dizietemblesssma Posted August 3, 2023 Share Posted August 3, 2023 I know how to spawn a random settler via script, I know how to set their attributes, but I don't know if I can move that settler to a specific settlement via script, or failing that, to the settlement the player character is currently in. For testing SImSettlements2 I wish to quickly create muiltiple settlers with specific attributes and have them automatically move to a settlement or HQ, doing this via console and then going into workshop mode for each one quickly becomes a bore:) Hence the desire for a script that will DO IT ALL! MWAHAHAHAHA diziet Link to comment Share on other sites More sharing options...
adb3nj Posted August 4, 2023 Share Posted August 4, 2023 In Creation Kit, edit your script so it includes in its properties: workshopparentscript Property WorkshopParent Auto ConstThen add the line: WorkshopParent.AddPermanentActorToWorkshopPUBLIC(settlerRef, workshopID)where 'settlerRef' is the Object Reference of your spawned settler and 'workshopID' is the ID of the workshop you want to assign the settler to. Then compile the script and make sure the WorkshopParent property has filled properly. Link to comment Share on other sites More sharing options...
SKKmods Posted August 4, 2023 Share Posted August 4, 2023 If the settler does not exist then compile this, put in data\scripts and console [ cgf "SKK_GlobalScript.CreateSettler" workshopref ] ScriptName SKK_GlobalScript Function CreateSettler(ObjectReference thisWorkshop) Global If (thisWorkshop != None) && (thisWorkshop is WorkshopScript) Quest pWorkshopParent = Game.GetFormFromFile(0x0002058e, "Fallout4.esm") as Quest WorkshopNPCScript thisActor = (pWorkshopParent as WorkshopParentScript).CreateActor((ThisWorkshop as WorkshopScript)) Debug.Notification("Created Settler") ; do stuff to thisActor here Else Debug.Notification("No Workshop") EndIf EndFunction Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 4, 2023 Author Share Posted August 4, 2023 This looks v. useful;question re: first reply by adb3nj:workshopparentscript Property WorkshopParent Auto Constdo I not need to set this property in the CK? If so what to? I always get myself confused with scripts as properties, and I've done it few times in my mods:) re: second reply by SKK50: 'thisWorkshop' is the id of the workshop as adb3nj mentions? and a workshop will have WorkshopScript attached to it so that 'thisWorkshop is WorkshopScript' works, that is what that means? diziet Link to comment Share on other sites More sharing options...
adb3nj Posted August 4, 2023 Share Posted August 4, 2023 This looks v. useful;question re: first reply by adb3nj:workshopparentscript Property WorkshopParent Auto Constdo I not need to set this property in the CK? If so what to? I always get myself confused with scripts as properties, and I've done it few times in my mods:) Autofill it. Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted September 11 Share Posted September 11 (edited) On 8/4/2023 at 4:59 AM, adb3nj said: Sorry cannot use this editor system to use quotes. Where do I get the NPC reference from. using "Actor property NPCid Auto",, does not fill. So what is the reference?? Is it the text value that one can give an NPC reference instance in the game????. And What is the workshop ID ????? WorkshopParent.AddPermanentActorToWorkshopPUBLIC(settlerRef, workshopID) WorkshopParent.AddPermanentActorToWorkshopPUBLIC(settlerRef, workshopID) WorkshopParent.AddPermanentActorToWorkshopPUBLIC(settlerRef, workshopID) Edited September 11 by AndyTheSaurus Link to comment Share on other sites More sharing options...
Recommended Posts