Zorkaz Posted January 12 Share Posted January 12 I want to create a small space where you can scrap objects but it shouldn't be a settlement. 1. As long as I don't add location data, add it to the workshop parent via quest, etc... I should be safe, right? Like just adding a scrapzone, a workbench should suffice? 2. Also do I need to use a SetOwnedTrigger or something like that? 1 Link to comment Share on other sites More sharing options...
SKKmods Posted January 13 Share Posted January 13 A non WorkshopParent registered standalone workshop needs nothing to work with a default build radius of 5K game units. Test that claim with the console [ player.placeatme 000c1aeb ] and see what happens. Altho if there are hostiles nearby use [ cf "WorkshopScript.SetOwnedByPlayer" 1 ] to skip clearing the area. If your scripting the deployment its: Container WorkshopWorkbench = Game.GetFormFromFile(0x000c1aeb, "Fallout4.esm") as Container ObjectReference WorkshopRef = Player.PlaceAtMe(WorkshopWorkbench) (WorkshopRef as WorkshopScript).SetOwnedByPlayer(True) Set PlaceAtMe abForcePersist and abDeleteWhenAble to match your state management and cleanup needs. 1 Link to comment Share on other sites More sharing options...
Zorkaz Posted January 14 Author Share Posted January 14 Thank you for the confirmation. Link to comment Share on other sites More sharing options...
PJMail Posted January 15 Share Posted January 15 So that is how portable Workshops work? I am surprised about the default 5K radius - unexpectedly useful decision by Bethesda (I expected you had to place a workshop boundary object). Link to comment Share on other sites More sharing options...
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