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Fallout 4 Custom Settlement Tutorial

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0% found this document useful (0 votes)
96 views11 pages

Fallout 4 Custom Settlement Tutorial

text only

Uploaded by

UCSDresearch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Fallout 4 Custom Settlement Tutorial

==========================

Tip: Duplicate your profile in MO2 and call it TEST. Only use that for your
testing. Make the difficulty like easy or something so you can fast travel
Test your new settlement everytime you work on it. But DO not have it activated
until after you make the new profile and start a new playthrough. ALWAYS use that
save to test and turn on your mod while its still in the Data Folder.
DO not save in the settlement
Open console and type TMM 1 (Toggle All Map Markers)
If you have your settlement already with a map makrer it will show up.

==========================

1. Make Plugin

2. Right Click in Render Window and make sure the "Update Cell View Window to match
Render Window" is checked

3. Make or choose an Encounter Zone. The Encounter Zone record should be


Min Level: 1
Max Level: 10
Location: Your Custom Location
Check "Never Resets" box
Check "Workshop" box

4. Choose your location in game in Cell vew window. If existing location find that
location in Object Window>World Data>Location. For the purposes of this tutorial we
will make a custom Location Record

5. Go to Object Window>World Data>Location.


Right click in the Object window in the Editor ID Box and select New

You will need to add some keywords to the Location Record. Right Click in the
Keywords box and select "Add". Those keywords are:

LocTypeClearable
LocTypeSettlement
LocTypeWorkshop
LocTypeWorkshopSettlement

5. Set the Parent Location to "CommonwealthLocation" or if you are building in


NukaWorld or Far Harbor chose those Locations

6. Return to your custom Encounter Zone record and set its Location to your custom
one.

We will return to the location record to set the World Location Marker Ref after we
get some things placed.

7. Load the cell in which you wish to place yor settlement.


In the menu bar go to World>Cells
The cell you have loaded in the render window should be highlighted
It is advisable to use a Wildernes Cell to avoid conflicts
Set the location of the cell to your custom location
Go to cell view and change the ID by slow clicking it and renaming it to
something you recognize (this is optional but advisable)

8. While in the Render Window press B to bring up the cell borders.


Decide how large you want your settlement.
You will have to set the location of each cell you want to include in your
settlement.

9. SAVE YOUR MOD

10. In the layers window click on "Add New Layer" and name it then make it the
Active Layer.

11. In Object Window go to World objects>Static. In the filter type in


XmarkerHeading.
Drag and drop the XmarkerHeading in your cell.
Double click on it and give it a Ref ID such as "MapMarkerSpawn" push OK
Right Click on the XmarkerHeading and select "Layers" and the "Add seletion
to Active Layer" You should see the number of objects in your new layer
change to 1
If it does not, save your mod and reload the Creation Kit
It will then appear in your Layer

12. Back in the object window clear your filter and type in MapMarker.
Drag and drop the Map Marker into your cell on top of the Xmarker you just
placed
Double click on the map marker and go to the Marker Data
Check the box that says "Marker Data"
Ensure that "Use Location Name" is checked
Choose a map symbol for your settlement from the Type drop down menu
Push Ok
Return to your Location Record and click the World Reference Marker Ref
Button
Set this Reference to your map marker. Push OK to confirm your changes
Open your Map Marker Reference. Go to the Linked Ref Tab and make a new link
to your XmarkerHeading
It doesn't require a Keyword

13. Place your Workshop in your settlement.


Go to World Objects>Containers and type "Workbench" In the filter.
The one you want is "WorkshopWorkbench".
Drag it into the Render Window and place it.
Right click on your workbench and select "Layers" and the "Add seletion to
Active Layer"

NOTE: Remember to add anything you add to the Game World on your layer

14. Double click your workbench to bring up the Reference ID window. Go to the
Scripts tab and push Add
In the scripts window type "DefaultMoveTo" in the filter and choose
"DefaultMoveToEditorOnLoad"
Click Cancel on the Properties window that appears
This will ensure that when you move the workbench later that the game will
place it in the new position.
For now we will leave it in place to make it easier to do the rest of the
things we need to do.
SAVE YOUR MOD - do this very often so as to not overload the kit and if it
CTDs you have your work saved.

