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greentop cant find the parent quest in CK


greekrage

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Ive searched for both greentop or farm06 and cant find anything related ?

Anyone have prior experience with this location ?

Im looking for it because even though i gain ownership and deploy beacon etc and it starts up fine..settlers that were assigned jobs and did them at first suddenly stop going to the jobs (they are still assigned to them).Also they tend to lallygag in a specific spot inside the house that ive cleared from any old objects/markers they could be attracted to. Its very weird...

So i wanted to check the parent to see if it has anything i could edit/change but cant find it...

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There is none, it just uses the standard WorkshopScript and WorkshopParentScript that do all the work when triggered by:

 

(WorkshopREF as WorkshopScript).SetOwnedByPlayer(TRUE)

 

If you set the workshop to start owned or have been hand craking actor values to set ownership you get exactly those sorts of issues:

 

 

 

8 Changing workshop attributes with script or console when you have no actual idea what you are doing. The classic incorrect brute force [setpv OwnedByPlayer True] that is constantly cited on reddit IS WRONG, the actual command would be [cf "WorkshopScript.SetOwnedByPlayer" 1] For.f*#@s.Sake. https://www.nexusmods.com/fallout4/articles/1343

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There is none, it just uses the standard WorkshopScript and WorkshopParentScript that do all the work when triggered by:

 

(WorkshopREF as WorkshopScript).SetOwnedByPlayer(TRUE)

 

If you set the workshop to start owned or have been hand craking actor values to set ownership you get exactly those sorts of issues:

 

 

 

8 Changing workshop attributes with script or console when you have no actual idea what you are doing. The classic incorrect brute force [setpv OwnedByPlayer True] that is constantly cited on reddit IS WRONG, the actual command would be [cf "WorkshopScript.SetOwnedByPlayer" 1] For.f*#@s.Sake. https://www.nexusmods.com/fallout4/articles/1343

Need to clarify... I didnt touch any of the settlement data prior to the issue all i did was overhaul the location without touching/removing/moving markers actors etc... and extended build area and sandbox (new cells also edited and added to the location that werent connected to anything else )... and while testing i noticed the weird behavior. Testing with various saves and characters . In most tests i completed the quest given by the farmer and still the issues happened.. Ive never seen this happen before in over 40 settlement mods ive done .

Its really weird that when the settlement is initialized and jobs assigned they work fine but then at a random time (maybe their break ) they leave their jobs and wont go back but instead lallygag in a dinning room...

Edited by greekrage
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I've had this happen in my old game, at completely unmodded Abernathy Farm. Settlers would just loiter around and not do any work, even tho they were assigned. The named ones (Abernathy Family) were not affected by this, it was only workshop settlers.

 

I've also had provisioners not travelling between settlements anymore and idling in them instead. That was, IIRC, down to some alias membership. I wrote a terminal program at the time to fix it. So maybe this lazy settler syndrome also has to do with some alias membership.

 

Never investigated the matter with the settlers any further as they were still producing for the workshop and I didn't care about Abernathy Farm that much. Chalked it down to using Sim Settlements 1 in that playthrough. Which ultimately also destroyed the playthrough by spawning some 60000 sound emitter instances for whatever reason and doing other shenanigans with settler assignment. All the while I had only a single town with Sim Settlement plots. I also remember it screwing with happiness in workshops without SS plots, until I disabled SS' auto settler assignment feature...

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I've had this happen in my old game, at completely unmodded Abernathy Farm. Settlers would just loiter around and not do any work, even tho they were assigned. The named ones (Abernathy Family) were not affected by this, it was only workshop settlers.

 

I've also had provisioners not travelling between settlements anymore and idling in them instead. That was, IIRC, down to some alias membership. I wrote a terminal program at the time to fix it. So maybe this lazy settler syndrome also has to do with some alias membership.

 

Never investigated the matter with the settlers any further as they were still producing for the workshop and I didn't care about Abernathy Farm that much. Chalked it down to using Sim Settlements 1 in that playthrough. Which ultimately also destroyed the playthrough by spawning some 60000 sound emitter instances for whatever reason and doing other shenanigans with settler assignment. All the while I had only a single town with Sim Settlement plots. I also remember it screwing with happiness in workshops without SS plots, until I disabled SS' auto settler assignment feature...

got it to work but only after rolling back about 150-200 hours of work(mostly building and decorating). Still dont know what caused it... Though one difference is that i had added a wolf (duplicated and with a ai package )...but now i have a dog and same ai package without issues... So im guessing that wasnt it... Also note i suspect (not 100% sure) that the issues started after i did a autoclean of the esp with FOedit.

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