xtrasyn Posted May 24, 2016 Share Posted May 24, 2016 This should be doable by now? Elianora has successfully connected a cell to an external workbench... Should be dirt easy to connect it to Hangman's Alley workbench and include it in the 'maze'. Link to comment Share on other sites More sharing options...
EazyCheeze Posted May 31, 2016 Share Posted May 31, 2016 (edited) Following this topic. I NEED this, and as xtrasyn has said it's a little bit feasible by now. (I'm not familiar with the location Hangman's Alley or what 'maze' they're referring to.) Reason: I have the Immersive Fast Travel mod installed now and would like a teleporter in Home Plate, but I'm lacking about a dozen aluminum to build it. I'm hoping not to have to fast travel all the way back to Sanctuary, my REAL home, to get some, which would defeat the purpose of the teleporters, but yeah. Guess there's always scavving around Diamond City *shrugs* EDIT: Aaaaaand then I notice that the teleporter, when inside Home Plate, cannot connect to any of my settlements, probably for the same reason that the workshop in there can't cannot. So a bit of a shaggy dog story there, seeing as I just wasted half an hour or so of gameplay hunting down aluminum I turned out not to be able to use in that particular situation, heh. Edited May 31, 2016 by EazyCheeze Link to comment Share on other sites More sharing options...
DarthWayne Posted May 31, 2016 Share Posted May 31, 2016 Simple: 1. Replace the workbench in homeplate with the WorkshopWorkbenchExterior (you could also edit the WorkshopWorkbenchInterior and add the exterior keyword, but I recommend not to edit the base object). This will enable you to build all the objects that are not visible by default. 2. Create a small script that creates a supplyline with Sanctuary or whatever settlement you want. Here is an example for a quest that runs once on startup and would create a supplyline (not tested): scriptname HomePlateConnectorScript extends Quest WorkshopParentScript property WorkshopParent auto const Location property HomePlateLocation auto const Location property ConnectedSettlement auto const Event OnQuestInit() createSupplyLine() EndEvent Function createSupplyLine() if (!HomePlateLocation.isLinkedLocation(ConnectedSettlement, WorkshopParent.WorkshopCaravanKeyword)) HomePlateLocation.addLinkedLocation(ConnectedSettlement, WorkshopParent.WorkshopCaravanKeyword) endif EndFunction Alternatively to 2 you can also change the linked workshop container in the LinkedRef tab to the workbench of your favorite settlement. Then both would share the exact same resources. Happy modding! Link to comment Share on other sites More sharing options...
EazyCheeze Posted May 31, 2016 Share Posted May 31, 2016 Thanks! I may be able to test that out for you. So, to run this script in-game, I would just copy and paste it into HomePlateConnectorScript.pex or whatever and save it in Data/Scripts, then type 'exec HomePlateConnectorScript' at the console? ('exec' might not be the proper command, I'm not a modder :) ) Link to comment Share on other sites More sharing options...
DarthWayne Posted May 31, 2016 Share Posted May 31, 2016 Ahm nope. You create a new script (.psc) in your Scripts/Source/User folder and compile it in CK. This will create the .pex file. Now you create a quest, set it to start game enabled, which will run it once the first time you load your plugin. Give it a name and save. Then open it again, go to the scripts tab and add the script you just created. Fill the properties and test it. Scripting tutorials: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus Link to comment Share on other sites More sharing options...
Recommended Posts