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Assign bots to "player home" objects


aurreth

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Automatron. I want to flesh out a mod that creates a "batcave" kind of place. I'll probably end up turning it into a settlement eventually, but I'm not really interested in having a bunch of random wastelanders wandering around.

 

I guess what I'm asking is if it is possible to make "settlement lite", where you don't recruit or worry about happiness or whatever, but can still assign companions and automatrons (or animated armor racks, from some mod I have that I can't remember the name of) to it to give it a bit of life. One of the things that bothers me about player homes is that once you are done decorating them you are, well, done with them. You can wander around and look at your stuff but that's about it. Might as well be in a museum.

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A simple home marker then? I do that all the time with my custom companions, which do not use the companion system.

I mean basically setting something as a home is the same as waiting in some way

 

1.Thing is you need to create a quest with a conditional int

2. You'd might need to create additional dialogue for all the NPC types

3. You'd have to alter and add additional AI packages that relies on the conditional int to function

 

 

Edit: I just figured that you'd still need to get around the old companion system where they have fixed homes and you can only recruit one... which makes it all a bit complicated

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I don't think you can, but you can create a settlement which is unaffected by minutemen quests and has no happiness bar.

 

Workbench base: WorkshopWorkbenchInterior "Workshop" [CONT:0012E2C4]

 

WorkshopScript flags: AllowAttacks = false, MinRecruitmentAllowRandomAfterPlayerOwned = false, MinRecruitmentProhibitRandom = false.

Edited by LarannKiar
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I don't think you can, but you can create a settlement which is unaffected by minutemen quests and has no happiness bar.

 

Workbench base: WorkshopWorkbenchInterior "Workshop" [CONT:0012E2C4]

 

WorkshopScript flags: AllowAttacks = false, MinRecruitmentAllowRandomAfterPlayerOwned = false, MinRecruitmentProhibitRandom = false.

 

That could work. I haven't built a settlement in a while so I'm trying to avoid corrupting the workshop table lol

 

I hate WorkshopWorkbenchInterior! You end up with a crippled bench that can't build half your stuff because someone has arbitrarily decided that something is "outdoors only". I'm working with a pretty big cave here, no reason I can't build a massive radio tower if I want!

 

Ah well, I was hoping to avoid adding resources like food and water but I guess I'll have to.

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To assign an actor to a workshop resource the following conditions need to be met:

 

1. Workshop is player owned and registered with WorkshopParentScript for resource assignment and production so it gets a unique WorkshopID (exclides standalone player home workshops like Homeplate).

 

2. Actor has WorkshopNPCScript attached and actor value WorkshopRatingPopulation = 1 (excludes animals). Does not need to be workshop assigned as that is included in the resource assignment function.

 

3. Resource has WorkshopObjectScript attached, actor value WorkshopResourceObject = 1 and a WorkshopItemKeyword linkedref to the workshop.

 

If any one of these elements is missing then actors can not be assigned to a workshop resource.

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Ah, there he is!

 

I was kind of hoping you knew a way around the registration part. Oh well, time to go add a crapload of Xmarkers lol

 

 

WorkshopScript flags: AllowAttacks = false

MinRecruitmentAllowRandomAfterPlayerOwned = false

MinRecruitmentProhibitRandom = false TRUE

 

 

MinRecruitmentProhibitRandom has to be true: "set to TRUE to prohibit random Minutemen recruitment quests from picking this workshop"

 

Also AllowBrahminRecruitment should be False, cause I don't want cows in my batcave! Plus they kinda creep me out lol

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Oh, one more think SKK, I want this workshop to share resources with another one. So a supply line to Croup Manor will also provide resources to the batcave. I know there's a proper way to link things to do that, just don't remember what gets linked in what direction.

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WorkshopScript flags: AllowAttacks = false

MinRecruitmentAllowRandomAfterPlayerOwned = false

MinRecruitmentProhibitRandom = false TRUE

 

 

MinRecruitmentProhibitRandom has to be true: "set to TRUE to prohibit random Minutemen recruitment quests from picking this workshop"

 

Also AllowBrahminRecruitment should be False, cause I don't want cows in my batcave! Plus they kinda creep me out lol

 

Right, the MinRecruitmentProhibitRandom should be "true"..

 

If you'd like to hide the happiness bar, create a custom workbench container and add the actor value "WorkshopHideHappinessBarAV" to it.

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