I have to agree with darkshogun1964. I am not 100% on settlers but I can confirm that supply lines do not appear to be working. I use robot settlers for supply lines and while the option appears and seems to work (the settlement is in the list and the robot is assigned) the supply line does not appear on the map and when I go back to Parsons I cannot access my shared workshop junk.
I don't yet Know if I've fixed all the problems your having, but I would like to. Try out your robot provisioners,(Something i always did on my xbox game) and let me know if everything is working. Basically i just forced some things to work, which for all i know is just an illusion. I will be testing more, but the more feedback i get the better I can uderstand what is going on.
Wish i had better news for you .I downloaded and tested the 0.4 version today and still the supply lines will not work. It looks right (robot gets assigned) but the map does not update nor does the workshop .
Well, that sucks so much for version five guess it will have to wait a couple of days while I try to figure out what is stopping it. I thought when I finally got the radio beacons to work that maybe that was a sign that I was on the right track. Thank you for the info, I will continue to endeavor to fix this because I think everyone could appreciate this place if I could only get it to work just like a Vanilla Settlement. I will also be getting the boarder wall positioned correctly. Please continue to be patient with me as I do work a forty hour work week. While the Tutorials on the Tube Make this seem easy I'm finding that there are sometimes unknown variables at play, especially in these high traffic kinds of areas where there are quests and NPCs.
No worries :) you have done a great job so far. I did notice another mod for Parsons that includes this area. You may want to take a look at that one to see if there are any differences that stand out. Either way I am tracking this mod so I can watch for updates :).
Because I can't figure out why my Custom Border wall isn't appearing, this description will have to do for the time being. The wall That divides the front of the facillity from the back is a good land mark for the southern border, the two walls to the east and the west mark the Border in those directions and the northern boarder extends about six feet past the back wall and it's a square. as soon as I can figure out why the wall isn't working i will update the file.
I love the idea, but maybe the settlement should not be available until the quest with Lorenzo Cabot is resolved one way or the other (as this gets rid of the Parsons guards). It's a good quest, you get the Charisma bobblehead and some cool drugs, and it's not terribly difficult.
That's a great idea and if you could just tell me how the hell a beginer at modding is supposed to do that I'll get right on it. No, really I would love to do this I had even thought about it but my skills at modding are obviously not up to par. when i can figure out how to make the settlement dependent on the completion of the Cabbot Quest I will do just that.
Better not. First, that would be somethng like they did in Nuka World, making conditional availability of the workshop, but that settlement is very bugged, so, not the best way to go. Second, the Cabbot quest line is bugged itself, some , including me, cant complete it without a fix mod. Third, probably the No Respawn condition may affect the quest NPC too. So, a warning on the description page should be enough for everyone. No one rushes peoples to install it or open the workshop ASAP, honestly. Checked the location, quite nice indeed.
thanks, I wouldn't really worry if I were you. With my skills I had already decide that not breaking any quests would be my only real goal when making settlements in areas where so much is already going on. and there is a warning in the description so I can't help but agree with you, although maybe I should make the warning stand out a bit more.
I want to thank every single one of you for your feedback. Every bit of data I receive helps me learn this craft and it is appreciated to hear from all of you. As I may have mentioned I am new to modding and if there is anyone with addvice or know-how when it comes to this type of Mod, I'm all ears.
It's all good. Hopefully you'll get the "settler" bug worked out. I just like to play games.....got nothing but respect for you guys that take the time and have the patience for modding.
Is it though? I mean look at the setting. You've got water and while there are holes in the wall it's still a wall, already in place and just needing a little TLC to be viable to use. As well, there is a green house for food production and a shed/garage with a functioning door. Good play on woords though, it's always refreshing to find Intelligent people online.
Hey there, just wanted to let everybody know that I'm listening and that I've been working to figure out the problem. I think I found the solution. Give me some feed back and let me know if this fixes the problem. I'm So absolutely new to this that I don't actually trust my own save files to tell me the truth about this, as it is now working correctly for me. Also look around the main building for some greebs that will provide some building materials. The greebs should read as "Scrap Me" and "Scrap Me Too" in the workshop mode. Oh, and one more thing, You are all absolutely right about the Parson's asylum mission. You should at the very least start the mission before comming here as the guards will be 100% hostile unless you've come on behest of Edward. As well, You should complete said mission before setting up auto turrets as I'm pretty sure they will target The guards. I metioned this in the description for the Mod, but I guess nobody read that far.
25 comments
First, that would be somethng like they did in Nuka World, making conditional availability of the workshop, but that settlement is very bugged, so, not the best way to go.
Second, the Cabbot quest line is bugged itself, some , including me, cant complete it without a fix mod.
Third, probably the No Respawn condition may affect the quest NPC too.
So, a warning on the description page should be enough for everyone. No one rushes peoples to install it or open the workshop ASAP, honestly.
Checked the location, quite nice indeed.