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Calculating FURN and STAT components


SKKmods

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I am working on a dynamic scripted function for the console scrapall command that finds all inventory-able, store-able and scrap-able items in a build area, then re-generates any workbenches.

 

The usual inventory items are no problem at all, but FURN and STAT stuff that does not live in inventory are a problem.

 

There are some handy pre-populated formlists to find the scrappable refs in a build area (FLST workshopScrapRecipe_*) and feeding that into StoreInWorkshop() is fine, but naturally doesn't produce scrap to build with ... and non constructable stuff like trees, tyres and old houses just disappear into nowhere.

 

So my challenge it so calculate component counts for inventory AddItem() but the usual MISC inventory container based functions like GetComponentCount() do not seem applicable to non inventory FURN and STAT base objects. They cant be put IN a container to run the functions against.

 

Given that I have a stack of FURN and STAT ObjectRefs with their BaseObjects, is there any way to walk the cat backwards to dynamically hook them up to their COBJ workshop_co_* forms that have the component lists, or some other triangulation ?

 

ObjectReference 0003fed3

> STAT Form 00029baf Res01ModernRubble01

>> FLIST 00512e9 workshopScrapRecipe_ScrapHouses

>>> COBJ 000512f4 workshop_co_ScrapHouses

 

Or, would it be best to just duplicate all this inaccessible information and hand-roll my own massive baseobject to component look-up table ?

 

Frustrating that the console bat to do this is sooo simple, if I could get my mod script to shell out to that I would.

Edited by SKK50
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curse my limited (and decidely not eidetic!) memory,

though I swore I saw a similar thread to this...

 

SMB92 had some similar-ish issues with WotC v2,0,

and might be able to help come up with some ideas.

 

fiftytifty and shavkacagarikia spoke about some script-fragments,

which might be applicable to this hypothetical.

I will do a past-batch-index query and try to find that.

 

-----

 

 

I am interested in how you resolve this,

as, your hypothetical also covers how do we get this to function for 'para-settlements'

which aren't from the standard settlement creation pathways.

because, when you run stuff at the moment,

even with "Better Settlement Menu Pipboy indicator" tabs,

it won't show you accurately what is at each node...

 

I am forever getting confused as to what is actually onboard the TARDIS

or at the Memory Den Virtual Holodeck (recliner bed terminal interface containers are separate external cell stuff)

so, would love a scrap-all function for those kinds of cells.

 

see, this is why I wish it was all just a simple

XML 'table of fail' on the backend,

rather than the way it is hehe.

 

 

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