niston Posted May 22, 2021 Share Posted May 22, 2021 I wasn't referring to "interior settlements", but to "interior workshops".You know, the workshop/workbench with reduced functionality: You can't send settlers there, you can't set up supply lines and you can't build some of the stuff that is available with the "red" workbench. These interior workshops do not register with the workshop system. WorkshopWorkbenchInterior it's called perhaps? Not sure without looking. Anyway, we have about 50 of these interior workshops in restored Concord, maybe more - Each accessible interior has one, and you can build in all of them.If they were all full settlements, the workshop array would instantly blow up (come close to, or exceed, the 128 elements array limit) if you had installed all the DLC, simply because there's so many of them. Not to mention the slew of map markers that would completely cover the Concord area on the map. Oh, and imagine all the Brahmin everywhere... The interior settlement with the stockmaster workstation is of course a "real" settlement with a "red" workbench that is fully registered with the workshop system.You couldn't connect it to supply lines otherwise. Following SKK Settlement Tutorial works perfectly well for placing "red" workbenches in interiors and creating "full" interior settlements, btw. Confirmed multiple times now. Link to comment Share on other sites More sharing options...
SKKmods Posted May 22, 2021 Share Posted May 22, 2021 @niston, you can actually register any WorkshopWorkbench type with WorkshopParentScript to be a resource assigning and producing "settlement". The only differences between the stock WorkshopWorkbenches are the WorkshopWorkbenchType* keywords that they come with by default controlling which build menus are shown. Infact you can take that further and register any furniture as a settlement workshop with WorkshopParentScript if they have WorkshopScript attached and the correct keywords, for example (but not limited to) WorkshopRefType, WorkshopKeyword, WorkshopLinkCenter & see my keyword test document for all of 'em. Link to comment Share on other sites More sharing options...
niston Posted May 22, 2021 Share Posted May 22, 2021 Yes, but as I explained: There's lots and lots and lots of these interior workbenches in our use case.I think Fennix88 made 76 interiors in total. Some are not accessible anymore because their respective buildings have been opened up by me, but around 50 to 60 are accessible indeed. So I don't want all of them to be registered workshops, for reasons mentioned above. I would just have placed a bunch of red workshops otherwise.But I still wanted some sort of supply line access in them, because who wants to carry around and replenish manually a bunch of building materials all the time! A "shared interior supplies" container alleviated the problem with carrying around materials, but there still was no supply line access. Thus, some clever thinking was in order, which resulted in the Interior Stockmaster system described earlier. Immersive, eh?It supports an unlimited number of interior workbenches, while materials used in them will be replenished from supply lines even if they don't have supply line access. Like magic.You don't need a bunch of Provisioners for them either. And as we all know: No Provisioners, no Brahmin. Anyway, the point was, this clever system (it is so clever that even smart people fail to grasp it's purpose at first xD) works by reflinking and it does so even if the cell with the stockmaster is unloaded. Link to comment Share on other sites More sharing options...
SKKmods Posted May 22, 2021 Share Posted May 22, 2021 Or my Global Workshop Storage aka Global Stash, which Bethesda happily copied into Fallout 76. Link to comment Share on other sites More sharing options...
niston Posted May 22, 2021 Share Posted May 22, 2021 Yep, exactly.In fact, the shared interior supply container works in the same way as your global stash does. Only, it's not global. Link to comment Share on other sites More sharing options...
SKKmods Posted May 22, 2021 Share Posted May 22, 2021 Fun fact: did you know that at one point in development if an ObjectRefernence was LinkedRef to a persistent object, that transitive association also made the endpoint persistent ? It was probably the need to link child objects to a Workshop (via what is now WorkshopItemKeyword) without encumbering the system with massive volumes of persistent objects which caused that to be changed. Link to comment Share on other sites More sharing options...
niston Posted May 22, 2021 Share Posted May 22, 2021 No, I didn't know that.I joined late to the party and I never even played other Beth games or FO titles before. Link to comment Share on other sites More sharing options...
SKKmods Posted May 22, 2021 Share Posted May 22, 2021 This was during the development of Fallout 4. The evidence is in the scripts where a number of linkedrefs are cleared to None OnUnload with "to avoid persistence" comments and some of the world building like the now redundent WorkshopLinkContainer containers and such. Link to comment Share on other sites More sharing options...
aurreth Posted May 22, 2021 Share Posted May 22, 2021 (edited) Hey SKK, is there anyway to fix a borked workshop workbench? I had to reinstall a mod to fix something, and to make that fix work required a cleaned save. Unfortunately the cleaned save didn't clean out the workshop data and now I'm getting "you must clear the area" (the area is cleared of course). Losing the save won't kill me, I'm just trying to figure out a way to smoothly upgrade a mod that had some previously broken non-workshop scripts. Edit: NM, answered my own question. Use SKK Workshop Utilities to take ownership of borked workshop. Seems to be working fine now. Edited May 22, 2021 by aurreth Link to comment Share on other sites More sharing options...
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