Jump to content

WorkshopResourceObject [AVIF:00129A8C]


Gambit77

Recommended Posts

  • 4 months later...

Anybody know what WorkshopResourceObject [AVIF:00129A8C] controls?

 

Yep. The WorkshopResourceObject property indicates that the object is a resource object of some kind (bed, water pump, power generator, plant, planter, bar, store, caravan post, guard post, turret, trap, radio transmitter).

A comment in the WorkshopParentScript.psc file says that "all objects that the scripted workshop system cares about should have this actor value". I looked at the script, and this property is used when fetching all resources objects, regardless of type (when not checking for specific resources, such as beds for example). Specifically, when getting objects for ResourceObjectsDamaged and ResourceObjectsUndamaged variables.

 

In short, it's used to check which resources (food, water, power, defense) are damaged and which aren't, so that the resource values of undamaged objects can be summed up as your total currently available resources (for example if you have only one water pump and it's damaged, you will have 0 water, instead of 3), and so that NPCs can be unassigned from damaged resources and reassigned to undamaged resources.

 

The value of WorkshopResourceObject should always be 1. It shouldn't be the value of the resource (for example for the Carrot plant we have 0.5 Food, but WorkshopResourceObject should be 1; and for a double bed we may have 2 Bed, but again WorkshopResourceObject should be 1). If you don't want an object to be considered a resource, simply do not add this property.

Edited by Guest
Link to comment
Share on other sites

Someone requested a mod that made deco items generate happiness a few months back. Added happiness to some deco and couldn't get it to actually generate happiness without that AVIF so assumed the name was descriptive and have used it in all mods after that which produces something. Above description is way more detailed and pretty much what I assumed (good to have it confirmed).

Link to comment
Share on other sites

TO ADD A QUESTION TO THIS..

 

iM INTERESTED IN A SPECIFIC THING...

 

I WANT TO MAKE THE FISH WEIGHING AND GUTTING ASSIGNABLE.

 

I TRIED LINKING TO THE WS WITH WORKSHOPITEMKEYWORD AND WORKSHOPWORK OBJECT BUT THAT DOESNT WORK..WHAT ELSE DO I NEED TO DO?

 

BTW SORRY CAPS ARE STUCK(AGAIN)

Link to comment
Share on other sites

TO ADD A QUESTION TO THIS..

 

iM INTERESTED IN A SPECIFIC THING...

 

I WANT TO MAKE THE FISH WEIGHING AND GUTTING ASSIGNABLE.

 

I TRIED LINKING TO THE WS WITH WORKSHOPITEMKEYWORD AND WORKSHOPWORK OBJECT BUT THAT DOESNT WORK..WHAT ELSE DO I NEED TO DO?

 

BTW SORRY CAPS ARE STUCK(AGAIN)

You can type in the CK :WorkshopScavengingStation (the one that is furniture is the right thing) . And you can either copypaste all it`s values and keywords apart from animation keyword or duplicate the entire thing and change the ID, furniture model , animation keyword and animation marker (don`t forget to adjust the iteraction point). If you go the first way you also need to add workshopobjectscript and to copy it`s properties.

Link to comment
Share on other sites

 

TO ADD A QUESTION TO THIS..

 

iM INTERESTED IN A SPECIFIC THING...

 

I WANT TO MAKE THE FISH WEIGHING AND GUTTING ASSIGNABLE.

 

I TRIED LINKING TO THE WS WITH WORKSHOPITEMKEYWORD AND WORKSHOPWORK OBJECT BUT THAT DOESNT WORK..WHAT ELSE DO I NEED TO DO?

 

BTW SORRY CAPS ARE STUCK(AGAIN)

You can type in the CK :WorkshopScavengingStation (the one that is furniture is the right thing) . And you can either copypaste all it`s values and keywords apart from animation keyword or duplicate the entire thing and change the ID, furniture model , animation keyword and animation marker (don`t forget to adjust the iteraction point). If you go the first way you also need to add workshopobjectscript and to copy it`s properties.

 

thanks great tip....

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...