LarannKiar Posted April 30, 2021 Share Posted April 30, 2021 Ahh, sorry, I misunderstood what you wrote.. technically, they are indeed two settlements. I don't know if an exterior and an interior cell can function with one workbench, etc. Link to comment Share on other sites More sharing options...
LarannKiar Posted April 30, 2021 Share Posted April 30, 2021 Sorry.. I’ve made a Fizztop grille player house some months ago and it has interior and exterior cells but that isn’t actually a “full settlement”.. so it’s not in the Pip-Boy list. It works perfectly though. Why, do you like to create a full settlement? With registering it to the workshop system? Because I want it to be a full settlement, with settlers, supply lines, the works. Well, I don't know how you could make that so I guess you have to create two settlements but register only one of them in the workshop system. Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 Yes, I know I already said I tried it and it didn't work. I'm splitting it up, full settlement inside, "player home" outside. @SKK50 Since you're awake, I ended up with the settlement workshop working but the unregistered one ("player house") kicking me out instantly. Is that because they are both in the same Encounter Zone and Location? Link to comment Share on other sites More sharing options...
SKKmods Posted April 30, 2021 Share Posted April 30, 2021 Ahh, sorry, I misunderstood what you wrote.. technically, they are indeed two settlements. I don't know if an exterior and an interior cell can function with one workbench, etc. They are not actually two SETTLEMENTS, they are just two isolated WORKSHOPS. The distinction is important as a workshop only becomes a settlement when its location has LocTypeWorkshopSettlement and it is registered with WorkshopParentScript for recruitment and resource assignment and production. If you are interested you can learn more from the WORKSHOP STATES section of this article. Link to comment Share on other sites More sharing options...
LarannKiar Posted April 30, 2021 Share Posted April 30, 2021 Ahh, sorry, I misunderstood what you wrote.. technically, they are indeed two settlements. I don't know if an exterior and an interior cell can function with one workbench, etc. They are not actually two SETTLEMENTS, they are just two isolated WORKSHOPS. The distinction is important as a workshop only becomes a settlement when its location has LocTypeWorkshopSettlement and it is registered with WorkshopParentScript for recruitment and resource assignment and production. If you are interested you can learn more from the WORKSHOP STATES section of this article. Yeah, I see.. so it should be called Fizztop Workshop.. :) I didn't try creating one workshop or settlement from both exterior and interior cells yet.. I don't know if it's possible at all. Nice article you have by the way. Link to comment Share on other sites More sharing options...
SKKmods Posted April 30, 2021 Share Posted April 30, 2021 @aurreth the instant build kickout generally happens when there is no WorkshopLinkedPrimitive volume which typically defines the build area, or two different workshops WorkshopLinkedPrimitive volumes overlap. But, if you [ Player.PlaceAtMe 000c1aeb ] standalone/isolated/unregistered workshop workbench it can happily build with no keywords or WorkshopLinkedPrimitive build area defiend at all. So I am not 100% sure excatly what causes the instant kickout :( Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 I think you're missing what I'm asking. Sorry, it's early and I'm still on my first cup of coffee. Vault95Location contains three cells, Vault95, Vault95Ext1, and Vault95Ext3. I added all the settlement keywords to that location, and created a fully working settlement in the interior Vault95 cell. When I tried to add another workshop in the exterior cell, skipping the quest so it wouldn't register with WorkshopParentScript, I could activate the workshop but it would kick me out of build mode immediately. The interior, full settlement workshop continued to work as normal. I'm guessing because both workshops shared the same Location. The article you linked to says: They only cause problems when their Location or default 10K radius build area overlap with existing workshops. So that's what was happening. I need to split off the cells into two separate Locations and Encounter Zones to make both work. I can then set up the external workshop, skipping the attack markers and map marker, but keeping the build area DefaultDummyTrigger and center marker. Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 @aurreth the instant build kickout generally happens when there is no WorkshopLinkedPrimitive volume which typically defines the build area, or two different workshops WorkshopLinkedPrimitive volumes overlap. But, if you [ Player.PlaceAtMe 000c1aeb ] standalone/isolated/unregistered workshop workbench it can happily build with no keywords or WorkshopLinkedPrimitive build area defiend at all. So I am not 100% sure excatly what causes the instant kickout :sad: The one that was kicking me out had a WorkshopLinkedPrimitive, and they couldn't overlap because one was internal and one external. Link to comment Share on other sites More sharing options...
SKKmods Posted April 30, 2021 Share Posted April 30, 2021 @aurreth it would be interesting if you could pin down whether its the Workshop tagged encounter zone, or the LocTypeWorkshopXXX tagged Location that is causing the contention and kick-out. #1 Setup a seperate External Location using the original Encounterzone and assign to the external cell ... see what happens. #2 Give the External Location its own encounter zone ... see what happens. Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 @aurreth it would be interesting if you could pin down whether its the Workshop tagged encounter zone, or the LocTypeWorkshopXXX tagged Location that is causing the contention and kick-out. #1 Setup a seperate External Location using the original Encounterzone and assign to the external cell ... see what happens. #2 Give the External Location its own encounter zone ... see what happens. Pretty much where I was headed. I'll have to split the cells up. Which is going to screw with map markers, which will break things. The MapMarker for the interior cell won't be in the same Location record. New question: Does the settlement MapMarker have to be visible to the player (i.e. show up on the world map) for supply lines to work? Link to comment Share on other sites More sharing options...
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