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Commonwealth GECK - Cleaning up my mod and have questions for settlement experts


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So the entire goal of my mod was to have a simple and clean mod that added a number of areas, mostly large and encompassing urban/city areas that are often otherwise left untouched as late game expansion. This also tries to make use of a lot of areas with some great visual storytelling and gives motivation to explore otherwise often ignored entire chunks of the worldspace.

 

As part of that due diligence, I actually ran the new SKK workshop validator on my own mod, and I think that it's saying some of my settlements are not "valid" but since the script doesn't give a "why" code or even which, it's left me in a bit of a confused state. So currently I only have default vanilla settlements in this load and my readout to the report was 59 total, 51 valid. Now there's 43 settlements in the game with seasons pass, that plus 16 others added in my mod, and assuming that all vanilla settlements are perfectly fine that means 8 of mine passed fine and 8 did not for whatever reason and since I was essentially doing the same thing for all of them this is even more confusing than if they had simply all kicked back bad. I've gone through the checklist on every one and with minor differences it all seems the same. Certain things like use of edge markers vs just buildareaedge, or default dummy vs default empty trigger but these things seem to be a bit out of the real of normal. I just moved to using the default fallout included workshopexteriorstarter pack-in since it's got what is needed in game terms to make this work but is use of the pack-in somehow the problem?

 

This is where my lack of deep knowledge here is likely the problem since despite there being minor differences in every single tutorial out there, most approach things in a similar way to get settlements "fully functional" and my settlements all currently "pass the test" in forms radios working, provisioners working, companions can be sent there, shows up by name in the pip boy, shows settlement stats on the map, starts at 50% happiness... but there still seems to be some more minor problems. Now perhaps this is because the areas I've chosen are definitely not usually designed for settlement building but I think perhaps it's something more basic. Quests in the warnings of creation kit don't add these to the story manager because there is no "main" quest that is telling people to go do all these new workshops as part of something larger. There's also possibly other stupid things that I've done that are on the spectrum from slightly wrong to incredibly stupid but I'm fully admittedly a complete novice with this stuff. I just build mods for things that I wanted in the game. Same with my old mod "fallout pool party" which added placeable water. Pretty sure that one is broke at the moment, but I can go back to that after fixing these.

 

Point being, that I want every settlement in the mod to be 100%, just as if it were a vanilla settlement. I don't want people having to troubleshoot it, or mess around with it, or trying to deal with subpar work just because I didn't know better. So any help would be greatly appreciated.

 

As for the game plan moving forward, it was actually always intended for them to be doing just that but my scripting abilities are definitely struggling. It's also intended to be able to grab a usable GECK which is a portable workshop in a GECK activator that can be dropped and activated to create a small full settlement. I've actually got that mostly working but I can't get it to the 50% happiness at the remote drops, so still trying to tweak and figure that out separate before adding it into the game. The goal for that being using the entire commonwealth as a single settlement, when they open the GECK it's kinda like a cross between Conquest and Clone My Shack. They have options for their default "farm" they built, a "guard" area they built, a "work" area they built, or a "outpost settlement" these are all things they create and then can store to be placed anywhere in the commonwealth but most importantly they are ACTUALLY usable and part of an entirely different settlement which uses the entire commonwealth as the sandbox.... got it "mostly" working....as in the principle idea is currently working.

 

For reference, here is my mod: https://www.nexusmods.com/fallout4/mods/34423/?tab=description

 

If anyone who knows better than me can see anything I'm doing wrong, please let me know.

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To establish which workshops are not reporting valid in the SKK Workshop Validator, enable debug logging and compare the reported workshop REFIDs with your master list to see who is missing:

SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 0 [workshopscript < (0009B1DB)>] OwnedByPlayer False 
SKK_WorkshopValidateQuestScript.WorkshopValidate BAD  Workshop index 1 
SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 2 [workshopscript < (001654BD)>] OwnedByPlayer False
& etc 

Or dismiss companion/move settler and see which names are missing from the pick list (EDIT: assuming you own all settlements and are below the CHR limit for all of them).

Edited by SKK50
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To establish which workshops are not reporting valid in the SKK Workshop Validator, enable debug logging and compare the reported workshop REFIDs with your master list to see who is missing:

SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 0 [workshopscript < (0009B1DB)>] OwnedByPlayer False 
SKK_WorkshopValidateQuestScript.WorkshopValidate BAD  Workshop index 1 
SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 2 [workshopscript < (001654BD)>] OwnedByPlayer False
& etc 

Or dismiss companion/move settler and see which names are missing from the pick list (EDIT: assuming you own all settlements and are below the CHR limit for all of them).

