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You can use console commands to make them killable if they turn out to be essential.
That kind of quest falls under the radiant "Recruitment" quest line for MM.
Settlement quests seem to "generate" at the next opportunity, depending on which settlement the player is at or whether they tune to Radio Freedom. The radio quests are more along the "ownership" quest line though (it seems), meaning you'll get a radio call to help one of your settlements and not from a new one.
You know, if the player goes to the Crossing, discovers it, then walks to the Boathouse, a settler at the boat house might say "hey, go help blah-blah at the Crossing". The same might trigger if the player walks to Finch farm as well ... stuff like that, and time is your friend, not Preston.
Thanks again.
I'm unsure about killing the settlers. I did that at Covenant, or should say Ada did, and still can't get control there but maybe I was never meant to.
Did that awhile ago.
I didn't get quest offers initially, so I think CellNav is right that it's a subsequent visit that generates the quest which ultimately grants you Workshop access.
Note: initially I did test killing the current occupants of Country Crossing and, sure enough, I got access to the Workshop. However, I felt sorta bad so reloaded and eventually got the settlement the nice was on a later visit.
Note 2: not sure if it was a bug, but back in the initial release version of the game, I couldn't even access Sanctuary's Workshop until I after started the Minute Men quest line once Preston arrived in Sanctuary. It was quite a revelation to me in my fresh start being able to acquire places on my own...hence, in part, why I sorta went crazy and got all the settlements I could in MY name lol.
Scoob.