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I want to add my (non-settlement) player home to the supply network.


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(Reposted here because I just figured out I originally posted this in the wrong forum)

 

Is it possible to do this (the stuff in the title)?

 

I have made a custom player home which I have designed to my liking. Currently, I do have a sort-of workaround which I really dislike - I link all the crafting stations directly to the Red Rocket workshop, allowing me to use its inventory and can therefore connect my player home to the supply network just by connecting the Red Rocket to the supply network.

 

But, this means that in every game, I have to defend the Red Rocket (which triggers a lot of attacks because of the sheer quantity of food and water that eventually end up being stored there) and keep settlers away from the workshop in case they start grabbing my loot from it. Not to mention, because my player home's actual location is far away, it feels wrong for roleplay reasons.

 

So what I want to do instead is link my crafting stations in my custom player home to either an internal container (possibly its own workshop) and connect that to the Red Rocket via the supply network (preferably with no settler caravan involved). I would also really like to avoid making my custom player home an actual settlement (having it appear on the "Move Settler" list and "Send Companion to" list feels really messy). Is this possible via scripting or whatever? It's very hard to track down the mechanism that runs the Supply network in the creation kit.

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With respect, that tutorial doesn't actually tell me how to do what I need.

 

1) I want to add the home to the settlement network via a script, not through a supply caravan.

2) I would prefer my home not show up in the list of settlements and companion "home" locations.

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@warsinger;

yes, it depends on the way in which you wish to implement that.

 

 

 

so, I share your lament over 'para-settlements' (the ones that Preston Garvey doesn't know about),

and trying to get supplies to them.

 

----

you could make hidden nested containers at each end,

which pivot from a global (aggregate FIFO from all settlements), Cresoko? I believe does that.

I 'cheat' and use this method, so that my stuff isn't lootable by raiders in War of the Commonwealth.

(I put a matched container in the TARDIS settlement-companion, with the master container in a Virtual Holodeck Memory Den partition,

so they extra-can't get the stuff hehehe).

RuadHan2300 shows ways to make it look like a 'teleporter' for the container state too...

it gets fun where you want it to be a 2D-3D decal instead.

 

you could go a more SMB92 route/ SKK50 route,

and enable the node for the settlement to be selectable in the menu...

I'm not too sure how the pathing likes that though... So, it should then path to the node of the Caravan Depot or Caravan-Store Prebuilt Association

(that is a ploppable 'house/barn" with nodes all done). It works mostly,

but there have been issues since Feb/April over some of that... it doesn't play nice with some other mods too for some reason.

It leads to the Caravan becoming 'stuck', either at point-of-departure, or partially along the journey (and they never arrive at the endpoint).

We're still looking into why that is the case, as, it should be just a 'one-and-done" (I mean, the settlement isn't moving, unless its the mobile settlements like the TARDIS or Prydwyn-roams-free etc...).

 

there are a few ways you can go about implementing it.

It's not necessarily a 'redundant duplication of effort' however, as,

certain mod combos won't be able to use some of the ways in which the "para-Caravan" has been implemented,

so, having options on how to add this feature is actually more useful in the long term.

 

 

 

That Pueblo guy at BethNet had a lot of great ideas on how to implement this too,

and there's a few other tutes out there,

though I found Cypher2012, RuadHan2300, RedRocketTV and PoorlyAged's stuff very useful for containers etc.

 

Eventually, you might want to assign New Lands characters to your 'para-settlement Caravan" etc...

so, that's more to do with onEvent and nested containers as well as how they inherit from that global and onEvent,

that gets really tricky, where you want multiple stuff that is floating-point

(like, say you want 2 from your "Regulators of the Commonwealth Posse" to be on a route as 'guards', and like 4 individual "mutant/alien new lands NPC" too)

Or, you might want the NPC's to change direction based on the state of a "signpost" or "map inventory item"...

(ie, you might want a Caravan to 'get lost', or change direction part way through a 'supply run'...).

that then is a different level of complex,

where you'd probably find JetSteel, RuadHan2300, and Cypher2012's approaches more useful.

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Thanks, but I actually managed to figure it out on my own! What I did was create a workbench with the same parameters as Home Plate and then use a script to establish a pseudo-supply line between my home and the Red Rocket!

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