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Removing req that certain flora need settlers


ETSubmariner

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Hello mod authors,

 

I am trying to modify some flora by introducing a lootable (old fashioned, farmers-edition pre-war) GECK in the game, and in that GECK are some heirloom seeds. There are many players who don't want to build settlements in the way that Bethesda designed, and one of the things my mod will provide are heirloom plants that don't need settlers assigned. Alternate settlement mods are coming online fully, but they all have the problem that you cannot recruit, assign settlers or supply lines. That means some settlement bounty is not available. This was one reason I want to do this mod.

 

I have modified the production rate to be 15 days instead of vanilla 1. I found several instances of scripts for plants, including one relating to the WorkShopObject. In that file are line items that determine if an object must be assigned a settler in order to produce/work (guards for example). I've altered it to be false 100% of the time by simply telling the script to look for a custom keyword in the flora/ingestible. That custom keyword is NOT in the game, hence false, item doesn't need a settler assigned to do its thing. The regular vanilla script continues to run as always for everything else. However, false here doesn't mean that script handles the actual production, but I'm just not seeing how that works.

 

And it doesn't work. Perhaps another set of eyes?

 

For example, vanilla razorgrain requires a settler assigned in order for the script to tell the game it is valid to produce a harvest based on the workshop reset time (1 day in vanilla). I want my wheat heirloom (razorgrain copy) to be planted (which it can be just fine), and left to its own devices. It will produce a harvestable at 15 days, leastwise that's what I want it to do.

 

In my tests of leaving the reset to 1 day, then sleeping and waiting, the damn thing won't produce a thing.

 

I'm obviously missing something.

 

Any suggestions?

Edited by ETSubmariner
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