 

In my case, dismiss/move works on all settlements and while I can get the workshop IDs from debug it's not giving me a fail code of sorts, so that's currently what I'm finding tricky.

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There may be a pattern to your symptoms which could point in a certain direction, needs a second opinion Doctor ...

 

 

 

good Workshop index 0 [workshopscript < (00161F4B)>] OwnedByPlayer True
good Workshop index 1 [workshopscript < (0009B1F1)>] OwnedByPlayer True
good Workshop index 2 [workshopscript < (000E0505)>] OwnedByPlayer True
good Workshop index 3 [workshopscript < (00168945)>] OwnedByPlayer True
good Workshop index 4 [workshopscript < (0009B18F)>] OwnedByPlayer True
good Workshop index 5 [workshopscript < (00054BAE)>] OwnedByPlayer True
good Workshop index 6 [workshopscript < (001E81EA)>] OwnedByPlayer True
good Workshop index 7 [workshopscript < (000250FE)>] OwnedByPlayer True
good Workshop index 8 [workshopscript < (0009B197)>] OwnedByPlayer True
good Workshop index 9 [workshopscript < (0009B1DB)>] OwnedByPlayer True
good Workshop index 10 [workshopscript < (0016D28E)>] OwnedByPlayer True
good Workshop index 11 [workshopscript < (001F0711)>] OwnedByPlayer True
good Workshop index 12 [workshopscript < (00066EB6)>] OwnedByPlayer True
good Workshop index 13 [workshopscript < (001654CF)>] OwnedByPlayer True
good Workshop index 14 [workshopscript < (0001D0E2)>] OwnedByPlayer True
good Workshop index 15 [workshopscript < (0009B19D)>] OwnedByPlayer True
good Workshop index 16 [workshopscript < (0009B1A5)>] OwnedByPlayer True
good Workshop index 17 [workshopscript < (001654BD)>] OwnedByPlayer True
good Workshop index 18 [workshopscript < (001654D5)>] OwnedByPlayer True
good Workshop index 19 [workshopscript < (0009B1D1)>] OwnedByPlayer True
good Workshop index 20 [workshopscript < (0009B1BE)>] OwnedByPlayer True
good Workshop index 21 [workshopscript < (001654B8)>] OwnedByPlayer True
good Workshop index 22 [workshopscript < (00024A26)>] OwnedByPlayer True
good Workshop index 23 [workshopscript < (0009B1AC)>] OwnedByPlayer True
good Workshop index 24 [workshopscript < (00019956)>] OwnedByPlayer True
good Workshop index 25 [workshopscript < (00164321)>] OwnedByPlayer True
good Workshop index 26 [workshopscript < (0006F5C5)>] OwnedByPlayer True
good Workshop index 27 [workshopscript < (000B3506)>] OwnedByPlayer True
good Workshop index 28 [workshopscript < (00135A90)>] OwnedByPlayer True
BAD Workshop index 29
BAD Workshop index 30
BAD Workshop index 31
BAD Workshop index 32
BAD Workshop index 33
BAD Workshop index 34
BAD Workshop index 35
BAD Workshop index 36
good Workshop index 37 [workshopscript < (0300AB20)>] OwnedByPlayer False
good Workshop index 38 [workshopscript < (0302064C)>] OwnedByPlayer False
good Workshop index 39 [workshopscript < (03038EA8)>] OwnedByPlayer False
good Workshop index 40 [workshopscript < (0301C6AA)>] OwnedByPlayer False
good Workshop index 41 [workshopscript < (080018B8)>] OwnedByPlayer True
good Workshop index 42 [workshopscript < (0800188C)>] OwnedByPlayer True
good Workshop index 43 [workshopscript < (08000C58)>] OwnedByPlayer True
good Workshop index 44 [workshopscript < (0800189C)>] OwnedByPlayer False
good Workshop index 45 [workshopscript < (08000C30)>] OwnedByPlayer True
good Workshop index 46 [workshopscript < (08000FA3)>] OwnedByPlayer True
good Workshop index 47 [workshopscript < (08000C35)>] OwnedByPlayer True
good Workshop index 48 [workshopscript < (08000F99)>] OwnedByPlayer True
good Workshop index 49 [DLC04:DLC04RedRocketWorkshopScript < (0600BCE7)>] OwnedByPlayer False
good Workshop index 50 [workshopscript < (06047DFB)>] OwnedByPlayer False
good Workshop index 51 [workshopscript < (080018AB)>] OwnedByPlayer True
good Workshop index 52 [DLC06:VaultWorkshopScript < (05000FEF)>] OwnedByPlayer False
good Workshop index 53 [workshopscript < (08005407)>] OwnedByPlayer True
good Workshop index 54 [workshopscript < (08002079)>] OwnedByPlayer True
good Workshop index 55 [workshopscript < (001A0CC6)>] OwnedByPlayer True

