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[Help] npc won't increment workshop pop, and how do I restrict jobs?


Rorax

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Hi!

I'm trying to unlock the tangled secrets of NPCs and workshops.

I have created a Synth "guard" NPC for my mod where the only job I want them capable of is guard duty.

Here are the steps I have taken to achieve this so far.

1. copied the main settler template actor (EncWorkshopNPCMaleFarmer01Template), changed its race and skin to SynthGen2

2. copied the main generic workshop NPC (WorkshopNPC) made its template my custom template, messed around with its factions to make sure it talked like a synth, and kept the factions I thought were related to being a workshop settler.

3.I edited the behavior graphs so that synths can use furniture this was a saga of its own, see here

4.Finally get to the point where I have to try to customize its behavior and realize I have no idea what I'm doing.

So what have I tried so far?

Following the string documentation of the NPCs attached workshopnpcscript I have set bCommandable to false (to prevent the player telling it to farm or run a stand) set bAllowCaravan to false to prevent the player making them caravaneers. Set bWork24Hours to true so they never sleep, and set assignedMultiResource to Safety in the hopes of encouranging them to take up guard duty

The result of this is that I can spawn the synth in and I can use the "move" trick to add them to the workshop but when I do they don't increment the settler population despite bCountsForPopulation being True.
They also will not take up any work duty, regardless of when or how I pass time elsewhere or present. I also know they can guard because before I set bCommandable to false I could assign them to guard posts just fine.

So what am I doing wrong? what do I have to do? I'm stumped I have not understood the innerworkings of FO4 workshop stuff yet to even understand what to try next.

My only guess is that they aren't being properly added to the workshop when spawned in and thats botching things up? But when I do the spawn/move trick with normal settlers they still increment population. And the issue with "properly" spawning them in is that CreateActorPUBLIC strictly spawns human/ghoul settlers due to workshopParentscript

Thanks for reading :)

TLDR; My Synth Npcs won't increase workshop population when added and they won't automatically take up guard duty.

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As much as I do this, it truly still sounds shifty to me every time, but I'm gonna say to look at my mod Small Addition.

I've set up a race somewhat sorta similar to yours (as least I think so, if specifically the population part), and it works fine (at least in the way you mean).

The ones that are set to the workshop are in the Master Bedroom. Maybe take a look at them (not just the base object, but the ones I've actually added to the cell and their linkrefs and workbench linkrefs in that cell).

Maybe you'll spot something you missed. They are pretty straight forward and easy to spot (really, the whole mod is just a bunch of proofs strung loosely together by the worldspace they exist in).

 

Edit: I also had a thread asking another "somewhat sorta similar" question...could probably find it in my post history.

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As much as I do this, it truly still sounds shifty to me every time, but I'm gonna say to look at my mod Small Addition.

I've set up a race very similar to yours (as least I think so, if specifically the population part), and it works fine (at least in the way you mean).

The ones that are set to the workshop are in the Master Bedroom. Maybe take a look at them (not just the base object, but the ones I've actually added to the cell and their linkrefs and workbench linkrefs in that cell).

Maybe you'll spot something you missed. They are pretty straight forward and easy to spot (really, the whole mod is just a bunch of proofs strung loosely together by the worldspace they exist in).

Thanks I'll take a look and report back with what I find :) The only think I fear is that this mod isn't intended to have them added to the world via CK but instead "recruited" So I hope I can spot what I'm looking for.

 

Thanks again

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Note my Edit above.

I'm really not capable of searching right now, but there were a few good suggestions made to me (that didn't exactly pertain to my problem but may work for you) in another thread of mine. Was called...'npc's won't do jobs' or some such.

 

Edit: I feel slightly less lame, I found my own thread: https://forums.nexusmods.com/index.php?/topic/4966745-custom-faction-wont-do-jobs-in-settlements/?fromsearch=1

Also, we *kinda* talk about it on page twenty-blahblablah-something of my settlement guide here:

https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/?fromsearch=1

 

Edit 2: You mean recruited through the beacon? Mine are too, so that might help.

Only thing is, it *sounds* like these you've singled out are just one of a bunch of different types you've got (maybe) in an Lchar you're trying to use for recruiting?

 

Edit 3: Moght want to looon soecifically for the TanArmyWorkshopNPC (something like that) and the TanArmy Lchar.

