In response to post #40919420. #40925590 is also a reply to the same post.
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brewdoggy wrote: Using current version of mod, dont have any other mods installed to test it out, i went out side border of Sactuary to test it and im getting out of bounds leaving workshop.
skyrimlu wrote: Please try the Portable Workshop (Enhanced) version. Link in the main page.
Its broken i craft it go to the commonwealth and drop it out my pipboy hold v and nothing
Portable Workshop (Enhanced) version its a grenade and it's not here on this mod but on it's own page, you don't have to drop it but use it as a normal grenade. Please use that version and report on that mod page, not here. And read the description properly if you are dropping it means you didn't read it and probably are still using this old version.
Using current version of mod, dont have any other mods installed to test it out, i went out side border of Sactuary to test it and im getting out of bounds leaving workshop.
If you put containers into the radius of one of these workshops, are they "safe"? As in, if you put down, say, a wooden box, if you put items in there, is there or is there not a risk of them disappearing?
As long as the Portable Workshop (PW) container is in the vicinity, it should be safe.
The game doesn't register the PW as new settlement (yet) but all construction done belongs to that area as you can see in the statistics hud menu, if you lay down defenses, beds and so on, that way you can be sure it is some how considering that an workshop area. You wont see much on the size bar because I am using exaggerated numbers so you can build as much as you want.
Excellent mod, works well. Just need 2 things "movability" and "Scrapibility" of the portable workshop. After deployment, I can scrap most of the things surrounding that area but still some can't be scrapped. But awesome indeed.
To move it I use "Place Everywhere" - it gives me a lot of mobility also to move other things.
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To scrap it the only way now (until I found a better solution) is using the console:
Make sure you are selecting the right thing while in console mode.
1st - Disable 2nd - MarkForDelete
The question about scraping it - it's not easy to implement a proper working model without using a quest.
When you create it, it connects to the main Workshop Quest - that way placed stuff like furniture, workbenches, etc, get linked to your new area.
Scrapping after that would mean unlinking all those other built objects, plus making sure it's not empty or eventually transferring all stuff to another Settlement Workshop. It's a complex process to achieve just with Fo4Edit. Eventualy when the CK comes out all of this will be easyer to implement.
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If you want to scrap more things you could use something like "Spring Cleaning" or "Scrap Everything" - I use a modified/merged version of both mods that I am trying to trim down to my personal needs, but be advised that it can produce CTD in some areas, particularly I notice that in Interiors, like Vaults and on the new DLC inside "The Lair" if I am selecting walls.
it's seems that sometime game just delete everything builded. Happen with me after I spend lots of time to turn garage near Med-Tek into fortified base. Returned after some wandering and found that my base simply cease to exist.
imean ive been using bat files for weeks u know- so this mod I was hoping a lot on. as ive been trying to link bat file workshops to the supply line.
ime thinking it could be conflicting with ither settlement expanded mod. fallout 4 intro red rocket. placable" ie the red rocket from trailer as a building"
could need to delete my ini again, but its abit of a b&@*$ that this isn't working. il have a play about. ime currently reskinning all of the institute right now, - making them more "human"
il have a play about and see if its load order. or could be more "ime thinking mod conflict"
Move away from any settlement build diameter. I had the same issue, however, I realized I was just on the outskirts of a settlement and my guess is the build diameter of portable workshop might be overlapping with a nearby settlement. I was just off the bridge between Sanctuary and Red Rocket I moved further out and the issue disappeared.
il have a test with it tomorrow, and yeah dude cheers, for testing it out.anything comes up il let you know.
also if you need a hand scripting let me know, id love to learn how to edit settlement radious ect,
spent a lot of today finishing my enclave conversion of the institute.only thing I ran into was adding spawns, and finding a way to increce the spawn amounts. for patrols. you know?
it s like finding what code you need to edit in fo3 edit to change how meny minutemen spawn from aflare...or to even make different types of minutemen spawn lol..
all minutemen are based off 1 template. so making a custom set of different armours/ weapon sets, is pointless a s only 1 type of minuteman spawns. never ending fun right =p
53 comments
Check it out as a replacement for this one
Würde mir nur wünschen, eine Full-Setlemen Version!
Siedler-rekrutieren zu können
Portable Workshop (Enhanced) version its a grenade and it's not here on this mod but on it's own page, you don't have to drop it but use it as a normal grenade. Please use that version and report on that mod page, not here. And read the description properly if you are dropping it means you didn't read it and probably are still using this old version.
The game doesn't register the PW as new settlement (yet) but all construction done belongs to that area as you can see in the statistics hud menu, if you lay down defenses, beds and so on, that way you can be sure it is some how considering that an workshop area. You wont see much on the size bar because I am using exaggerated numbers so you can build as much as you want.
After deployment, I can scrap most of the things surrounding that area but still some can't be scrapped. But awesome indeed.
Tx for your comment.
To move it I use "Place Everywhere" - it gives me a lot of mobility also to move other things.
---------------------------------
To scrap it the only way now (until I found a better solution) is using the console:
Make sure you are selecting the right thing while in console mode.
1st - Disable
2nd - MarkForDelete
The question about scraping it - it's not easy to implement a proper working model without using a quest.
When you create it, it connects to the main Workshop Quest - that way placed stuff like furniture, workbenches, etc, get linked to your new area.
Scrapping after that would mean unlinking all those other built objects, plus making sure it's not empty or eventually transferring all stuff to another Settlement Workshop. It's a complex process to achieve just with Fo4Edit. Eventualy when the CK comes out all of this will be easyer to implement.
---------------------------------------
If you want to scrap more things you could use something like "Spring Cleaning" or "Scrap Everything" - I use a modified/merged version of both mods that I am trying to trim down to my personal needs, but be advised that it can produce CTD in some areas, particularly I notice that in Interiors, like Vaults and on the new DLC inside "The Lair" if I am selecting walls.
Check it out as a replacement for this one
I haven't found those issues yet.
Check it out as a replacement for this one
places fine on the ground, just auto exits before you have time to do anything.
am using.
Settlement exspanded building objects,and portable red rocket from the intro vids. custom turrets, that is all the settlement edits I am using.
obviously, settlers modded ect. but object wise. just those 3 .
exspanded settlement objects-- placable/buildable red rocket from intro vid. and custom turrets.
imean ive been using bat files for weeks u know- so this mod I was hoping a lot on. as ive been trying to link bat file workshops to the supply line.
ime thinking it could be conflicting with ither settlement expanded mod.
fallout 4 intro red rocket. placable" ie the red rocket from trailer as a building"
could need to delete my ini again, but its abit of a b&@*$ that this isn't working. il have a play about. ime currently reskinning all of the institute right now, - making them more "human"
il have a play about and see if its load order. or could be more "ime thinking mod conflict"
no more cardboard / storm trooper armor.
also if you need a hand scripting let me know, id love to learn how to edit settlement radious ect,
spent a lot of today finishing my enclave conversion of the institute.only thing I ran into was adding spawns, and finding a way to increce the spawn amounts. for patrols. you know?
it s like finding what code you need to edit in fo3 edit to change how meny minutemen spawn from aflare...or to even make different types of minutemen spawn lol..
all minutemen are based off 1 template. so making a custom set of different armours/ weapon sets, is pointless a s only 1 type of minuteman spawns. never ending fun right =p
The Portable Workshop on the ground is still permanent - I haven't found a proper way to disable it yet without using the console.
Without the CK I am not risking making a quest for it yet to control the all process.