Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I resurrected Phyllis hoping maybe I could pass a speech check to reactivate the workbench or killing her a second time would once again trigger activation of it. Obviously neither worked.
You want help or you want to make rude remarks at people helping you?
Second the command to fix ownership of a settlement workshop is:
setpv OwnedByPlayer True DO NOT DO THIS.
Third, when a scripted NPC dies, their script ends. Ressurecting does not re-enable a script, nor is there a console command to to do it.
We seem to have had a slight miscommunication which caused the confusion, you may have misread or misinterpreted the takeover as a "persuasion" but I never use that option. When choosing to "wipe out" a settlement the population of it doesn't matter, at any moment when the population is zero after talking to the raiding party the raiders get the outpost, then the quest progresses to the placing of the relevant flag - no exceptions. I'm horribly console illiterate and don't know much of value regarding the scripts, I had a suspicion the scripts were disabled once an NPC was killed but didn't know for sure until you explained it, thanks for clearing that up too.
Which was why I pointed out Phyllis being there doesnt count as population. How it even came up as a target I dont know.
I do know that using scrap everything mod does something with the workshops. When I was using it that would allow me to go take Red Rocket without clearing the mole rats first. Maybe something left over from programming the mod, dunno.
Ugh I've played this game way too much, gone over 4000 hours total now...
Basically, you write tgm (to toggle godmode on) in the console, go in workshop mode, build a recruitment radio beacon to get a settler to move in.
Write tgm again (to turn it off), find the settler (Preston is a settler magnet since they want to give him free stuff), they'll have a quest for you.
Complete the quest and voila, you can now use Egret tours Marina as a settlement.
Forcing ownership of a settlement by console does not run the proper scripts to allow you to gain proper ownership. You will be unable to assign a provisoner or transfer settlers.
As far as I know, tgm does not give you ownership of the settlement, but it allows you to build in unowned settlements.
Which is why you have to build a radio beacon to get a settler, which in turn, will give you a settlement quest.
Its completing the quest that gives you ownership of the settlement.