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Setting a Location as automatically "cleared" for workshop


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Don't know if this holds any relevance, but when trying to make a new script I receive the error:

 

"The parent script doesn't exist, please choose one that does" - the only tip online did not work, because as far as I know the file path is correct... I mean I think? I'm a f*#@ing idiot who knows

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Can I clarify whether this is supposed to be a player home or a full settlement?

 

If it's a settlement, have you looked up m0ds1984 video or Stuyk's textual guide?

 

There is also one about player homes, which is really straightforward, but I can't find it right now. The only step you would change would be to switch type of workbench and maybe pre-clear the enemies (if any exist in the cell).

 

Either way, any additional scripts are completely unnecessary. The only script you will need is the one that is on the (Rightclick>Edit) Scripts tab of the placed workshop workbench, regardless of which one you might want to use. It shouldn't just need to appropriate properties changed and then a clean save loaded (from before the mod was enabled).

 

Anyways, don't get too frustrated. Back when this first started, a lot of people had troubles the first time out with settlements and/or even player homes. =)

Even some of the people in this very thread. So go watch a few videos and maybe you'll spot what was missing. It'll get working eventually. ;-)

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It's a player home, yeah. I've made two now with the interior workshop, I just want to make a player home where you can still build on the inside, the cell has been duplicated and wiped of any reference of enemies or anything else, for that matter. I've already changed the scripts for the workbench in the way described, it didn't work out, issue stayed the same. This was on a save from before I had initially installed, as well. the question about scripts kind of stands regardless, because that's just gonna cause me errors in the future so it'd be good to know lol

Edited by nikashubaiton
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ISSUE RESOLVED: Now just for figuring out how to do the script


Not sure, but I'll give you a look at the screen I'm on. If I click "Okay" on that screen, I get the popup: "the parent script doesn't exist please choose one that does". It happens whenever I try to create a new script. I've read and watched tutorials, this is simply an error that isn't supposed to happen. Any ideas?

 

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Edited by nikashubaiton
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Out of curiousity, what keywords are in the Location object?

 

Can someone remind me if the location keywords are the same for player homes (which are really just heavily cut down settlements, as far as I remember) ?

Or if player homes even need location objects?

yeah player homes still need location settings but don't need loctypeclearable as playerhomes are auto owned, can take a look at the location settings for homeplate for player homes :wink:, still a good idea to set the properties on the workbench and use the setownedtrigger, just because while one method works for one player, it may not for the other, I've had it go both ways using others settlements.

 

Edit in:

Had ck open and forgot I did lol, so I opened homeplates location settings:

LocTypeClearable - like i said though if your setting it to automatic player ownership this shouldn't be needed.

LocTypeInteriorCell - used by some crafting stuffs.

 

Fiztop mountain in Nukaworld only has one location setting for that player home:

LocTypeWorld - Exterior cell player home with automatic ownership set by quest.

 

I don't think there are any other player homes by default are there?

 

I usually set my player homes up like settlements, and leave it up to the player to decide if they want to send any settlers there or not, plus it makes it more fun when you have a random ghoul or raider attack off and on when you return home ;)

Edited by caleb68
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I added it to the default clear location script, that didn't work, I'll just wait until someone gets back to me so I don't f*** it up lmao

 

Additionally, you're talking to a guy with literally NO SCRIPTING EXPERIENCE AT ALL so if you can simplify it I would really appreciate it

The default script is the same script but unedited....compare them and you will notice it...

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The default script is the same script but unedited....compare them and you will notice it...

 

the default script verse the one posted here? the clearlocationscript posted on page 1, it attempts to clear the location on cell attach, the default clear location script (you can see in the screenshot above) is a triggered script triggered by a player walking into a triggerbox (i.e. like the defaultdummy) and then clears the location, attaching that to a xmarker or some other marker shouldn't fire off that script at all.

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  • 1 month later...

Might be stupid to other people, but I spent so long trying to work out why I was getting the clear location message, only to find out I was using an exterior workbench instead of interior =-='

 

Double check you're using the right workbench.

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  • 4 weeks later...

I have the problem backwards. How to prevent a workshop from working until a switch is flipped or a specific enemy is dead? I have a workshopsetownedtrigger that activates when touching it. How to rewire this setup so the owned only kicks in when:

1. An object is activated
2. A specific enemy is dead

Edited by Attackpony
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