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Workshop wont open after certain distance....

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#1
greekrage

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Ive seen this happen before on large mods ive done but  a simple   opening the workshop in a previous cell and closing it allowed  for it to open further out...

 

Now in my latest location i cant get it   to open in the same manor  even though i can open it and walk to the cell with it open and use it...

 

All cells are in the location   and primitive was tested with either one large trigger or separated into 2 (intermingled ofc)...

 

I also tried playing with the radio radius  in the workshop's script.....

 

Any ideas or solutions are welcome...

 

Also note :

 

The area im in when trying to open the workshop is at cell loading limit (for me) and the location of the workshop itself isnt loaded.(any chance this has to do with my settings and not an issue with the mod ? )

 

Also ... would moving the workshop to another cell help ?( a more central cell ? )



#2
SKK50

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If the workshop object 3d is unloaded it will not trigger. 

 

The default raduis is between 10 and 15 thousand game units depending on cell buffering.

 

The setting the adjust this is uGridsToLoad in Fallout4Prefs.ini



#3
Zorkaz

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If the workshop object 3d is unloaded it will not trigger. 

I wonder if "Full LOD" could help with this issue



#4
greekrage

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So basically it IS a   graphics setting issue...

 

Going to try   various LoD  settings   first and then if it fails ....add more grids to load (not really a good idea on a 4GB card...tbh )



#5
LarannKiar

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You can place fake workshop workbenches in the location, add a script to them that calls StartWorkshop() on the real workbench.


Edited by LarannKiar, 25 August 2022 - 09:49 AM.


#6
greekrage

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You can place fake workshop workbenches in the location, add a script to them that calls StartWorkshop() on the real workbench.

How would i link it to the actual  workshop does it have a link ref  ? Or do i simply link ref  without a keyword  like the setowned trigger for example ...

(cant check right now ...)



#7
LarannKiar

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Here's a simplified version of what I did in my Flourishing Salem mod, might not be the nicest solution but it definitely works..

 

1) Place your fake workbenches. They should be an Activator and they has to be linked to the real workbench with WorkshopItemKeyword.

 

Add the Activate Text "Start Workshop". Attach a script like this to the activator:

Scriptname YOURSCRIPTNAME extends ObjectReference Const

Keyword Property WorkshopItemKeyword Auto Const


Event OnActivate(ObjectReference akActionRef)
	GetLinkedRef(WorkshopItemKeyword).StartWorkshop()
EndEvent

So, when you activate the activator (primary activate choice), workshop mode starts.

 

2) Add a perk to the Player.

 

Entry Point: Activate.

 

Function: Add Activate Choice.

 

Button label: TRANSFER.

 

Target Conditions: GetIsID "The activator you'e made above" == 1, Run on: Subject.

 

Perk fragment:

; Add these properties to the script:
; Keyword Property WorkshopItemKeyword Auto Const
; Keyword Property WorkshopKeyword Auto Const

; The code:
ObjectReference WorkshopRef = akTargetRef.GetLinkedRef(WorkshopItemKeyword)
If WorkshopRef && WorkshopRef.HasKeyword(WorkshopKeyword)   ; HasKeyword(WorkshopKeyword) can be replaced with a Condition, run on GetLinkedRef with "WorkshopItemKeyword"
	WorkshopRef.RemoveKeyword(WorkshopKeyword)
	WorkshopRef.Activate(Game.GetPlayer())
	Utility.Wait(0.1)
	WorkshopRef.AddKeyword(WorkshopKeyword)
EndIf

So, when you press "Transfer" (secondary activate choice), the workshop's inventory opens. (Removing the keyword WorkshopKeyword makes the workbench (the real workbench, which is linked to fake ones with WorkshopItemKeyword) a "normal" Container so, instead of workshop mode, its inventory is going to open). Utility.Wait() does nothing until you exit the inventory panel. Once you exit it, after 0.1 seconds, the WorkshopKeyword will be added back to the workbench).


Edited by LarannKiar, 25 August 2022 - 10:35 AM.


#8
greekrage

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Here's a simplified version of what I did in my Flourishing Salem mod, might not be the nicest solution but it definitely works..

 

1) Place your fake workbenches. They should be an Activator and they has to be linked to the real workbench with WorkshopItemKeyword.

 

Add the Activate Text "Start Workshop". Attach a script like this to the activator:

Scriptname YOURSCRIPTNAME extends ObjectReference Const

Keyword Property WorkshopItemKeyword Auto Const


Event OnActivate(ObjectReference akActionRef)
	GetLinkedRef(WorkshopItemKeyword).StartWorkshop()
EndEvent

So, when you activate the activator (primary activate choice), workshop mode starts.

 

2) Add a perk to the Player.

 

Entry Point: Activate.

 

Function: Add Activate Choice.

 

Button label: TRANSFER.

 

Target Conditions: GetIsID "The activator you'e made above" == 1, Run on: Subject.

 

Perk fragment:

; Add these properties to the script:
; Keyword Property WorkshopItemKeyword Auto Const
; Keyword Property WorkshopKeyword Auto Const

; The code:
ObjectReference WorkshopRef = akTargetRef.GetLinkedRef(WorkshopItemKeyword)
If WorkshopRef && WorkshopRef.HasKeyword(WorkshopKeyword)   ; HasKeyword(WorkshopKeyword) can be replaced with a Condition, run on GetLinkedRef with "WorkshopItemKeyword"
	WorkshopRef.RemoveKeyword(WorkshopKeyword)
	WorkshopRef.Activate(Game.GetPlayer())
	Utility.Wait(0.1)
	WorkshopRef.AddKeyword(WorkshopKeyword)
EndIf

So, when you press "Transfer" (secondary activate choice), the workshop's inventory opens. (Removing the keyword WorkshopKeyword makes the workbench (the real workbench, which is linked to fake ones with WorkshopItemKeyword) a "normal" Container so, instead of workshop mode, its inventory is going to open). Utility.Wait() does nothing until you exit the inventory panel. Once you exit it, after 0.1 seconds, the WorkshopKeyword will be added back to the workbench).

Saving this...

 

Funny how the simplest solution is usually the one that works sometimes...  I moved the workbench one cell over to "close the distance"   and the damn thing worked....

 

Now if possible answer me this because it was working fine till i started to  "experiment"....

The settlement  works fine BUT its not visible in stats or able to move npc's...

 

The problem in general is the location which is the nakano residence  and for this to work   as a location since its part of the far harbor dlc   and not really part of the commonwealth...They added a second  mapmarker in a commonwealth cell(even named the cell fake map marker cell etc)  and then linked it to a xmarkerheading  that is in the Nakano residence cells.

This beauty took me a couple of days to discover (thanks Bethesda... )  

So i linked my location data to that xmarkerheading...and it worked...till now...



#9
speedynl

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its along time ago that i did someting with f04, but is that location not tight to a quest @greek ?, maybe you have to get and or discover the location first, to get it 100% working

 

just a wild quess



#10
greekrage

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its along time ago that i did someting with f04, but is that location not tight to a quest @greek ?, maybe you have to get and or discover the location first, to get it 100% working

 

just a wild quess

using a save that starts from farharbor.... Location already discovered and quests completed.

Like i  said above...the settlement works....  Settlers come via beacon but stats dont show on the map marker and workshop data .Also  Settlement isnt available in the move to or supply route lists

 

Its worked fine before i tried to fix the workshop issue...  So im guessing its a marker problem   which i will have to figure out...


Edited by greekrage, 25 August 2022 - 09:31 PM.






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