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Question: Which actors are the settlers?


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I can't remember off the top of my head, but if you go to a workshop workbench, double click it, double click its script on the scripts tab, the vanilla one is pre-filled in the properties.

 

Edit: oh, actually it doesn't show it as it's just default to the workshopparent. Huh...darn my memory.

Anyways, looked it up and it's simply the "WorkshopNPC".

 

Sidenote: I you ever want (I'm not mentioning all the other preliminary steps to set up npc's to be *able* to be settlers, of course) to make a custom set of settlers show up at one specific settlement, that's where you would change it. =)

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In the creation kit under the actors section, which actors refer to the settlers that turn up once you activate your radio beacon? Thanks in advance.

 

Cool, thanks very much. I'm trying to make something similar to the frost mod except only getting rid of npc's and quests not all the other stuff. I want to keep the settler npcs though because the settlements will become the major towns/cities in the world. Thanks again :)

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In the creation kit under the actors section, which actors refer to the settlers that turn up once you activate your radio beacon? Â Thanks in advance.

Â

Cool, thanks very much. Â I'm trying to make something similar to the frost mod except only getting rid of npc's and quests not all the other stuff. Â I want to keep the settler npcs though because the settlements will become the major towns/cities in the world. Â Thanks again :)

Well, remember (and maybe I'm pointing out the obvious), that workshopnpc is based on an lchar which is a list of base settlers which are based on a workshop npc template.

That wasn't really what you asked for earlier. But anywho, im gonna jump on an assumption that you already knew that if you've looked at npc's at all already. =)

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In the creation kit under the actors section, which actors refer to the settlers that turn up once you activate your radio beacon? Â Thanks in advance.

Â

Cool, thanks very much. Â I'm trying to make something similar to the frost mod except only getting rid of npc's and quests not all the other stuff. Â I want to keep the settler npcs though because the settlements will become the major towns/cities in the world. Â Thanks again :smile:

Well, remember (and maybe I'm pointing out the obvious), that workshopnpc is based on an lchar which is a list of base settlers which are based on a workshop npc template.

That wasn't really what you asked for earlier. But anywho, im gonna jump on an assumption that you already knew that if you've looked at npc's at all already. =)

 

 

 

Thanks, now i just need to figure out how to make an alternate start, I have had a look at the current mods available but I'm just after something that lets you start in sanctuary with a character creation menu.

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The settlers are any actors that have WorkshopNPCScript attached to them. You can search for that script in the CK Papyrus Script Manager tool under the Gameplay menu, right-click the script and select "Use Info". That will list all actors that use that script.

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WorkshopNPC - your workshop actors who are not 'special' actors are spawned from this.

 

WorkshopBrahmin - The default brahmin used for the supply route characters you setup.

 

WorkshopDog - The dog you can buy from ...er... whats his name... the wandering dog sales man...

 

EncWorkshopNPC .... - The base actors that all the workshop actors are created from.

 

You can find pretty much all the default workshop actors and how they link together in leveledCharacter and Actors simply by searching with the filter "Workshop"

 

its pretty much the same for the DLC workshop actors, with the DLC## in front of those of course.

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