SKKmods Posted April 24, 2023 Share Posted April 24, 2023 After many hours of testing and cross referencing the output of; (a) WorkshopPrentScript.GetWorkshopActors(b) GetWorkshopResourceObjects(pWorkshopRatingPopulation (which is actually what WorkshopPrentScript.GetWorkshopActors calls)© GetActorsLinkedToMe(pWorkshopItemKeyword) On loaded and unloaded workshops shows discrepancies on the core human Workshop assigned actors that have WorkshopRatingPopulation > 0. This is exaclty why there are common issues with the pipboy workshop stats as described in the researched article: Workshop Resource Test (why resources are reported wrong) I know *you* have an issue with my work, but for everyone else: CHECK YOUR RESULTS FOR UNLOADED ACTORS. Link to comment Share on other sites More sharing options...
DieFeM Posted April 24, 2023 Share Posted April 24, 2023 After the OP explained its purpose, that doesn't do the job anyway, because you can get new settlers after initialization, so that'd be safer to apply such spell the settlers at some event that happens when the population is updated, but I can't find any custom events that come from CreateActorPUBLIC or any of the function called by it. So that I'd suggest using the OnWorkshopMode, that would apply the spell to the settlers of the settlement in which you open the workshop menu. That'd run every time you open the menu, which seems a bit "overkill", but would ensure that all your settlers have such spell. Probably there are more efficient ways of doing that though. Link to comment Share on other sites More sharing options...
DieFeM Posted April 24, 2023 Share Posted April 24, 2023 I know *you* have an issue with my work Why are you so aggressive towards me, I think I'm being polite, just sharing my findings, at any moment I'm trying to negate yours. You are being a jerk. Link to comment Share on other sites More sharing options...
DieFeM Posted April 24, 2023 Share Posted April 24, 2023 On the other hand I don't have a problem with your work, I have a problem with your attitude. Link to comment Share on other sites More sharing options...
SKKmods Posted April 24, 2023 Share Posted April 24, 2023 Good to establish that I am a jerk and you are an asshole. For everyone else: always check your results. Link to comment Share on other sites More sharing options...
DieFeM Posted April 24, 2023 Share Posted April 24, 2023 Good to establish that you need to learn some manners. Link to comment Share on other sites More sharing options...
DieFeM Posted April 24, 2023 Share Posted April 24, 2023 (edited) On the other hand, at this point, anyone cares about the results, but how far, that war of yours, can get. Edited April 24, 2023 by DieFeM Link to comment Share on other sites More sharing options...
Fantafaust Posted April 24, 2023 Share Posted April 24, 2023 F4ll0uta, to answer your question about whether or not there being a better way: presumably the spell that has multiple magic effects with different conditions on each effect should be fine. BUT to give them the spell I'd make a quest with a RefColl alias conditioned to detect nearby settlers, and apply that spell to them.I'd say there's no reason to pre-add your armor functionality to the NPCs at game start because honestly, they won't use it when they're unloaded anyways, and you'll only see it when you're nearby. Link to comment Share on other sites More sharing options...
F4llfield Posted April 24, 2023 Author Share Posted April 24, 2023 DieFeM, where do you put the AddActorToWorkshop \ assignedActor.SetPersistLoc(workshopRef.myLocation), to make them persitent ? Link to comment Share on other sites More sharing options...
F4llfield Posted April 24, 2023 Author Share Posted April 24, 2023 thanks Fantafaust, I see if I can do this "make a quest with a RefColl alias conditioned to detect nearby settlers". Link to comment Share on other sites More sharing options...
Recommended Posts