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HautdenLukas

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HautdenLukas

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16 comments

  1. Brightwing2112
    Brightwing2112
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    So do the workbenches(big red settlement type) work differently in Nuka World? To establish ownership as mine,I always just go
    to the workbench,activate the menu,and select the 'take ownership' option. Perhaps it is different in survival mode.
    1. HautdenLukas
      HautdenLukas
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      Yes, the workshops in the DLCs have their own scripts. If you use the "take ownership" option on the Nuka World Red Rocket, you will break it. You can still build things, but the beacon will not work and you can't transfer settlers or assign supply lines.
    2. llihP
      llihP
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      Since I fucked this up and claimed it before using this mod... thus not being able to recruit anyone - if you unclaim it via the same settlement menu, or use 'SetOwnedByPlayer' while targeting the workbench, it's then ready for you to claim with this mod and works as normal.

      I didn't have an old save I could revert to and the above worked.

      Thanks for the mod!
  2. savagan888
    savagan888
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    sorry noob question...is this esl flagged?
    1. HautdenLukas
      HautdenLukas
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      Yes, the optional version is ESL flagged. The main download is only a script.
  3. lehrax
    lehrax
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    So the main difference between your mod and the good old "Assign Red Rocket Nuka World to Yourself" (https://www.nexusmods.com/fallout4/mods/24177) is an option to assign immediately without completing any quests, right?
    1. HautdenLukas
      HautdenLukas
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      That is correct. I simply didn't want to wait before I have completed most of the DLC, before I get access to the only settlement in Nuka World.
    2. lehrax
      lehrax
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      Awesome! Thanks for a fast response and a very useful mod :)
  4. Drivinghard
    Drivinghard
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    forgive me for suggesting a 'similar' PEX salvation for tricking the 'Brain Dead' quest in FH into thinking that the prerequisites Far From Home & Walk in the Park quests have been started and/or completed in order to be able to run the 'Brain Dead' quest?

    then we could install Niston's 'Cliff's Edge Hotel' mod ;)
    1. HautdenLukas
      HautdenLukas
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      To be honest, script modifications are a real pain in the rear for me, because Bethesda doesn't provide access to the Creation Kit for customers like myself. So I rather not work with scripts more than I have to, especially related to other mods that I don't use.
  5. JJT197
    JJT197
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    why regular settlers? it is meant for raiders at nuka world. thats why I want to unlock this settlement.
    1. HautdenLukas
      HautdenLukas
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      You mean you want to assign this settlement to one raider group without doing "Power Play"? This isn't possible, because before completing "Power Play" it is unknown which raider groups remain. We could probably remove the restrictions from the message box and use that box to select the owner of the workshop, but I have no idea what side effects it may have. For example you could assign Red Rocket to the Operators and then wipe them out during "Power Play". Will this break things down the line? Maybe. I rather keep it simple and working.
    2. HautdenLukas
      HautdenLukas
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      I have added an optional version that allows to assign the workshop to a raider group early in the game. Use at your own risk.
  6. NaliSeed
    NaliSeed
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    This should've been available from the start, I don't know what got into Bethesda's head to make you go through a shitload of quests to unlock the only settlement in NW. 
    1. HautdenLukas
      HautdenLukas
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      Bethesda probably wanted to force the player to chose a dark path. In vanilla you can only get the settlement by killing all raider leaders (Open Season) or by completing the main quest for the raiders. I don't like to be forced that way.

      What I don't understand is, why there hasn't been a mod like this on the Nexus. At least I couldn't find one. The game has been out for so many years.
    2. Drivinghard
      Drivinghard
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      This is my first playthrough in which i am actually trying to play along with the stories and quests... and honestly.. the way Bethesda Daisy chains all their invalid phony stories together with triggers and quest chains is absolutely ludicrous..

      You are familiar with the coding expression "Object Oriented?" .. there is so little chance that all of this questing daisychaining and triggering is by accident it is absolutely intentional .. there is a lot of psyop and psychological programming embedded in these daisy chains and it certainly seems like forcing you THROUGH a lot of the daisychained (moral decision making) bottlenecks was their PRIORITY! because it otherwise is not possible to be logical?

      "Object Oriented" should have bee the way all the various daisy chained quests stories and triggers should have been written so that "WE" could PICK and choose which factions, and other situations were going to be existing in the world when we ride up the vault 111 elevator

      But they are not! this is illogical! because there would have been infintesimal possible combinations of Endgames and game outcomes and experiences.. but they through that all in the toilet for what? because there are quest and story daisychains they wanted to force us to go through which were much MORE inportant to them than creating "THE" perfect game

      Sorry but i just rolled back mygame after experimenting with a Railroad Playthrough .. and FO4's Daisychains belong in a Cellphone game or xbox game they certainly missed out on golden opportunities .. FO4's story writing in non compartmented non modular non-Object Oriented storydaisychaining is so absolutely stone-age it can ONLY be intentional!

      PS: I recommend this Painting Portals mod for people who like to fast travel Between the DLC"s without having to "grunge" through occult psyop daisychained quests .. Painting Portals