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Making a new scavenging station but no resources are collected?


Pyroteknics

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Trying to create a new variant of scavenging station based off the existing one but while I am able to place it in the game and assign a settler to it, animations play correctly etc but no resources are collected even after waiting a week in game in another place and coming back. No doubt I am missing something..?

 

Looking at the original scavenging station ('WorkshopScavengingStation' furniture item) I can only see one script attached to it called 'workshopobjectscript' but I cannot see how this links to things like the original leveled item lists ('WorkshopProduceScavenge' that links to 'LLI_Scavenge_Common/Uncommon/Rare').

 

I have tried adding this script as well as a custom one that links to my custom leveled item list and 'WorkshopItemKeyword' as well but no luck either.

 

I have the following set up in CK:

  • Constructible Objects with correct info to place it into build menu, resources needed and description etc.
  • Furniture items linked from constructible objects. Has animations and scripts (includes original 'workshopobjectscript' and my custom one).
  • Leveled Item lists for the new items to find.

 

Anyone experienced this issue at all and is there a way to actually get them to scavenge the new items?

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For the WorkshopScript system that calculates resources to flag the assigned actor as a scavenger to generate resources, the furniture needs ActorValue WorkshopRatingScavengeGeneral set to 1 (before an actor is assigned if you forgot and make a hot change).

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Hi, thanks for the reply.

 

I updated that WorkshopRatingScavengeGeneral from 2 to 1 but still no change unfortunately and no resources collected.

 

A few screenshots:

  • Overview of all items - screenshot.
  • Furniture details (alcohol scavenging for example) - screenshot. Includes that change you suggested.
  • Original script (not touched, automatically copied from original scavenging station) - screenshot.
  • Custom script I added to point to leveled items list - screenshot.
    • Custom script points to a leveled list that has a base value and then inside that has leveled lists for common (6x), uncommon (3x) and rare items (1x) and is the way the normal scavenging station works with leveled items.
    • The quest reference was just for testing to see if I could trigger it but nothing happend so probably can remove it.

Still quite new to CK and especially scripts (having a nightmare with getting a manufacturing machine to work in another project). Thanks.

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I use what sounds like a similar mod called Loot Detector that highlights various things including unassigned settlers and unassigned resources and does show as an unassigned resource...

  • Screenshot of before assigning settler.
  • Screenshot after settler has been assigned and doing animations etc.

So it seems the game recognises it is an unassigned resource but they don't generate anything from it. I just wonder if that custom script pointing to a custom leveled item list (marked as LeveledItem property) is working correctly or not...

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By the looks of it WorkshopParentScript/quest is currently tasked with doing all the scrap randomization your bench will generate, and if that's the case it's going to choose from "WorkshopProduceScavenge" levelled list(s) (00026839) rather than the ones you put together.

I would add something to your custom script that randomizes a yield *on top* of this, rather than to start messing with workshopparentscript-overrides. It has such a small output anyway. A gourd. A screw.

You could register for the respective remote events in workshopparentscript and then push your loot through when the regular loot drops.

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Unfortunately my knowledge of stuff like this and scripts (still having problems with another item I want to build mentioned in another post of mine - a manufacturing machine) is extremely limited with most of the stuff I've learned by reverse engineering stuff from the main game and sometimes a mod if a similar theme is available (but usually not hence wanting to create something new to 'fill the gap'). Also I'm quite late to modding this game but willing to try and learn.

 

Anyways, I'll try playing with this again tomorrow when I am off from work. Thanks for your suggestions and will see what happens.

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Unfortunately my knowledge of stuff like this and scripts (still having problems with another item I want to build mentioned in another post of mine - a manufacturing machine) is extremely limited with most of the stuff I've learned by reverse engineering stuff from the main game and sometimes a mod if a similar theme is available (but usually not hence wanting to create something new to 'fill the gap'). Also I'm quite late to modding this game but willing to try and learn.

 

Anyways, I'll try playing with this again tomorrow when I am off from work. Thanks for your suggestions and will see what happens.

 

I see. Would you be willing to share your custom script as it is so far? The contents not just the properties.

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The only 'script' I can only seem to add is under the furniture object where I added the original 'workshopobjectscript' and my one to point to custom leveled item list that only let me define properties (like the screenshot I added before) unlike terminals which let you do 'papyrus fragments'. I only have construction objects, furniture and leveled item lists and is only furniture that lets you add these script properties.

 

Happy to send you the ESP file for you to look at if you like?

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