aurreth Posted August 10, 2021 Share Posted August 10, 2021 Is there any way to assign robots to things like guard posts in player homes, i.e. places with workshops that aren't registered as full settlements with WorkshopParent? This is probably an SKK50 question :) Link to comment Share on other sites More sharing options...
Zorkaz Posted August 10, 2021 Share Posted August 10, 2021 You mean Automatron Robots, default Vanilla Robots or "selfmade" robots. In the latter case maybe but you'd have to elaborate a bit more Link to comment Share on other sites More sharing options...
aurreth Posted August 10, 2021 Author Share Posted August 10, 2021 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. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 10, 2021 Share Posted August 10, 2021 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 int2. You'd might need to create additional dialogue for all the NPC types3. 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 Link to comment Share on other sites More sharing options...
LarannKiar Posted August 10, 2021 Share Posted August 10, 2021 (edited) 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 August 10, 2021 by LarannKiar Link to comment Share on other sites More sharing options...
aurreth Posted August 10, 2021 Author Share Posted August 10, 2021 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. Link to comment Share on other sites More sharing options...
SKKmods Posted August 10, 2021 Share Posted August 10, 2021 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. Link to comment Share on other sites More sharing options...
aurreth Posted August 10, 2021 Author Share Posted August 10, 2021 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 = falseMinRecruitmentAllowRandomAfterPlayerOwned = falseMinRecruitmentProhibitRandom = 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 Link to comment Share on other sites More sharing options...
aurreth Posted August 10, 2021 Author Share Posted August 10, 2021 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. Link to comment Share on other sites More sharing options...
LarannKiar Posted August 10, 2021 Share Posted August 10, 2021 WorkshopScript flags: AllowAttacks = falseMinRecruitmentAllowRandomAfterPlayerOwned = falseMinRecruitmentProhibitRandom = 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. Link to comment Share on other sites More sharing options...
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