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Custom faction won't do jobs in settlements


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Hello,

 

I'm kind of overwhelmed by bugs at the moment (and very short on modding time), but one that is really bugging (hehe) me is that my new friendly faction won't do jobs in settlements.

They highlight and are assignable, but never actually get (no status message of "is now assigned to..." and continue to say "Unassigned") or do the job (no status message of "is now assigned to..." and continue to say "Unnassigned").

 

I'm not sure what to say or what pertinent info I might give here. I *think* I've given them the correct linked ref's, I *think* the correct packages (default master package), *think* the right script (workshopnpcscript), I *think* lots of things...but I'm obviously wrong somewhere.

 

Any tips?

 

Thank you.

 

Edit to add: My custom follower/companion is the same way, by the way.

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never worked with new factions/custom npc, but if you add a workshopnpc script you have to adjust most options to true

if i make my own settlements workers i give them like tarsis say that sandbox pack + the workshop script and they do everything i want them to do

for factions i give them just the settlement dialog so they speak those dum sentences like (hope you not here for me)

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Defaultsandboxexterioreditorlocation is in there already.

I think I got ahead of myself, because they're actually not even showing in the settler count. Ref linked to center with workshoplinkhome, ref linked to workbench with workshopitemkeyword.

I'm pretty sure I've got the workshopnpcscript setup correctly...but I can double check that.

I'll double check what else.
I mean, you're right, this all should be pretty straightforward...

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Nope, didn't forget, but isn't working either.

(Although, I *was* under the impression that ref linking them to the center marker and workbench was supposed to allow for forgoing that step...like the Abernathy's)

 

...I think I made it worse. =P

Can't trade with them now either (could before).

I can still move them and assign to supply lines, however.

I'll have to revert and start over.

 

Speedy, yeah I double checked against some ingame workshop npc's (that's what I based them off of, well, in part at least). I'll double check that again.

 

I'm really thinking it might be something in the faction object that I'm missing/forgetting...maybe?

...or even the new race maybe?

 

P.S. What's in the current uploaded version is not what I'm working with now, by the way. Not completly anyhow.

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Working now...though I have no idea why. =/

...Creation Kit/Fallout 4 hiccup (that lasted a day), maybe? Oh well, if I figure what I had wrong or verify a hiccup, I'll post it in for future users.

 

They still won't actually animate doing the job, but that's almost assuredly due to me not putting the right animations for new race. However, everything they are assigned to counts (as do they themselves) towards settlement numbers...so I'm calling it a win. =P

 

Thank you. =)

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So, as mentioned in the last post, they assign and count now again (for whatever reason)...but they don't *show* that they are working, no animations.

 

...at this point I'm way outta my wheelhouse. So, any tips on where I might have missed something?

 

They are based on the synth gen 2 race, but I was under the impression that synths still had animations for settlement jobs. Maybe I removed, missed or something didn't carry over when copying various bits?

 

P.S. Also confirming, Speedy and Tarsis, linking a would be settler to center marker with workshoplinkhome and to the workbench with workshopitemkeyword will allow you to forego having to move them into your settlements the first load time. Tiny time saver, at least.

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mm maybe you should look at the animations them self then, when search (using all) for hoe will show the animation they use for standing shovel, i can't remember if any synt could be a settler, only those so called infiltrators, but those are in fact humans with a dead item, maybe they never added synts to the working animations as they where never mend to be settlers

 

don't know if your race have the syntkey word, but maybe if you remove that 1 see wat happens then

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