15. Workshop Resource Container


In the Object Window go to World Objects>Container
Type WorkshopResource in the filter
In the list find "WorkshopResourceContainerSettlement" and open this record
Change the Editor ID to something you recognize
Push Ok and Create a new Form
Open your new custom container record
You will see that it has one thing in it which is
"WorkshopinitialResourcesSettlement"
You can increase the count of that for more resources

Optional: right click on it and choose new.


In the object drop down menu type a C and you will see c_Acid_scrap with a
list of all the other scrap objects after it.
For the purposes of this tutorial we will choose the c_Acid_scrap
Next to it in the "Count" box input the amount you wish to have. We'll use
500.
Return to the item List and right click on the Acid and choose New
Pick the next scrap item you want. You can decide to keep the same number to
make it easier
Continue like this until you have all the resources you want to add
You can also add weapons, ammunition, food items, workshop food items such as
Tatos, and even Purified Water
Push OK to confirm and Save your mod

16. Drag and drop your new Resource container into the Render Window and place it
next to your Workbench
It will show up as a Green box with the word Chest on it
Double click on your workbench and move the Reference off to the side
Go to the linked Ref Tab and link to your Resource Container
The keyword to use is "WorkshopLinkContainer"
Push OK and close the Workbench Reference
You should see a Blue line going to it.
Click on your Resource Container and use the Z key to move it below ground.
Make sure not to sink it too far or the game may get confused. Just so it is
out of sight.

17. Time to place your Location Edge Markers and Center Marker
Go to World Objects>Static and type XmarkerHeading in the filter
Drag and drop a Xmarkerheading into your settlement near the border of the
cell roughly in the middle if you have multiple cells
Try to point it in the general direction of your workbench
Double Click the XmarkerHeading and go to the tab Location Ref Type
Right Click and choose New
In the filter type Edge and choose "LocationEdgeMarker"
A Blue Marker should appear above the XmarkerHeading
Right click and copy the XmarkerHeading and then paste the next 3 at the edge
of your settlements roughly opposite of each other
Return to roughly the cent of your settlement and place another Xmarkheading
down (for purposes of this tutorial I placed it next to the Map marker
Spawn)
Double the XmarkerHeading, go to Location Ref Type, right click and New
In the filter type in "Center" and choose the LocationCenterMarker
A purple marker will appear over the Xmarkheading

18. Go to Object Window>WorldData>Location and find your Location Record


Go to the Location Ref Types tab
You should see all of the Xmarkers you added as well as the Map Marker and
Workbench

19. Add your Settler Spawn Marker


Drag and Drop a XmarkerHeading into your settlement
Give it a Ref Editor ID of SettlerSpawn
Go to your workbench and double click and leave the reference window up where
you can see it
Return to your SettlerSpawn Marker
In the Reference Window for the Workbench go to the tab "Linked Ref"
Double click in this tab
In the window that appears click the "Select Reference in Render Window"
button and double click your XmarkerHeading in the Render Window
This requires a keyword. The Keyword to use is "WorkshopLinkSpawn"
Push OK
LEAVE THE WORKBENCH REFERENCE WINDOW OPEN

20. Go to your Center Marker you placed earlier in the Render Window
In the Linked Ref Tab create a new link and choose your Center Marker
The keyword for this is "WorkshopLinkCenter"
Push OK and close the Workbench Reference Window
SAVE YOUR MOD

21. Add your Workshop Border


You can either choose one of the vanilla workshop borders or make your own if
you have the skills in a 3d Modeling program
If you want a rectagle border that is nearly flat I suggest
"WorkshopBorderAirport01"
For the purposes of this tutorial I am going to use a custom one I have in my
resources
To create a new workshop border, go to World Objects>Static and type
"workshopborder" in the filter
Choose one and open its record
Give it a new Editor ID and if you are using a custom one chose it in the
models tab and press OK and create a new form
Drag and drop your new workshop border into the Render Window
Use the S key to resize it to the size you desire but try to keep it with the
bounds of the the cells in your Location
If you need to raise or lower the border use the Z key
Double click your border and in the Reference Window check the box "Initially
Disabled"
Move the reference off to the side and go to your workbench in the Render
Window
In the Reference Window for your Workshop Border go to the Linked Ref tab
Create a new reference to workbench with the keyword
"WorkshopLinkedBuildAreaEdge" then push ok and then ok to close out the
Reference Window.
SAVE YOUR MOD

