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Script mod similar to place in red or precise rotating for the workbench menu


sharktgv

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Hello guys!

 

Is it possible to transform the workbench menu via scripts?

 

The SK framework works with all mods that have SK version, SK patch or don`t alter the vanilla menu. So i now have almost 3500 objects in game with a total time of almost 40 seconds for the icons to show up and no CTD. All the items from the mods show up in game.

 

Statistics:

 

Total number of objects: 3492

Main menu icons (categories): 9

Subcategories (categories in some cases) with assets: 86

Average no. of asset in subcategories : 40,6

Min/Max assets in a subcategory: 2/208

Min/Max Total no. of assets in a main subcategory: 4/1198

Average no. of Assets in a Main menu icon (category) : 388

Min/Max assets in a category: 15/1692

Top 3 categories with most assets: 1. Decorations (1692) 2. Structures (953) 3. Furniture (454)

Top 3 categories with least assets: 1. Workbenches (15) 2. Special (22) 3. Defense (40)

 

List of mods:

 

SK

Alt Set & Alt Furn

Homemaker (SK patch) with Unlocked Inst Patch

S&B - all Modules (SK patch)

OCD SK

DDProduction83 - all 12-13 mods, BAB has SK version

Expanded Set Buildings (Uncat.)

Business Set

Busy Settlers

Additional Shop & Guard rugs

Lore Friendly Posters

Pinup Better Pictures

RHD ( SK patch)

RG

Fusebox generator

Plasma turret mod

Weapon racks

All the display stand mods

Two lighting mods

 

With the upcoming updates and new building mods there will be somewhere around 5-6000 objects in the menu in february. Granted all the subcategories icons will be fixed icons (now the menu selects whatever object is first in a subcategory so it takes more time then it should), there still is the issue of object/asset icons that are loaded in the menu (almost 3500).

Is there a way to alter the workshop menu ingame to block certain main categories (for example furniture and decorations when I build structures) or even subcategories from loading the icons? Then unblock them when i need them?

I know Precise rotation and moving mod used the numpad to send scripts to the console and Place in red uses cheatengine to send scripts to the .exe using some F keys.

I am also curios if we can:

01. Enable each icon placeholder to show the number of subcategories/assets it has.

02. Creat some tick/untick boxes in the ui of the menu to block the loading of the icons in a category and freeze it till it is checked back.

03. Create a dynamic search function in the WB menu to search for keywords (wood wall, workbenches) and load only those items.

04. Know the limit of objects in the WB menu. Is it a fixed number for the workbench, or is there a total fixed number for both the workbench and the crafting menu. Or maybe there is a subcategory cap or a main category cap ( the subcategory with most items has 208 objects right now ).

05. Can a model with different texture be built similar to the 7 turret models so it can spawn different variations of the same texture/model. It can solve 2 problems

a. models that have texture variaton - black wood, panel wood etc. on the same model can be combined in one slot

b. it can also spawn different types of the same texture/model so you can have more variation ( like the variations of the small shack floor)

SK menus will soon need some ingame filtering and optimisation to acomodate all the mods that add so much to the game and not compromise performance (eg thanks to these mods now I can make a vertibird patrol in settlemets and also build a hangar full of static jets and vertibirds as the main base )

Thanks in advance!

Edited by sharktgv
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In a related vein, is there any way I can remove items from the Workshop menu?

Every time I load more awesome Settlement mod pieces, I become more irritated by the fact that there are so many pieces even in the default selection that I never use, since they look like crap, and have to spend 30 seconds scrolling through like 20 Walls to get to the only 4 I ever want (which always seem to be at the end).

I don't want to remove the pieces from the game, just would like to be able to block them or reorder them in the workshop menu.

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In a related vein, is there any way I can remove items from the Workshop menu?

Every time I load more awesome Settlement mod pieces, I become more irritated by the fact that there are so many pieces even in the default selection that I never use, since they look like crap, and have to spend 30 seconds scrolling through like 20 Walls to get to the only 4 I ever want (which always seem to be at the end).

I don't want to remove the pieces from the game, just would like to be able to block them or reorder them in the workshop menu.

 

Yes, that would be a pretty useful thing. A dynamic menu so you can tick your favourite items to appear at the start of the list. That`s why I am asking people around. I did get a good answer from DDProductions83 who said that we have to wait untill after teh CK release to meddle with the menu and we also need a smarter guy then him cause he won`t be puttin` much effort into it. But hey, there is a glimemr of hope. 20 walls is nothing, I have 208 items in a OCD subcategory. I guess the category name Clutter has double meaning.

 

Now imagine when all the custom pieces will hit the community (like Sanctuary metal panels, plywood, etc) . We really need a solution for the menu fast. Thanks to SK, we can have most mods out there in our menu but there will be issues if we won`t have filters. At least there isn`t an object limit, but most probably a memory limit for how many we can squeeze in. So the freakn` dynamic menu with filters is a must.

 

I now can still add more mods on top of my 3500 objects but the loading time is a real pain.

 

Only way to remove items is in FO4edit right now. You have to edit the mod .esp ann manually remove what you don`t want. It`s quite easy. But be sure to make a backup of the save and the esp before starting.

Edited by sharktgv
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DD has a method to do this. However it requires consuming items.

 

Basically. Oh I want this part of the menu to show up! *Consumes Stimpak of Furniture* Stimpaks show up.

 

The real issue with this is that it really only works with Constructible objects. Rather than FormIDs which is what would be the most useful way to toggle.

 

So yea, CK or bust.

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