aurreth Posted April 18, 2021 Author Share Posted April 18, 2021 The script change should not be that hard. Right now it is checking the workshop for WorkshopLinkCenter, finding the referenced XMarkerHeading from that, probably does some sanity checking to make sure LocationCenterMarker exists, then heads to the marker. You need two new keywords, WorkshopLinkProvisioner (for the workshop workbench) and LocatioonProvisionerMarker, for the XMarkerHeading where the provisioner will stop. The script gets changed so that it looks for the provisioner keywords exist it uses them instead of center. And that is literally adding in an if then statement. If provisioner, use provisioner, else use center. Link to comment Share on other sites More sharing options...
niston Posted April 18, 2021 Share Posted April 18, 2021 It's not hard to change the workshop script.But it will be very incompatible and very likely to destroy player's game. If everyone did it, no mod could work properly with any other mod installed. For example, I use Workshop Framework. If I were to use your (hypothetical) provisioner mod, that would completely destroy workshop framework (because your mod would necessarily overwrite the WSFW workshop scripts), and with that, the entire workshop script system would break down. Same happens if someone includes base scripts in their BA2 because they didn't know any better and CK "create archive" told them to include ObjectReference.pex, Form.pex and others: Stuff (F4SE being prime candidate, because of it's custom ObjectReference.pex) will stop working properly, and it's gonna be a pain the butt to figure out why and subsequently to locate the offending BA2. You should never ever edit vanilla scripts for that reason, the workshop scripts being the prime example of "don't f*** with this".Unless it's for your own, private use only of course (unpublished), where you know exactly what the ramifications to your game are. I'm however still somewhat interested in adding the necessary hooks to WSFW, so that ppl like you or I could add this functionality without breaking everyone's game. Link to comment Share on other sites More sharing options...
aurreth Posted April 18, 2021 Author Share Posted April 18, 2021 It's not hard to change the workshop script.But it will be very incompatible and very likely to destroy player's game. You should never ever edit base scripts for that reason, the workshop scripts being the prime example of "don't f*** with this". Not as long as you leave the original code in there. You have to make sure that you follow the original if the new keywords aren't there. It would be best if this was an in-game object, so that existing settlements could be retrofitted. And that way if there is an issue you just uninstall the mod, run Resaver, and everything reverts back to vanilla. Anyone know the name of the provisioner scripts? I'll take a look later, after I get a couple cups of coffee into me. Link to comment Share on other sites More sharing options...
niston Posted April 18, 2021 Share Posted April 18, 2021 There is no provisioner script. There is an AI package that travels between two targets and waits. And the code in workshopparent.psc (IIRC) that sets up the targets for the AI package (using the center markers), generates the Brahmin and puts the provisioner into a refalias collection to apply said AI package. Same code also sets up keyword reflinks between the locations to actually link the settlements / tell the game that there is a supply line. To elaborate with your example, you'd leave the original (vanilla) code in there. Ok, but WSFW (and UFO4P) have heavily customized scripts. Loading your mod (containing your edited copy of the workshopparentscript pex) would eradicate all the changes made by UFO4P/WSFW/whatever else edits these scripts, because their workshopparent pex gets replaced with yours. And the next mod that edits this script and gets loaded after yours then introduces it's own copy, wiping out all your mod's changes. As you can imagine, this hot mess gets even much worse when several script are being replaced by several mods. Trust me, editing vanilla scripts is a road that leads to hell.Let's look into extending WSFW instead. Big part of why WSFW exists is to make the workshop script system extensible by modders, avoiding the otherwise inevitable descent into versioning hell. Link to comment Share on other sites More sharing options...
aurreth Posted April 18, 2021 Author Share Posted April 18, 2021 I understand what you are saying, but I would also like to say that I feel no obligation not to break someone else's mod. Unless you can guarantee that every single player of the game uses Mod X there is no overriding reason to ensure compatibility with Mod X. That being said I actually use Workshop Framework. So maybe if I get bored enough I'll take a look at it, see what can be done about provisioner markers. Link to comment Share on other sites More sharing options...
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