21. Build Area Triggers


Focus in on your workbench in the Render Window and click once to highlight
it
In the menu bar click the box with a T in it. This is the Trigger button
A form window will appear and you want to type in the filter DefaultDummy
Choose it from the list and hit OK
A reddish orange marker box will appear around your workbench
I always change the color of this trigger by opening the Reference Window for
it, going to the primtiive tab and clicking the select button below the
player activation box. I usually use either blue or purple for the color of
this trigger
Give it a Reference Editor ID of BuildArea01
Press the 2 key to bring up the gizmo and resize the trigger to match your
workshop border set the height you want the Build area to be and then use the
gizmo to sink it below ground for a little ways
If you are using a workshop border with odd sides in it you will want to
duplicate this trigger and match the sides up with the workshop border
You may need numerous triggers so since you duplocated the first one the kit
will automatically assign new Reference Editor IDs to each of them
Make sure with your workshop border that these triggers overlap
Select one of your triggers and hold CTRL then select the rest of your Build
Area triggers
Zoom into your workbench
In the toolbar click on View>Reference Batch Action Window
A new window will appear which has all of your Build Area triggers listed
Clicked the button marked "Select Reference in Render Window" and select your
workbench
Next click the "Set Linked Ref" button and at the bottom you can set the
keyword
The keyword to use is "WorkshopLinkedPrimitive"
Push the Do button and you will see white lines appear coming from your
workbench
Close the Reference Batch Action Window
SAVE YOUR MOD

22. Sandbox Area


Select one of your Build Area Triggers and Duplicate it
Make it slightly taller than your Build Area Trigger
Change the color of the primitive to Orange or Yellow in the Primitive Tab
Change the Reference Editor ID to "SandboxArea" and push Ok
The Kit will ask if you want to do thisjust pusah OK
Resize the Sandbox to be slightly outside all of your Build Area Triggers
just make sure all of them are contained inside of the Sandbox Area
Trigger
Focus in on your workbench and double click to open the reference window.
Slide this off to the side then zoom back out until you can see your Sanbox
Area Trigger box
In the refference window for the Workbench go to the Linked Ref Tab and
create a new linked reference and choose your Sandbox Area Trigger
The keyword is "WorkshopLinkSandbox"
Push OK then OK again to close the Reference Window for the Workbench
SAVE YOUR MOD

23. Set Owned Trigger


In the object window type "setowned" in the filter and press ALL
Only one thing will appear in the list
Drag this into the Rendow Window and resize it to completely encompass your
workbench with a bit of overhang especially in the front. Imagine
your character walking up to it and make the trigger big enough to cover that.
Turn off the gizmo and move the trigger to the side a little so you can see
the workbench
Open the Reference Window for the SetOwned Trigger, go to the Linked Ref Tab
and create a new refrence to the Workbench
This does not require a keyword
Return the SetOwned Trigger to cover the Workbench
Note: If you decide to move the workbench later you will also have to move
the SetOwned Trigger with it
SAVE YOUR MOD

The SetOwned Trigger works as a Fail Safe so that the Workbench will become
owned by the player

24. Attack Markers


Go to WorldOjects>Static and type XmarkerHeading into the filter
Decide where you want attacks to spawn from and place an XmarkerHeading
outside of your Build Area
You may only have them coming from one direction or you may have them coming
from multilpe directions
Select all of your attack markers and usae the Reference Batch Window as
before to link them to your Center Marker
The Keyword to use is "WorkshopLinkAttackMarker"
SAVE YOUR MOD

25. Set Workbench Script


Go to your workbench in the Render Window.
Click on the SetOwned Triggeer and double tap the 1 key to hide the trigger
Open the Workbench Reference Window and go to the Scripts Tab
Click on Properties
In the Properties Window go to the Flags Section
Set OwnedByPlayer to True
Set EnableAutomaticPlayerOwnership to False
Push Ok then OK again to close the Reference Window
SAVE YOUR MOD

26. Add items to be scrappable


If your settlement has a lot of items in it you will need to pick things
which have Scrap Recipes already in the game.
Select all of your scrappable items and use the Reference Batch action Window
to link to your workbench
The Keyword to use is "WorkshopItemKeyword"
An alternative method is to link objects to items which have scrap recipes
with the Reference Batch Action Window and use the keyword
"WorkshopStackedItemParentKEYWORD". In this way those items which do
not have scrap recipes will also be scrapped when you scrap something that
does.

