![]() However, the code that displays the destination workshops to select from when you send settlers around DOES check that game setting, and if the population at a given workshop is beyond the limit, that destination will be grayed out (i.e. The settler limit at a given workshop does not depend on that setting (it only depends on the calculation formula coded on WorkshopScript). Or, if not, your settlements are at or close to their population limits. I assume that you are running a mod that uncaps the population limit (presumably by modifying WorkshopScript), but does not increase the value of the game setting iWorkshopSettlerPopulationMax at the same time. registration here is atrocious! I haven't played any of the games in the security questions and had to dig through the wikia page for ESO just to post this. *DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp UniqueFemalePlayerAndFollowersDLCNoHancock.esp UniqueFemalePlayerAndFollowersNoHancock.esp UniqueMalePlayerAndFollowersDLCNoHancock.esp *ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp *Craftable Armor Size - Fix Material Requirements.esp *Armorsmith Combat Helmet Illumination 1.2.esp *Crimsomrider's 1950s Feminine Outfits.esp *Crafting Mastery - All DLC Eammo Clut Rep AE.esp *Better Workshop Street Oil Lamps - Shadows.esp ![]() *Better Cooking Stations - Far Harbor + Nuka World patch.esp *AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp *AnS Wearable Backpacks and Pouches - Ballistic Weave.esp *Soldier_of_Misfortune_Preston_v2_1.01.esp *StandalonePowerArmorStationWithChains.esp *One Minutemen Radiant Quest At A Time.esp *No Lowered Suppressor and Bayonet Range.esp ![]() *More Where That Came From Diamond City.esp *Crimsomrider's Obedient Concord Group.esp *LegendaryModification - DLC Far Harbor (2LM).esp *LegendaryModification - DLC Far Harbor.esp *Crimsomrider's Transparent Cleanroom Suit.esp *Eli_Immersive Coffee Mod 9000 GTX French Roast.esp # This file is used by the game to keep track of your downloaded content. The forsaken institute assassin by Crimsomrider Tactical stealth suit (armorsmith extended patch) When I dismissed him, he went back to his spot outside Trinity Tower.Fallout 4 lazer sabers with defirrent colors and real soundsÄecoration & Furniture expansion pack (WIP release) The only companion I've been able to send back to his original spot was Strong, but only because I never sent him to a settlement. it doesn't send them back to their lore-appropriate home, it sends them to the last place you picked them up. The problem is, if you pick them up, dismiss them to one of your settlements (like I did with all 3 of the companions I mentioned earlier), pick them up again from said settlement, and dismiss them again using the "cancel" option. However, this option actually sends the companion away too, though I didn't know that, so I sent them all to the Red Rocket gas station outside Sanctuary. I ignored this option because I figured it would just keep the companion with me and cancel the dismissal. When you dismiss a companion, you get the option to send them to any one of your settlements, from a list. However, I am encountering a weird issue where they refuse to go back to their homes (Publick Occurrences, the Valentine Detective Agency, the Third Rail, etc.). I've traveled with a bunch of companions so far in addition to Dogmeat.
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