vonBennett Posted November 1, 2019 Share Posted November 1, 2019 I am building my Vault 88 mod and want to include maintenance work stations where one can assign settlers to. I used a standard guard post furniture form, changed the nif to a vault mat, changed the animation from guard to clipboard and changed it from 24 hours to a normal work day in the script. I linked it to the workbench, loaded the game and it seems to work. However, the settler's job description when at the work station is being described as a guard (or a trader if I change the workstation type in the workstation script). Question: Is there a way that I can change the settler's job description so that it refers to the settler (which are all named via Don't Call Me Settler) as a 'maintenance technician' instead of a guard or trader, etc? I would assume if it can be done with the standard workstation script would have to be modified some? Hopefully someone knows. Thank you,B... Link to comment Share on other sites More sharing options...
SKKmods Posted November 2, 2019 Share Posted November 2, 2019 I had a poke at this system a while back so this many or may not be accurate. If the Furniture has an Actor Value for Safety and WorkshopResourceObject, when a settler is assigned to an object with a safety rating then the setters WorkshopNPCScript sets (ThisActor as WorkshopNPCScript).bIsGuard = TRUE and that causes something in the the game to switch names (I have not found that in a script). First suggestion is to remove Actor Values for Safety from your object, assign a new setter and see if the name changes. Bonus marks if you can intercept the assignment and output (ThisActor as WorkshopNPCScript).bIsGuard or just hack WorkshopNPC script and add that Debug.Trace to line 150. Link to comment Share on other sites More sharing options...
vonBennett Posted November 2, 2019 Author Share Posted November 2, 2019 I had a poke at this system a while back so this many or may not be accurate. If the Furniture has an Actor Value for Safety and WorkshopResourceObject, when a settler is assigned to an object with a safety rating then the setters WorkshopNPCScript sets (ThisActor as WorkshopNPCScript).bIsGuard = TRUE and that causes something in the the game to switch names (I have not found that in a script). First suggestion is to remove Actor Values for Safety from your object, assign a new setter and see if the name changes. Bonus marks if you can intercept the assignment and output (ThisActor as WorkshopNPCScript).bIsGuard or just hack WorkshopNPC script and add that Debug.Trace to line 150.First of all...thank you for responding to my request for help. Okay....so if you set the first two items in the script to default, in game, the assigned settler now does not have any job title (ie guard, trader, etc). That is good and would be acceptable for the Vault 88 mod.. What would be better is if one could somehow add a job title in the script. I made a copy of the 'workobjectscript' and renamed it. Then I opened the newly named script using notebook. I don't see anywhere where the script actually assigns a job name? I do not know how to script (even though I had computer programing in high school and college many years ago; I didn't keep up with it but I have a basic understanding) so I am not too comfortable messing around without specific instructions. Anyway, I would like to be able to assign a costume job title to my work stations but will be happy with what i got so far. Thank you SKK50 B... Link to comment Share on other sites More sharing options...
SKKmods Posted November 2, 2019 Share Posted November 2, 2019 I suspect the name is set by a process in the game engine which is not exposed to scripting. To force a name you need to create a quest, create a reference collection alias, create a message with the name you want in the title, assign that to the reference collection alias, force your setters in and out of that alias as they are assigned/unassigned to your objects. I Sounds like a bunch of faff, but doable attaching a scipt to your base object that registers for workshopobjectassigned (afk so that may not be the actual event) and handles the actor. If you send me your esp with object I can set something up. Link to comment Share on other sites More sharing options...
vonBennett Posted November 2, 2019 Author Share Posted November 2, 2019 I suspect the name is set by a process in the game engine which is not exposed to scripting. To force a name you need to create a quest, create a reference collection alias, create a message with the name you want in the title, assign that to the reference collection alias, force your setters in and out of that alias as they are assigned/unassigned to your objects. I Sounds like a bunch of faff, but doable attaching a scipt to your base object that registers for workshopobjectassigned (afk so that may not be the actual event) and handles the actor. If you send me your esp with object I can set something up. Thanks once again for your help. Let me wrap up the mod...I think I should have it done this weekend (barring any issues). I just have to finish two or three rooms (including navmesh); do the PreVis and PreCom and finish up writing message logs on one of the in game computers. When completed, I will then send you the esp file and object name so you can take a look at it. Thanks again!! B... Link to comment Share on other sites More sharing options...
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