iTotalWorkshops 56
iValidWorkshops 48
iPlayerOwnedWorkshops 40
pSanctuaryWorkshopREF [workshopscript < (000250FE)>]
Alias_SanctuaryWorkshopREF [workshopscript < (000250FE)>]
Alias_SanctuaryWorkshopConditions [workshopscript < (000250FE)>]
Alias_SanctuaryWorkshopUnreserved [workshopscript < (000250FE)>]

 

 

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So that should be resolved but the numbers keep changing which is part of what doesn't make sense. Initially this said 59 workshops, that readout said 55, current says 54

 



 

[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 0 [workshopscript < (0009B1A5)>] OwnedByPlayer False

[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 1 [workshopscript < (0006F5C5)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 2 [workshopscript < (00135A90)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 3 [workshopscript < (00066EB6)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 4 [workshopscript < (0009B1F1)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 5 [workshopscript < (0009B197)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 6 [workshopscript < (00024A26)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 7 [workshopscript < (0009B18F)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 8 [workshopscript < (0009B1D1)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 9 [workshopscript < (11000FA3)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 10 [workshopscript < (00054BAE)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 11 [workshopscript < (0009B1AC)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 12 [workshopscript < (0009B19D)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 13 [workshopscript < (000250FE)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 14 [workshopscript < (0016D28E)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 15 [workshopscript < (11002079)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 16 [workshopscript < (00161F4B)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 17 [workshopscript < (001654CF)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 18 [workshopscript < (1100189C)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 19 [workshopscript < (110093B2)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 20 [workshopscript < (11000C58)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 21 [workshopscript < (0001D0E2)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 22 [workshopscript < (110018AB)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 23 [workshopscript < (001E81EA)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 24 [workshopscript < (0009B1DB)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 25 [workshopscript < (11000C30)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 26 [DLC06:VaultWorkshopScript < (05000FEF)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 27 [DLC04:DLC04RedRocketWorkshopScript < (0600BCE7)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 28 [workshopscript < (11002085)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 29 [workshopscript < (11000C35)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 30 [workshopscript < (11006AEA)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 31 [workshopscript < (00164321)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 32 [workshopscript < (00168945)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 33 [workshopscript < (001A0CC6)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 34 [workshopscript < (110018C7)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 35 [workshopscript < (01000E4C)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 36 [workshopscript < (1100188C)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 37 [workshopscript < (0009B1BE)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 38 [workshopscript < (001654B8)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 39 [workshopscript < (000E0505)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 40 [workshopscript < (00019956)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 41 [workshopscript < (0300AB20)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 42 [workshopscript < (11005407)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 43 [workshopscript < (001F0711)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 44 [workshopscript < (001654D5)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 45 [workshopscript < (03038EA8)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 46 [workshopscript < (06047DFB)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 47 [workshopscript < (0302064C)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 48 [workshopscript < (11000F99)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 49 [workshopscript < (000B3506)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 50 [workshopscript < (0301C6AA)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 51 [workshopscript < (08001EDD)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 52 [workshopscript < (110018B8)>] OwnedByPlayer True
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript.WorkshopValidate good Workshop index 53 [workshopscript < (001654BD)>] OwnedByPlayer False
[09/06/2018 - 03:36:04PM]
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript iTotalWorkshops 54
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript iValidWorkshops 54
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript iPlayerOwnedWorkshops 13
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript pSanctuaryWorkshopREF [workshopscript < (000250FE)>]
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript Alias_SanctuaryWorkshopREF [workshopscript < (000250FE)>]
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript Alias_SanctuaryWorkshopConditions [workshopscript < (000250FE)>]
[09/06/2018 - 03:36:04PM] SKK_WorkshopValidateQuestScript Alias_SanctuaryWorkshopUnreserved [workshopscript < (000250FE)>]

 

So currently, all shows good but it's now 54 and not 55, and initially it was 59.

