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Not a Mod request: but info request on Workbench


Klipperken

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I wasn't able to delete anything until the objects were unlocked by mods. As far as I can tell, it's just lazy beth implementation.. should've been able to scrap darn bushes and leaves from start. Or attach a cleanup scrip to each location, not just the Castle.

 

I think it's more of a targeting system. Like trying to target your companion, how many times can you get their real id instead of somehow targeting something else in between?

 

I did delete a tree recently outside the world via markfordelete. No mod. Just to test the theory. The trick is ..... target something, then don't click anymore .... type disable to see if it disappears .... if it does, you know you target the right thing. Regardless, type enable again (as we don't want to leave things invisible). And finally markfordelete. Fast travel and come back, it will be gone.

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Am I reading this right? Are you talking about Settlement under attack mini quests? IF so, I heard this is a bug. The culprits had already been killed by your settlers or auto defense turrets. All you need to do is to ressurect the dead attackers and kill him again.

 

As for cleaning up rubles, you have 2 choices. Either use "markfordelete" command to specify what to delete (very risky, since you do not know what you are pointing at). It can be a piece of ground, and deleting it will make you "fall through" earth. And easier way is maybe downloading mod like Spring Cleaning. It allows you to target and delete a lot more than Vanilla allows. There are about 3 mods like that, but do read the posts and instructions before proceeding. Sometimes you can feel the mod is rather unstable.

 

 

You're reading it wrong. He asked about workbenches spawned anywhere but in settlement locations. It has nothing to do with raiding parties.

As for the rubble, you CANNOT delete/disable unless someone enables the units to be targetable in console. So far, that is done via scrap mods.

 

Ah I get it. So you can't use Work benches when you are still in combat. Some NPC probably aggro you and you are stuck with it. In that case, all you have to do is to run as far as you can to lose this aggro (probably from a mob stuck underground). If they get unstuck and follow you then you just kill them.

 

I thought you can delete stuff. I deleted a good amount of skeletons around my settlements. I haven't attempted on other rubles yet, but I am sure it works the same way. Or maybe we do not know until we confirm with tests. Scrap mod just makes it easier to scrap stuff.

 

 

Indeed good Sir.

 

Is there a way to get rid of the scrap confirmation dialog box, please?

 

Why is it so hard to deal with the confirmation? Yes it's annoying that I have to move a mouse to click OK. But confirmation box is there for a reason.

 

Well, if i am in an instance, and i want to 'clean it out', I go stand in a center, and begin to 'erase'.

Some however have so much clutter, it's ridiculous.

Now, I have to click R followed by Enter, which, with one hand (other is on mouse) which takes time.

 

What I love to be able at, is to steer left (mouse) and speed-kill everything.

If that be possible.

 

 

 

I wasn't able to delete anything until the objects were unlocked by mods. As far as I can tell, it's just lazy beth implementation.. should've been able to scrap darn bushes and leaves from start. Or attach a cleanup scrip to each location, not just the Castle.

 

I think it's more of a targeting system. Like trying to target your companion, how many times can you get their real id instead of somehow targeting something else in between?

 

I did delete a tree recently outside the world via markfordelete. No mod. Just to test the theory. The trick is ..... target something, then don't click anymore .... type disable to see if it disappears .... if it does, you know you target the right thing. Regardless, type enable again (as we don't want to leave things invisible). And finally markfordelete. Fast travel and come back, it will be gone.

 

Sadly, a LOT of stuff has a hidden ID.

Like houses.

Those become 'uneraseble' either by WB, Mod or even Console.

Which then again leads to frustration on my end. :(

Edited by Klipperken
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Use E instead of Enter for most confirmations. Works most times.

 

No, only thing supply lines share is the ability to use resources from one workshop in the linked ones. Physical inventory remains separate.

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