (if any are found) be solved or is it highly difficult or not possible? If not solvable can the settlement be adjusted so things will work, ie changing up the affected cells? I try to look into the technical side like this first before doing aesthetics/polishing up so that way it can be a much easier decision to change up which cells I will use. I spend most of the time before publishing ideally since certain issues cannot be resolved on an ongoing game, meaning the users would need to rollback or start a new game. If the settlement doesn't register correctly or if it alters data that a vanilla quest relies on, those kind of issues even when fixed on the settlement ESP will remain unfixed for ongoing saves that used the previous version.

I do "Scrap Version" as a secondary file by having the main file not break precombines and having an optional "(Not recommended for use by most users) Scrap Addon" plugin that overrides the original to break it, for the people who want to scrap everything no matter what. This way the core settlement plugin is the same for everybody so avoids making City Planners have to consider supporting multiple versions for different iterations of the settlement, which is another big reason why I just do ESP flagged as ESL so it's just 1 core plugin. City Planners who are using broken precombine version(Unlikely, due to the typically severe performance hit) can simply use xEdit to make both plugins be required. Scrap Addon definitely optional to create, though people will probably request it.
 
I tried neeher's tut, I failed. I tried markymint's, failed and then I tried SKK50's and that failed too. My major issue was that I couldn't open the script section in the workshopref. So, I contacted SKK50 and it seems that I am missing the WorkshopInitializeLocationScript.pex. And... I have no idea how to fix that. Lol
 
I tried neeher's tut, I failed. I tried markymint's, failed and then I tried SKK50's and that failed too. My major issue was that I couldn't open the script section in the workshopref. So, I contacted SKK50 and it seems that I am missing the WorkshopInitializeLocationScript.pex. And... I have no idea how to fix that. Lol
Try this one: https://www.nexusmods.com/fallout4/mods/32193
 
Tracking it now. I'll check it out after my daily routine of SWGOH and Marvel Strike Force. I play more games now than I did when I got the Atari as a kid.
Thanks VersusXV.
 
VersusXV, I tried the guide that you suggested. It failed too... or did it? NONE OF THEM DID!! It turns out that I had to reinstall FO4 and now I have access to the script section in the workshopref.
It shows on the pip-boy map, 50 happiness, but settlers don't show. The golden retriever CC quest is right by my Cabin/settlement and when I went to adopt it, there was no where for it to go. So, I went to Sanctuary and no love. Uninstalled the esp from the tut you suggested and Sanctuary is an option for it to go, but not the settlement that I just unlocked.
So, I looked in my pip-boy, data tab and went to workshops. Only sanctuary shows. I have no idea what I missed.
Should I just start over?
 
Hey guys, I did it! I got the bugger to work! Even though it was a test, I'm going to post it on nexus after some tweaks. I can't post links on here yet, but I'll let you know the name of it when it's posted. It's the base of a mod that I want to make(an adventure/quest mod), but I need to learn a lot more before I do it.
Thanks everyone.
 
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