BlahBlahDEEBlahBlah Posted October 30, 2016 Author Share Posted October 30, 2016 Now Phase 3 Settlers needs to commence. ÃÂ I could outsource the settlers to the Super Mutant Workshop (specifically the ghouls) but I would like to be able to recruit Children of Atom or NPCs that I can make immune to radiation and just dress them up as Children of Atom.ÃÂ Version 3.0 is up complete with the radio beacon for the Children of Atom. ÃÂ I sidestepped the hostility thing by making a template based off of Brother Foster. ÃÂ I haven't seen them move yet but that will be something I troubleshoot later since I only tested it for like a minute to make sure they were friendly and assignable.ÃÂ EDIT: I fixed that as well. ÃÂ Turns out I just had the Radio Beacon in a weird spot where they were trapped somehow. ÃÂ Solution, move it out in the open not surrounded by the stairs (I had it next to the workshop originally) with plenty of space around it on all sides.So I took 5 minutes and looked at setting up custom settlers and found that it's (almost insanely) easy to switch out whatever actors with the workshopnpc race in the workshopparentscript. Fantastic!...if only you want to do this across the *entire game*. So, that brought me to re-looking at the fact that we don't use the same scripts in our custom parent quests as vanilla does. When I started doing this (Settlements), I didn't think this far ahead. So, with that in mind, it might be a good idea moving forward if we were to sit down and give a try as/see if it's possible to set up a completly new custom parent quest that we can use a custom workshopparentscript so we have full access to the options within (without any changes there that will carry over to the entire game). ...I'm not sure if I'll have the time, but we'll see. Edit: Basically, to make custom settlements use a completly independent workshopparentscript...without breaking anything. If anyone does this already, make mention, please. Would serve more than just settlement builders. Link to comment Share on other sites More sharing options...
tarsis31 Posted October 30, 2016 Share Posted October 30, 2016 You make me functioning Nuka settlements, that aren't only raider settlements and have working map markers, and I'll get you your workshopparent script that only requires the 1 to be used for everyone. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 30, 2016 Author Share Posted October 30, 2016 You make me functioning Nuka settlements, that aren't only raider settlements and have working map markers, and I'll get you your workshopparent script that only requires the 1 to be used for everyone.I know I was having a tough time explaining the above.Let me try again, because it's not that we will want the same for everyone, it's that we *will* want for custom settlements to have the ability to change the workshopparentscript independently from the vanilla one. The very opposite of how the game does it (and we currently do).We need to be able to change the workshopparentscript *per mod* and *per settlement*. (Edit: The above said ignoring that Skyrim is now back and Fallout 4 is gonna be dead for, at least, a little while.) Oh, I found my supply lines finally, by the way!...but instead of being overcome with newfound confidence, I'm instead feeling a little break might be in order. =PEdit 2: Although, I note your recent comments about Nuka and what's going on (or, not going on, as the case seems to be). I'll try my hand in a couple days...see if I can come up with something. =) Link to comment Share on other sites More sharing options...
tarsis31 Posted October 30, 2016 Share Posted October 30, 2016 But... don't you already use a cloned workshopparent script? Like, one for each mod? So, if you, say, wanted to change something about one particular mod, you could just go right into the cloned workshopparent of that particular mod, and... change things? Like... what we already do every day? Change some aliases (aliasi?), alter time, speed up the harvest, dogs and cats living together, automatrons only, mass hysteria? I'm suddenly afraid I'm either doing everything terribly wrong or terrifically right and don't even know which one it is. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 30, 2016 Author Share Posted October 30, 2016 But... don't you already use a cloned workshopparent script? Like, one for each mod? So, if you, say, wanted to change something about one particular mod, you could just go right into the cloned workshopparent of that particular mod, and... change things? Like... what we already do every day? Change some aliases (aliasi?), alter time, speed up the harvest, dogs and cats living together, automatrons only, mass hysteria? I'm suddenly afraid I'm either doing everything terribly wrong or terrifically right and don't even know which one it is.Nope, that's the quest. And we add the WorkshopAddLocationsScript to it (because that's what worked), not the workshopparentscript like in vanilla.Unless I'm missunderstanding you. But regardless, we do not (nor do you, looking at your files) create a new/duplicated workshoparentscript. We could always have edited it (and we have done so), but those edits would be global/game wide....such as changing the "WorkshopNPC" value fromWorkshopNPC to, say, ASmallAdditionTanArmyTemplate. Speaking of, have you all Nuka-wanna-builders looked at the actual dlc04workshopparentscript yet? A few things in there look promising...but, as with the workshopparentscript, would change things globally of course. Link to comment Share on other sites More sharing options...
