
This tells the game that the settlement linked to this workbench should use the bounds set by the DefaultEmptyTrigger. Now you want to link your DefaultEmptyTrigger to your WorkshopWorkbench. This is the object most of the other objects will link to in the rest of the tutorial. This is the object you use to enter the settlement screen ingame.

Next, you will need to place your WorkshopWorkbench. You can resize the trigger via Edit -> Primitives and changing the X, Y and Z bound coordinates. This trigger is what defines the build space of your settlement. To start with, you need to place a DefaultEmptyTrigger in your chosen cell. Don’t try and edit the base records for these objects unless it is specified. I recommend starting small and to finish this tutorial before adding cosmetic objects.Īll references to objects such as DefaultEmptyTrigger refer to the placed references in the Render Window. I’ve chosen a wilderness cell near to the Atom Cats Garage in the south of the map. To start with, pick a nice open location that hasn’t been used in the Commonwealth worldspace. Keep updated on the latest PC Gaming news by following GameWatcher on Twitter, checking out our videos on YouTube, giving us a like on Facebook, and joining us on Discord.This tutorial will cover the basics on creating new settlements in Fallout 4. Humankind is set to launch on April 22 and headed to PC and Google Stadia.

If you'd like to test the tools, you'll find details about how to register your interest in the description of the video below.

for balancing, or to change or add new content, like technologies, civics, units, or even cultures. Here's what you can expect from the first iteration of these tools: Modders will be able to upload their creations on the Steam Workshop. Humankind's modding tools and map editor won't go live at launch because Amplitude will focus on "on improving and polishing" the strategy game first. "On the other hand, if you don’t want to dive into modding technologies or cultures or the AI, you can grab the map editor and craft any map you want, whether it’s a recreation of a real area or a map for competitive multiplayer." The AI will also be moddable, so it can be adapted to the new or altered content," reads the Steam post announcing Amplitude's plans. "Instead of editing game data files by hand, modders will have access to a set of Unity tools based on the tools our own team uses to add content to the game.