 

Also how many settlements by default does this show, does it count the far harbor and nuka settlements? Because I see Red Rocket reference and Vault Tec reference but not others. So in a standard game there is 37 settlements, with all DLC that number goes to 44 if I'm not mistaken. But if this isn't counting nuka or far harbor that's -5. So 39.

 

If this mod adds 16 settlements that's at 55. So my thinking is that the other 4 initially might have been counting far harbor and now it doesn't? I know nuka raider settlements are perhaps different reference codes so maybe those don't count.

 

But where did the missing settlement go?

Edited by jaceanmikhael
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WorkshopParentScript attached to WorkshopParent quest maintains a list, also called an array, of Workshops that are registered with it.


By design that will be workshops based on workshopworkbench and workshopworkbenchnonsettlement but not workshopworkbenchinterior (like HomePlate).



SKK_WorkshopValidateQuestScript simply reads, counts and reports whatever it finds in the workshops array. No tricks, no changes, just simplicity.



As the mod author, *you* really need to figure out how many workshops should be in your environment and maintain a list of their reference IDs (all base game and DLC are available in the Fallout wiki) along with your custom settlement references (via registration scripts or the console) so you can figure out which ones are missing. It is unlikely that anyone can do this stuff for you.



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It is unlikely that anyone can do this stuff for you.

I'm very kind today.

 

index  0   0009B1A5   Warwick Homestead
index  1   0006F5C5   Abernathy Farm
index  2   00135A90   Taffington Boathouse
index  3   00066EB6   The Castle
index  4   0009B1F1   Greentop Nursery
index  5   0009B197   The Slog
index  6   00024A26   Outpost Zimonja
index  7   0009B18F   Graygarden
index  8   0009B1D1   Oberland Station
index 10   00054BAE   Red Rocket Truck Stop
index 11   0009B1AC   Tenpines Bluff
index 12   0009B19D   Finch Farm
index 13   000250FE   Sanctuary Hills
index 14   0016D28E   Murkwater Construction Site
index 16   00161F4B   Spectacle Island
index 17   001654CF   Jamaica Plain
index 21   0001D0E2   Starlight Drive-In
index 23   001E81EA   Somerville Place
index 24   0009B1DB   County Crossing
index 31   00164321   Egret Tours Marina
index 32   00168945   Coastal Cottage

index 33   001A0CC6   ???

index 37   0009B1BE   Nordhagen Beach
index 38   001654B8   Kingsport Lighthouse
index 39   000E0505   Covenant
index 40   00019956   Bunker Hill
index 43   001F0711   Hangman's Alley
index 44   001654D5   Sunshine Tidings Co-op
index 49   000B3506   Boston Airport
index 53   001654BD   Croup Manor

index 35   01000E4C   The Mechanist's lair

index 41   0300AB20   Visitors Center
index 45   03038EA8   Dalton Farm
index 47   0302064C   Longfellow's Cabin
index 50   0301C6AA   Echo Lake Lumber Mill

index 26   05000FEF   Vault 88

index 27   0600BCE7   Nuka-World Red Rocket
index 46   06047DFB   Star Core WS


index 51   08001EDD   something loaded at 08 slot

index  9   11000FA3   something loaded at 11 slot
index 15   11002079
index 18   1100189C
index 19   110093B2
index 20   11000C58
index 22   110018AB
index 25   11000C30
index 28   11002085
index 29   11000C35
index 30   11006AEA
index 34   110018C7
index 36   1100188C
index 42   11005407
index 48   11000F99
index 52   110018B8

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I genuinely think you were missing the point of the question I was asking, which was simply what workshops were counted by default and which were not. You answered this in PM which was that any interior workbench for player homes should not be counted and just the exterior workshops. The question had nothing to do with my mod or it's functionality as all show as "passing" in your system. I would say that the default vanilla settlement numbers that are counted per your script in a vanilla load was an absurd or unintelligent question. Simply setting a baseline. Also just clarifying the difference you made between the first and second release of this script as it had two different readouts, I'm assuming based off your answers since that the first version counted interiors and the second did not.

 

As per the script itself, a simple count without a fail reason for most people would be fairly limited functionality. With a bit of effort this could be a useful troubleshooting tool, but for instance what console user is going to be able to do anything with this? They can't read error logs. And I'd say more failed settlement mods exist on consoles than anywhere else, so the place this is most needed this tool becomes significantly less helpful. Giving a "this workshop failed for X reason" readout makes it far more useful as both a troubleshooting tool for mod creators as well as a far more user friendly and functional tool for end users.

