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keywords to make place item count in settlement


greekrage

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Hi all..

yet another STUPID question..

 

Can someone tell me the proper keyword/s for example a bed (not static) so that it counts as a settlement asset ?

 

also the same but for flora etc... so i can set up ready green houses for the settlement that people dont have to scrap and place their own to get settlers to harvest them.

 

I know i have all most 20 settlement mods under my belt...but somethings i just havent done or figured out..yet.

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You can find any existing workdhop bed and copy it`s keyword stack. Type this in object window "WorkshopNpcBedVaultLay01" - this is a usual workshop bed. Workshop beds also have workshopobject script and Actor Values. it might be necessary to copy them too to make beds count in your settlement.

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You can find any existing workdhop bed and copy it`s keyword stack. Type this in object window "WorkshopNpcBedVaultLay01" - this is a usual workshop bed. Workshop beds also have workshopobject script and Actor Values. it might be necessary to copy them too to make beds count in your settlement.

Thank you !!

 

will try it...

BTW...

will this make it count as a bed as soon as workshop is initialized or does the user have to pick it up and place it again to make it count..(cause im all ready using that method )

All the beds i use are NPC beds either way...i dont use statics.

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Not at all :). I can`t tell you for sure. If they won`t count on the workshop opening, try to store them and place again. Normally they count since the moment they are crafted in workshop. It`s easier just to duplicate an existing bed and then change the model, the texture or some settings and adjust the "sleep marker" to your needs. When you add workshopobjectscript to your you bed, you also have to open it`s properties and to set the same settings as the exiting bed has.

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Not at all :smile:. I can`t tell you for sure. If they won`t count on the workshop opening, try to store them and place again. Normally they count since the moment they are crafted in workshop. It`s easier just to duplicate an existing bed and then change the model, the texture or some settings and adjust the "sleep marker" to your needs. When you add workshopobjectscript to your you bed, you also have to open it`s properties and to set the same settings as the exiting bed has.

Thats what im trying to fix...

Having to store and place again...

I want them to count right off the bat without having to be crafted or re-placed

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I think i found the solution but cant test it yet...

 

I may have to add the parent to actor values to get it to count upon initialization.

 

As soon as i do the data end of the location im gonna try it...

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Linking them to the workbench with the workshopitemkeyword doesn't work?

It should...unless I misunderstood the question.

A) I WASNT LINKING TO WORKSHOP...JUST ADDING A KEYWORD IN THE ACTOR VALUES.

 

B) I TRIED A "WORKSHOPBEDITEM" LINKED TO THE WORKSHOP AND IT DIDNT WORK (ITS A BED)

 

NOW GONNA TRY THE WORKSHOPITEMKEYWORD BUT IN THE MIDDLE OF NAVMESHING 3 4 FLOOR BUILDINGS WITH STAIRS AND THE #$%^&*( CELLS MEET IN THE STAIRWELLS,,,

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everything you place tat can be made true (vannilla) building mode should use the workshopitem keyword, food/beds/water/crafting stations ect, beds can be a exception some of those are not in crafting menu, not sure if all have the right info

 

lil side note static items don't work as you want, they are only for decoration

Edited by speedynl
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everything you place tat can be made true (vannilla) building mode should use the workshopitem keyword, food/beds/water/crafting stations ect, beds can be a exception some of those are not in crafting menu, not sure if all have the right info

 

lil side note static items don't work as you want, they are only for decoration

YEAH IM WELL AWARE ABOUT THE STATICS.. :tongue:

 

i ONLY USE STUFF THAT YOU CAN USE INGAME ...WEIRD THAT THERE ARE SO MANY WITHOUT A SCRAPPING RECIPE EITHER...

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