vonBennett Posted January 18, 2019 Share Posted January 18, 2019 I am working on a settlement mod (which I am almost done) of an existing settlement (Oberland Station) and I am trying to move the location of the workbench to a new location within that settlement. I am able to move the workbench within the Creation Kit to a new location within the settlement but after saving the mod in the Creation kit, when I load the game the workbench is staying in the original location. In my mod, I am keeping the workbench within the original boundary of the settlement (I didn't change the settlement boundary) but I am moving it to a adjacent cell location within the settlement. Of course I can use the console commands to move the workbench to the desired location in game, but that won't help as I am planning on sharing my mod. Also, while in the creation kit, I tried deleting the original workbench, creating a new one and linking everything back together but it seems not to work in game. When I load the game, its seems that only half of the settlement traits (food, water, defense, etc) are functioning. So....does anyone know how I can move the workbench in the Creation Kit so that it will actual move to that location when I load the game? Thank you. Link to comment Share on other sites More sharing options...
MarkusTay Posted January 18, 2019 Share Posted January 18, 2019 I saw in a video once (I'll try to find it) about this subject; if you move the workshop with the CreationKit, it will revert to it's original spot.. unless you do one little tweak. Unfortunately, I can't recall what that tweak is (it was some small setting, but necessary). As an aside, it happens that that video (IIRC) was also about Oberland station - maybe you can find it that way (I think it was about expanding your settlement size with the Creation Kit, if that helps). I had really bad luck with expanding my settlement size (ruined a whole play-through), so I never got around to even trying to move a workshop. Thats why I was watching videos of that nature. Good luck. EDIT:It took me a LOT of searching, but I finally found it. He moves way too fast and doesn't explain most stuff for this to be a good 'how To' video, but he DOES cover the script you need to add to make the Worshop-move 'stick'. - the stuff you are looking for begins around 9:00 Link to comment Share on other sites More sharing options...
vonBennett Posted January 18, 2019 Author Share Posted January 18, 2019 I saw in a video once (I'll try to find it) about this subject; if you move the workshop with the CreationKit, it will revert to it's original spot.. unless you do one little tweak. Unfortunately, I can't recall what that tweak is (it was some small setting, but necessary). As an aside, it happens that that video (IIRC) was also about Oberland station - maybe you can find it that way (I think it was about expanding your settlement size with the Creation Kit, if that helps). I had really bad luck with expanding my settlement size (ruined a whole play-through), so I never got around to even trying to move a workshop. Thats why I was watching videos of that nature. Good luck.Thank you. I will try and find the video as well; I assume it was on U-Tube?. I am not going to increase the settlement size...I just want to move the workbench to a new location within the original confines of Oberland Station. Thanks again. Link to comment Share on other sites More sharing options...
MarkusTay Posted January 18, 2019 Share Posted January 18, 2019 I edited the above comment - didn't realize you replied because I still had this window opened. There's the video for you. Link to comment Share on other sites More sharing options...
SKKmods Posted January 18, 2019 Share Posted January 18, 2019 If the workshop changes cells, make sure the new cell is a member of the Workshop Location and has all the correct LocType tags or you will break WorkshopParent. Link to comment Share on other sites More sharing options...
vonBennett Posted January 18, 2019 Author Share Posted January 18, 2019 I edited the above comment - didn't realize you replied because I still had this window opened. There's the video for you.Thank you much. You have to add an additional script (load at new location) to the workbench so when you load your game, it will load the workbench at the location you set in the Creation Kit. Link to comment Share on other sites More sharing options...
vonBennett Posted January 18, 2019 Author Share Posted January 18, 2019 If the workshop changes cells, make sure the new cell is a member of the Workshop Location and has all the correct LocType tags or you will break WorkshopParent.Affirmative. Thank you. Link to comment Share on other sites More sharing options...
pra Posted January 23, 2019 Share Posted January 23, 2019 I am able to move the workbench within the Creation Kit to a new location within the settlement but after saving the mod in the Creation kit, when I load the game the workbench is staying in the original location.that's because the workshop reference is saved in your game. It has to, because it stores a lot of data about the settlement.Just moving it in the editor should work if and only if you start a new game. I'm pretty certain that the workshops initialize right away, so even a modless save where you are standing before the Vault111 elevator won't work. Or maybe they don't even need to initialize, and it's it's persistent flag which is doing that. Interesting that there is a default script to workaround this (It's DefaultMoveToEditorLocationOnLoad, I typed it from the video so you don't have to). And, as SKK50 said, make sure the cell has the correct Location and Encounter Zone set up (the Location setting in the EZ overrides the Location setting in the cell). Otherwise, you are creating a dead zone at best, and completely mess up the settlement or even WorkshopParent at worst. Link to comment Share on other sites More sharing options...
vonBennett Posted January 26, 2019 Author Share Posted January 26, 2019 (edited) I am able to move the workbench within the Creation Kit to a new location within the settlement but after saving the mod in the Creation kit, when I load the game the workbench is staying in the original location.that's because the workshop reference is saved in your game. It has to, because it stores a lot of data about the settlement.Just moving it in the editor should work if and only if you start a new game. I'm pretty certain that the workshops initialize right away, so even a modless save where you are standing before the Vault111 elevator won't work. Or maybe they don't even need to initialize, and it's it's persistent flag which is doing that. Interesting that there is a default script to workaround this (It's DefaultMoveToEditorLocationOnLoad, I typed it from the video so you don't have to). And, as SKK50 said, make sure the cell has the correct Location and Encounter Zone set up (the Location setting in the EZ overrides the Location setting in the cell). Otherwise, you are creating a dead zone at best, and completely mess up the settlement or even WorkshopParent at worst. I did added the "DefaultMoveToEditorLocationOnLoad" script and it seems to work. I had to play around with the script (had to add a property manually as the default didn't have one) to get it to function in game. I kept the new workbench's location within the original cell, however I will remember to update the LOC and EZ in the future if I change cell locations. Thanks for the help. Edited January 26, 2019 by vonBennett Link to comment Share on other sites More sharing options...
cmfromohio56 Posted December 10, 2023 Share Posted December 10, 2023 On 1/26/2019 at 3:00 PM, vonBennett said: I did added the "DefaultMoveToEditorLocationOnLoad" script and it seems to work. I had to play around with the script (had to add a property manually as the default didn't have one) to get it to function in game. I kept the new workbench's location within the original cell, however I will remember to update the LOC and EZ in the future if I change cell locations. Thanks for the help. hello can you help me plz how do it manually Link to comment Share on other sites More sharing options...
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