Edited by jaceanmikhael
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It is unlikely that anyone can do this stuff for you.

I'm very kind today.

 

index  0   0009B1A5   Warwick Homestead
index  1   0006F5C5   Abernathy Farm
index  2   00135A90   Taffington Boathouse
index  3   00066EB6   The Castle
index  4   0009B1F1   Greentop Nursery
index  5   0009B197   The Slog
index  6   00024A26   Outpost Zimonja
index  7   0009B18F   Graygarden
index  8   0009B1D1   Oberland Station
index 10   00054BAE   Red Rocket Truck Stop
index 11   0009B1AC   Tenpines Bluff
index 12   0009B19D   Finch Farm
index 13   000250FE   Sanctuary Hills
index 14   0016D28E   Murkwater Construction Site
index 16   00161F4B   Spectacle Island
index 17   001654CF   Jamaica Plain
index 21   0001D0E2   Starlight Drive-In
index 23   001E81EA   Somerville Place
index 24   0009B1DB   County Crossing
index 31   00164321   Egret Tours Marina
index 32   00168945   Coastal Cottage

index 33   001A0CC6   ???

index 37   0009B1BE   Nordhagen Beach
index 38   001654B8   Kingsport Lighthouse
index 39   000E0505   Covenant
index 40   00019956   Bunker Hill
index 43   001F0711   Hangman's Alley
index 44   001654D5   Sunshine Tidings Co-op
index 49   000B3506   Boston Airport
index 53   001654BD   Croup Manor

index 35   01000E4C   The Mechanist's lair

index 41   0300AB20   Visitors Center
index 45   03038EA8   Dalton Farm
index 47   0302064C   Longfellow's Cabin
index 50   0301C6AA   Echo Lake Lumber Mill

index 26   05000FEF   Vault 88

index 27   0600BCE7   Nuka-World Red Rocket
index 46   06047DFB   Star Core WS


index 51   08001EDD   something loaded at 08 slot

index  9   11000FA3   something loaded at 11 slot
index 15   11002079
index 18   1100189C
index 19   110093B2
index 20   11000C58
index 22   110018AB
index 25   11000C30
index 28   11002085
index 29   11000C35
index 30   11006AEA
index 34   110018C7
index 36   1100188C
index 42   11005407
index 48   11000F99
index 52   110018B8

 

Thank you. I think there was confusion as to what the issue was, but this is useful to have set aside regardless to know default loadout as it relates to a standard game using this mod.

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There is no "default loadout".

 

This is from my save:

index  0   0009B1BE   Nordhagen Beach
index  1   00066EB6   The Castle
index  2   001654CF   Jamaica Plain
index  3   00024A26   Outpost Zimonja
index  5   00019956   Bunker Hill
index  6   0009B19D   Finch Farm
index  7   00135A90   Taffington Boathouse
index  8   00168945   Coastal Cottage
index  9   000250FE   Sanctuary Hills
index 11   000B3506   Boston Airport
index 12   0001D0E2   Starlight Drive-In
index 13   00164321   Egret Tours Marina
index 15   000E0505   Covenant
index 16   001E81EA   Somerville Place
index 17   0016D28E   Murkwater Construction Site
index 18   0009B18F   Graygarden
index 19   00054BAE   Red Rocket Truck Stop
index 20   001F0711   Hangman's Alley
index 21   001654BD   Croup Manor
index 22   0009B1D1   Oberland Station
index 23   00161F4B   Spectacle Island
index 24   0006F5C5   Abernathy Farm
index 27   001654D5   Sunshine Tidings Co-op
index 28   0009B1F1   Greentop Nursery
index 29   001654B8   Kingsport Lighthouse
index 30   0009B1A5   Warwick Homestead
index 31   0009B197   The Slog
index 32   0009B1DB   County Crossing
index 33   0009B1AC   Tenpines Bluff

index 25   01000E4C   The Mechanist's lair

index  4   0300AB20   Visitors Center
index 10   0301C6AA   Echo Lake Lumber Mill
index 14   03038EA8   Dalton Farm
index 26   0302064C   Longfellow's Cabin

index 34   05000FEF   Vault 88

index 35   06047DFB   Nuka-World Red Rocket
index 36   0600BCE7   Star Core WS

index 37   09000808   Mirelurk Pond


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