Alternatively yu may wish to completely clean the settlement off. The easiest
way to do this is to select each item, open the Reference Batch Action Window and
use the Set intially disable button then push Do
While the items are still selected use the Z key to move them underground.
This can include any Static object.
When done, SAVE YOUR MOD

27. Settlement Quest & Scripts


STEP 1
Go to Object Window>Character>Quests
Right Click and choose New
Give your Quest an ID Such as "HouldenHillsSettlementINT" (INT stands for
Initialize)
Give it a priority of 41
Make sure the "Start Game Enabled" and "Run Once" boxes are checked
Press OK to create

STEP 2
Create another Quest
Give it an such as "HouldenHillsSettlementPARENT" (this is your Parent Quest)
Give it a Priority of 42
Make sure the "Start Game Enabled" and "Run Once" boxes are checked
Press OK to create
SAVE YOUR MOD & BACK UP PLUGIN

STEP 3
Re-open the PARENT Quest and go to the Scripts tab
Click the ADD button and in the filter on the window that appears type
"Workshop" in the filter
Choose the "WorkshopAddLocation" Script
In the Properties Window press the Auto-Fill All button
1 property should automatically atuo fill
Push OK and when the Papyrus Window Warning appears click YES

STEP 4
Still in the PARENT Quest go to the Quest stages Tab
Add a new stage 10
Check the "Run on Start" box
Right Click in the Log Entry window and choose NEW

Add a new stage 20


Right Click in the Log Entry window and choose NEW
Click OK to confirm your Quest
SAVE YOUR MOD

STEP 5
Return to your INT Quest and go to Scripts Tab
Click ADD and type Workshop in the Filter
Choose "WorkshopInitializeLocationScript"
Right click on the Script and choose Edit Source
Highlight everything except the first line Scriptname
WorkshopInitializeLocationScript extends Quest Conditional Const and copy it
Use a text editor such as Notepad++ and paste it into it
Delete the line Stop()
(This is how the script should look)
===============

workshopparentscript Property WorkshopParent Auto Const

function Startup()
WorkshopScript workshopRef = Workshop.GetRef() as WorkshopScript
; add children to settlement NPCs collection
SettlementNPCs.AddRefCollection(SettlementChildren)
SettlementNPCs.AddRefCollection(SettlementRobots)
WorkshopParent.InitializeLocation(workshopRef, SettlementNPCs,
SettlementLeader, MapMarker)

endFunction

RefCollectionAlias Property SettlementNPCs Auto Const

RefCollectionAlias Property SettlementChildren Auto Const

RefCollectionAlias Property SettlementRobots Auto Const

ReferenceAlias Property SettlementLeader Auto Const

ReferenceAlias Property Workshop Auto Const

ReferenceAlias Property MapMarker Auto Const

===============
Return to INT Quest
Remove the WorkshopInitializeLocationScript from your INT Quest
Press ADD to add a new script
In the Add New Script Window give your script a name such as
HouldenSettlement
Make sure that it extends Quest
Check the boxes "Conditional" and "Const"
Push OK
Copy the script from Notepad++ and paste it into the source window under the
first line
Go to Build and choose Compile
In the Compiler Output it should say "Batch compile of 1 files finished. 1
succeeded, 0 failed."
Go to File and choose Save
The window should tell you "Save Succeeded"
Go to File and Exit
Hit the Properties Button and in the Properties Window hit Auto Fill like
before
1 Property will auto fill
Hit Ok to confirm then OK to confirm your Quest
SAVE YOUR MOD!

STEP 6
Go to your Custom Location
In the Keywords box right click and choose New
The keyword window will appear
Give it an Editor ID such as "LocTypeHouldenHillsRef"
Push OK and the new Keyword will appear in your custom Location
Push Ok to confirm the change
SAVE YOUR MOD

STEP 7
Return to your PARENT Quest
Go to the Quest Alias Tab
In the Aliases box right click and choose "New Ref Collection Alias"

