I have the same issue -- settlers won't move to Lynn Woods when directed and settlers spawned at the site (e.g. through Children of Atom settlers) cannot be assigned to any tasks. I'm going to report this as a bug since I don't know how to fix it.
Quick update: Works well on a new playthrough. I never got it to work on an existing playthrough, but a new game has accepted settlers, provisioner robot, and supply lines.
Of the two times I tried it, I needed to use Workshop Framework to get full recognition of new settlers. • Clear the area • Claim the settlement by activating the workbench • Use WSFW --> Unclaim Settlement • Use WSFW --> Claim this Settlement
Again, not sure if it's a mod conflict or glitch, but once it worked, it seemed to function normally. It'll take someone with more expertise to figure out if there's a way to add the mod to an existing playthrough.
close enough to Coastal Cottage for some sandboxing :) Did you drag the build area down to the waterline down the Hill there for fishing opportunities Jellyfish?
I tried a Lynnwoods settlement mod last year.. it worked, but those 'Shacks' were still not scrappable so I uninstalled it last year.. THEN i tried those techniques for PLACING a workbench with console commands, this ALSO worked (without using Godmode).. and i have an empty settlement there NOW as we speak since forever... because i cannot scrap those shacks i won't use the place..
While i am waiting for someone to report the 'scrappability' or not of those vailla shacks there... Is there a SAFE WAY for me to remove that workbench i placed with console at Lynwoods which is showing 100% happiness with no settlers?
i have added 2 more cells so it would go down to the the water line have not learned how to make things scrapable but if you click on them and in console command type disable that will get rid of them the way i do my settlements now id i load up the workbench with all kinds of scrap to help the player get started
can i somehow SAFELLY remove that workbench i already placed there with console last year? i guess Lynnwoods is alREADY a settlement for me now with that thing there... mus be a SAFE way to get rid of the one i placed there :) cheers, wayner
As far as I can tell, there is no way to remove a console added workshop (you can 'disable' the workbench, but it doesn't get rid of the workshop). I have, however, overlapped a new workshop on a console workshop; the biggest problem is making sure you enter the mod workshop when entering workshop mode instead of the console workshop. The two workshops will not be linked, anything built in the console workshop will be unassignable to settlers in the mod workshop. You may have to click on the actual mod workbench itself to enter the correct workshop.
Supply lines and moving settlers should be fine since the console workshop can't do either of those. I cannot promise this won't cause stability problems down the road, however.
by the way, if you use the console command to "disable", also while the ID is still visible, add "markfordelete", otherwise the game still loads them, just invisible basically.
Good spot for a settlement indeed, thanks for that :)
If i may, is it possible to have a version of the mod with a smaller building area and no "bonus" in the workbench ? Something closer to the "vanilla" style. Thanks !
PS for those who want to clean the raiders shacks : try the "spring cleaning" mod, works like a charm ! https://www.nexusmods.com/fallout4/mods/4640
Indeed, a nice place to build ! How does the seizure of the workbench works around the scripted apparition of the two Deathclaws once you've reached the top of the tower ? And have you made the raiders shack scrapable ? Good stuff !
all i really did was removed the trees and debris everything should work as it was meant too as for the raider shack i am not sure i did not make it scrappable but it might be
20 comments
Of the two times I tried it, I needed to use Workshop Framework to get full recognition of new settlers.
• Clear the area
• Claim the settlement by activating the workbench
• Use WSFW --> Unclaim Settlement
• Use WSFW --> Claim this Settlement
Again, not sure if it's a mod conflict or glitch, but once it worked, it seemed to function normally. It'll take someone with more expertise to figure out if there's a way to add the mod to an existing playthrough.
Did you drag the build area down to the waterline down the Hill there for fishing opportunities Jellyfish?
I tried a Lynnwoods settlement mod last year.. it worked, but those 'Shacks' were still not scrappable so I uninstalled it last year..
THEN i tried those techniques for PLACING a workbench with console commands, this ALSO worked (without using Godmode)..
and i have an empty settlement there NOW as we speak since forever... because i cannot scrap those shacks i won't use the place..
While i am waiting for someone to report the 'scrappability' or not of those vailla shacks there...
Is there a SAFE WAY for me to remove that workbench i placed with console at Lynwoods which is showing 100% happiness with no settlers?
but if you click on them and in console command type disable that will get rid of them the way i do my settlements now id i load up the workbench with all kinds of scrap to help the player get started
cheers,
wayner
Supply lines and moving settlers should be fine since the console workshop can't do either of those. I cannot promise this won't cause stability problems down the road, however.
If i may, is it possible to have a version of the mod with a smaller building area and no "bonus" in the workbench ? Something closer to the "vanilla" style.
Thanks !
PS for those who want to clean the raiders shacks : try the "spring cleaning" mod, works like a charm !
https://www.nexusmods.com/fallout4/mods/4640
How does the seizure of the workbench works around the scripted apparition of the two Deathclaws once you've reached the top of the tower ? And have you made the raiders shack scrapable ?
Good stuff !
Customizable camera.
This works great :)