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Note my Edit above.

I'm really not capable of searching right now, but there were a few good suggestions made to me (that didn't exactly pertain to my problem but may work for you) in another thread of mine. Was called...'npc's won't do jobs' or some such.

 

Edit: I feel slightly less lame, I found my own thread: https://forums.nexusmods.com/index.php?/topic/4966745-custom-faction-wont-do-jobs-in-settlements/?fromsearch=1

Also, we *kinda* talk about it on page twenty-blahblablah-something of my settlement guide here:

https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/?fromsearch=1

 

Edit 2: You mean recruited through the beacon? Mine are too, so that might help.

Only thing is, it *sounds* like these you've singled out are just one of a bunch of different types you've got (maybe) in an Lchar you're trying to use for recruiting?

Well I haven't even got them to the stage where I wanted to start messing with getting them recruited by a beacon

 

Infact the plan was to set up a station where you could teleport them in (for a cost) after you had joined the institute.

 

and no I don't have a bunch of different types. Just the one, the Synth settlement guard. (if I understand your meaning)

 

Having a look at the "Custom faction won't do job" topic it sounds like I have done pretty much everything you did? I'll have to check your mod. Do you mark your custom actors in CK in any particular way so I know what to search?

 

Edit: I didn't know what you meant by LChar until I looked at your mod. No the synth guard isn't part of a level list. do I need to make it part of one in order for this to work? Its only one npc right now I was going to worry about leveling later.

Edited by Rorax
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yeah, everything "asmalladdition*". "TanArmy" are the recruitable faction.

 

If it's just the one type, sounds good, just confused myself a bit. When you plop them down in a cell from within the CK, there is a linked ref to the workshop you can do to make them immediately count as soon as you open the game. Trying to remember the keyword....ah, yes: workshoplinkhome (and I usually link it to the center xmarkerheading of the settlement).

That should let you bypass the "move to settlement" workaround. Now if it doesn't, try linking *also* to the workbench with workshopitemkeyword. If it *still* doesn't work, something else is wrong.

 

Also, because my reading comprehension is whack today, have you gotten them to do anything (like farming, shopkeeper, etc)? Or is it that they will do the stuff, you'd just rather they guard automatically?

 

Edit: If/when you do get to the point of wanting them to come through the beacon (and if you have a few different types and want them to come through randomly), then it'll be better to have them as an Lchar (leveled character list).

Can be done later, but because of the way Lchar work (no scripts to the *members* of the list, only the Lchar can have them, that's threason for the Lchar...there was something else that I can't remember members can't have also...), you really don't want wait too long, like when you've got 6-7 different types (will end up with a good amount of redoing). But for testing purposes, with just the one dude, it's fine. =)

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yeah, everything "asmalladdition*". "TanArmy" are the recruitable faction.

 

If it's just the one type, sounds good, just confused myself a bit. When you plop them down in a cell from within the CK, there is a linked ref to the workshop you can do to make them immediately count as soon as you open the game. Trying to remember the keyword....ah, yes: workshoplinkhome (and I usually link it to the center xmarkerheading of the settlement).

That should let you bypass the "move to settlement" workaround. Now if it doesn't, try linking *also* to the workbench with workshopitemkeyword. If it *still* doesn't work, something else is wrong.

 

Also, because my reading comprehension is whack today, have you gotten them to do anything (like farming, shopkeeper, etc)? Or is it that they will do the stuff, you'd just rather they guard automatically?

 

Edit: If/when you do get to the point of wanting them to come through the beacon (and if you have a few different types and want them to come through randomly), then it'll be better to have them as an Lchar (leveled character list).

Can be done later, but because of the way Lchar work (no scripts to the members of the list), you really don't want wait too long, like when you've got 6-7 different types (will end up with a good amount of redoing). But for testing purposes, with just the one dude, it's fine. =)

Hi sorry it took me so long to respond, haven't had a lot of time today to mod.

 

I took a look at your mod and I honestly couldn't see any fundamental differences between our actors. Maybe there is something I'm missing.

 

However. I'm going to try the reflinking trick by dropping one into the cell like you suggest. Maybe thats the difference?

 

And to answer your question. Yes, before I made them uncommandable I made sure they would actually do the work I assigned them to. And they did. So they definitely CAN work.

 

Thanks for the tip about Lchars :)

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