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How to inject new references into an existing workshop 'quest'?


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Recently I made a small mod (here) mostly for self-use that properly allows Silt Beans to be added to the workshop from farmers in settlements as other mods only seem to be able to grow them but never gets added to the workshop. No problems with my mod and works quite well.

 

In order to do this I had to open up the WorkshopParent quest and add some entries into the script workshopparentscript attached to it (namely the WorkshopFoodTypes and WorkshopRatings entries) but as someone mentioned on my mod that modifying it directly may cause issues with other mods which is understandable and suggested modifying it via injection.

 

Does anyone know how to inject entries into a quest / workshop script? I thought this could only be done for things like armour and weapons into vendors. Looking at DankRafft's Injector Scripts guide, all I can see guides for adding weapons and armour but as part of the files I can see a script called Dank_FormListInjector.pex - is this what I should be looking at? It's the only thing that sounds remotely close.

 

This is my first time looking at script injection if that wasn't obvious enough. Thanks in advance!

Edited by Pyroteknics
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I initially built the F4MS script library for this exact purpose: Adding production to workshop, without having to f*#@ up base scripts.

That was back in 2019.

 

To this day, I seem to be the only one to ever have made use of it.

 

¯\_(ツ)_/¯

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There was another mod (Fully Functional Wild and Fresh Crops) that does what I wanted and then some by using injection and he had a tutorial as well so my small mod I decided to shelve it as that one is far superior!

 

Would still be interested in your script, I'm guessing it could do something like make a Scavenging station but instead of scrap it could, for example, generate chems?

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