STEP 8
In the Reference Alias Collection Window that will appear give your new alias
a name
The name should be "WorkshopRefs"
Max Intial Fill Count is 1
Check the boxes "Optional" and "Allow Reuse in Quest"
Click on "Find Matching Reference"
In the Match Conditions box right click and choose new
The Condition Item will appear
Set the Condition Function to "LocationHasKeyword"
Click on the INVALID button
The Select Function Parameters window will appear
Set Parameter one to the LocType keyword you made in Step 6
Push OK on the Select Function Parameters window
Create another Condition and set this to "HasKeyword"
Click INVALID and set this one to "WorkshopKeyword"\Push Ok to confirm
Click on the HasKeyword Condition and use the right arrows below the Match
Condition Box to move this Condition below the LocationHasKeyword
Condition
Push OK to confirm this new Alias
Push Ok on the Quest to confirm
SAVE YOUR MOD

STEP 9
Re-Open your PARENT Quest
Go to the Script Quest and open your Script Properties
Go to WorkshopsCollection and click the Edit Value button
In the Pick Alias drop down box there will only be 1 which is WorkshopRefs
choose that one
Push OK to confirm then OK to confirm your Quest
SAVE YOUR MOD

STEP 10
Go to INT Quest then to the Quest Stage Tab
Add a Stage 10, right click in Log Entry and choose NEW
Add Stage 20, right click in Log Entry and choose NEW
Return to Stage 10
Click on the "Run on start box" then right click new and make a new log
entry
In Designer Notes box type "Start the Quest"
In the Papyrus Fragment box input the following:

================================

kmyQuest.Startup()

================================

Select your INT Script from the drop down menu


Click Compile
Click Ok to confirm your Quest
SAVE YOUR MOD

STEP 11
Go to your Settlement in the Render Window and focus in on your Workbench
Reopen your INT Quest

Make Reference Aliases for Each of the following


Set each as "Optional"

Workshop - Specific Reference and select your Workbench. Push OK to confirm


the alias
CenterMarker - Specific Referece and select your Center Marker. Push Ok to
confirm
EdgeMarker - Specific Reference and select any of your Edge marker
Xmarkerheadings. Push OK to confirm
MapMarker - Specific Reference and select your Map Marker. Push OK to
confirm.

(For the Following you do not need to choose any reference for and these need
to Ref Collection Alias. Select Spefic Reference but leave it as
NONE)
SettlementChildren
SettlementLeader
SettlementNPCs
SettlementRobots

STEP 12
Go to the Script Tab and open the Properties on your Script
Click the Auto Fill All button
6 Properties should be Auto Filled
Click OK to confirm for all of the windows
SAVE YOUR MOD
28. Landscaping (Optional)

29. Add any Buildings including Static Collections you might have made (Optional -
See Video Tutorial)

30. Add Workbenches, beds, and Water Source (Optional - See Video Tutorial)

31. Fix and/or Repair the Navmesh (Optional. If you have added building, removed
buildings and/or clutter you will have to do this)

32. Move That Workbench (Optional - See Video Tutorial)

33. Go to File>Compact Active File Form IDs

34. Save your Mod

35. Log into Bethesda Net

36. Go to File>Upload Plugin and Archive to Bethesda.net>PC (or Xbox dpeending on


what your are making the settlement for)

37. The Archive Packer window will appear.


Push the Pack Files button.
The Bethesda/net Mod Select Window will appear
Click the Close Button
Your new archives will appear in your Data Folder with your Plugin

38. Open Xedit Quick Clean and open your mod


In the File Header section look in the View tab
In the section marked as "Record Flags" double click and choose the ESL
Right Click on your ESP on the left and choose "Apply Script"
Apply the Fallout 4 - Disable PreVis Script (this will have to be obtained
from the Nexus)
Click No on the window that appears
Close Xedit and allow it to save the plugin by pushing OK

39. On your dekstop create a new folder and Name it after your new settlement
Inside of that folder create a new folder named Data
Inside of the new Data Folder place your plugin and BSAs from the fallout 4
Data
Close the folder and use an archive packer such as Winzip, or 7zip to pack
your mod
Remove your plugin and BSAs from the Fallout 4 Data folder
Install it on your TEST profile in your Mod Manager

40. TEST YOUR MOD


Use the console command TMM 1 to toggle all map markers in game to go to your
settlement
DO NOT SAVE IN GAME WHEN TESTING
If something is not working as intended you need to retrieve your pugin from
the mod manager and put it into the Fallout 4 Data and make your fixes. Copy the
plugin and replace it in your mod manager

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