speedynl Posted October 30, 2016 Share Posted October 30, 2016 blah means the original vanilla parent the 1 that hold all the quests, npc's, trade routes ect, for settlements we use a parent to, but that 1 add only a settlement to the gamethe parent from auto is way difrent then the original 1, i know it sounds confusing all the dlc's have a parent, but they all use the main parent as source as for me i never looked at the main parent to much of a n00b with scripting, although i manage to make cricked stop at gorskie after trail and error, changed the amount of npc's that was needed to make her stop from 5 to 0, and changed food per settler(farming) to 10 each in stead of 6, but tats it, maybe in time i will look at the main parent, but playing a bit new vegas and skyrim se atm ( got a bit sick of f04) :D Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 30, 2016 Author Share Posted October 30, 2016 Either one of you have some esp you've already sorta kinda set up for Nuka to test you alls issues with? I haven't looked at Nuka at all yet (even have to download someone else's save to get there, heh), and really don't want to go through the whole thing just to get to the parts I have a few ideas about.I've got one or two ideas off the top of my head. =) Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 31, 2016 Author Share Posted October 31, 2016 Speedy was kind enough to send me some sorta-pre-built esp's, however I ran into an issue, so I responded: "...I was about to look, but I realize that I'm not really sure I know what it is we can't figure out so far. =/ What was the issue?We want workshopNPC (not raider) settlers and consistently visible mapmarker...or something like that, right?" Then I though that I could just ask here also.So...remind me what am I looking for...? What was the issue? =/ Link to comment Share on other sites More sharing options...
tarsis31 Posted October 31, 2016 Share Posted October 31, 2016 s#*! don't work. I spent about 12 hours today tweaking and testing. Making minor changes, major changes, trying to clone Nuka RR, trying to use clones of any of the workshopparent quests, any of the workbenches, altering the workshop scripts, altering of the workshopparent scripts, variations on the radios, jury-rigging alternate map marker systems, making automatic vassals, making vassal excluded, making automatic outposts, making outposts excluded, setting locations wrong, using settings we don't normally use, using ones we do differently, mashing all of those things together with vanilla pieces, while doing all of that at various stages of DLC04MQ04 and 05. I've now spent 10 times as long trying to make a functioning settlement in Nuka as I have actually even playing it. I can get some things to kind of work. I cannot get all the things to work. That's ok, I spent quite some time trying to make a tiny mod that removes the restrictions on what you can raiderize, so you could raiderize everything. Nope, Can't make that work either. I'm too stupid for Nuka World. I'm not going back there this week, maybe I'll do something simple like a 10 settlement, quest interconnected mod in the commonwealth. I guess I should have read your post more closely Blah, I've been working on a Nuka burn out for a few days already. I even played Mordhiem: City of the Damned for a while today because even THAT was less frustrating, Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 31, 2016 Author Share Posted October 31, 2016 Well, right now I'm doing a script to make custom settlers come without having to do all that hoohah like the Mutant Settler Mod, like Genolune did.That should make it easier for me and him/her. Whenever (if?) I get finished with that, sometime during the week, I'll take a look at Nuka. Speedy explained a little more in PM's, so that's good.Maybe I'll have some luck. I'll cross my fingers that you get through it before I do though. You're definitely not making it sound fun.Sorry it got a bit rough, pal. =( Link to comment Share on other sites More sharing options...
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