aurreth Posted July 4, 2021 Share Posted July 4, 2021 I have a gardener bot mod that I occasionally use. Problem is the bots count against population. So, went in to the CK and set the workshopnpc script property bCountsForPopulation to false. Same setting brahmins use so they don't count. This, however, did not change the bots, they still are being counted. So I dismissed them, built new ones, no change. Is there some trick to getting the game to respect that setting, so that robots don't count against population limits? Link to comment Share on other sites More sharing options...
SKKmods Posted July 4, 2021 Share Posted July 4, 2021 bCountsForPopulation does not actually do what it says on the tin. If you trace it through WorkshopParentScript all it does is assignes workshop crime faction to go hostile on player crime. The *actual* value which controls the population count is ActorValue WorkshopRatingPopulation == 1 on the actor. If they also have ActorValue WorkshopRatingPopulationRobots == 1 they will be excluded from bed, food or water resource and have happiness fixed at 50. Link to comment Share on other sites More sharing options...
aurreth Posted July 4, 2021 Author Share Posted July 4, 2021 (edited) I should have just IM'd you SKK lol Thanks. EDIT: They have WorkshopRatingPopulation 1, and they count against the limit. Change the 1 to 0? EDIT EDIT: Answered my own question, remove it from the Actor Value list. Have to get rid of existing ones and replace them with the new version. Edited July 4, 2021 by aurreth Link to comment Share on other sites More sharing options...
RoNin1971 Posted July 5, 2021 Share Posted July 5, 2021 One of those weird things, that actually make sense if you think about it.It always bothered me that dogs & droids not only count for population, but they all need beds and food too ... ...but if that wasn't the case everybody would put 100+ droids and dogs inside their settlements... Still, the ability to change that behavior to a more realistic situation is nice & welcome! Link to comment Share on other sites More sharing options...
aurreth Posted July 5, 2021 Author Share Posted July 5, 2021 I get why they did it. So that you don't surround your settlement with a ring of sentry bots instead of a fence. I'm only changing it for a specific use case, where the "bots" may look like Mr. Handy but the only thing they can do is farm. They aren't bots, they are automatic farmers. You can't tell them to do anything else, even though commandable and move properties were set to true (fixed that as well). I usually fix the dogs with a bat file to add command so they can be assigned to guard points. Otherwise the only thing your "guard dog" does is lie around in the dog house. Haven't started using them as provisioners yet, though that might be funny :) Link to comment Share on other sites More sharing options...
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