Ok, now it's working. It's a very good mod, very useful as it enables you to scrap almost everywhere. May be you can look into the possibility of linking the workshop container to one of the settlements as if you had established a supply line to share it's contents. Thank you and endorsed.
I am looking into the linking system and hopefully will come up with something.
My wish really was to actually create a travelling system with a vertibird to collect stuff that people want to transfer to other settlements. But this might need the CK.
Still, with the "Personal Package Brahmin" mod it's possible to tranfer a lot of stuff around.
When you pick up a Portable Workshop, can you reuse it ? I can't find it in my inventory. I have another mod of portable workbenches and when I pick them up I have them in my inventory and simply drop them where I want to use them, how does it work with this one ?
Well, CK is almost here, then I will start doing something, I'm not very good with FO4Edit, only changing some stats.
At the moment you have to craft the Grenades and they will be used when you place the Portable Workshop.
You can craft a batch of 10 each time.
I had the functionality of getting it back but with the grenades I thought there was no logic since they explode and was making the code a bit more buggy.
You can't have a container inside your inventory, I could use a misc item but those can't be hot-keyed so I choose the grenades option, they cost 1 steel each so...
Ok, not a problem, but what happens with the junk you scrapped ? I like to scrap things while traveling and don't pretend to build anything there. Before I pickup should I transfer all the junk to my inventory ? If not the junk is lost ? Now I'm doing the transfer but what happens if I forget ?
Can you place the "pick up" option under the use option? I have often picked up the workshop and that means all my items in it dissapear. Maybe changing the option order can help preventing unintended pick ups. That would be great. Thx.
You may have the missing menu items bug. there are several mods that restore these.
I have been using this mod for a long time and absolutely love it. Though they are not actually "owned" by your settlement, you can console in settlers. They will use standard NPC markers for not owned items. Once spawned, i have not had any wander off. Even after and attack, they return to the location area ... probably the small cell they were spawned.
player.placeatme 20593 1 <---- spawns 1 random settler
If you just want more people, spawn in 5 or 10 more settlers. As i said, they won't use assigned items, they certainly do make a difference in the life of your build location.
love this mod been using this for a long time,buuuuuuuuuuuuuuuut only problem I have with it is if you build a settlement cant get any settlers to show up or if I want to send a settler there from another settlement there is no name to send them to?
It´s not possible to create new settlements with this, just scrap things or eventually expand around existing settlements or clean, change things you don´t like.
is there any way you could please change the order of the options? like put "pick up" under "open"? its a small ask but i play with controller and it makes me so nervous every time i open the container because im afraid if i go too fast ill accidentally pick it up and loose all my materials, which ive done a couple of times now. id (and im sure others who use controller) really appreciate it
Is a very nice MOD. First use i have is rebuild Sanctuary bridge both sides. I can build too ladders to reach high buildings. But last thing i discover you can sell the grenades and have a lot of caps starting the game.
I change Sanctuary Bridge by another mod because i was with problem in the Sanctuary side next to the bridge. But i find other use, if you want send a NPC to a settlement.
If you are at Rexford and VaultTec guy not want go Sanctuary, you launch the item in ground, enter workshop mode pick the guy and send to Sanctuary.
Or if you are using mod "Human resources" and have captured more people than your transport limit, enter workshop mode and send them to the settlement you need.
A thing I noticed with it is that while it does enable turrets of many kinds, it excludes things from main settlement workbenches:
Portable Workshop V 1.1 cannot:
- access displays - access mannequins - access certain settlement lights - doesn't have the full list for traps - doesn't include faction flags, wall or otherwise: which are actually special in they behave like one-way windows, even blocking light one way and not the other. - Certain crafting stations will disable instead of requiring the materials, and pop up: "Requires: ___________" instead - Wall Lights unlocked by the Automatron DLC will disable if you fast travel to the location, even if healthy and fully powered. - Certain decorations are de-listed.
@ZxAsriel I wish I could improve the mod to be compatible with all the functions you mentioned but I haven't been able to work on my mods for a long time due to health problems.
There's a seemingly minor bug worth noting here that causes a major problem with at least Conquest settlements, maybe other settlement mods too.
When you use this portable workshop in an area it leaves some kind of "footprint" behind. I first noticed it when I was able to continue activating a workbench in an area when in God Mode if a Portable Workshop had previously been used there.
So this "footprint" causes a problem with Conquest settlements built in same area as a PW has been used in. Armor/Weapon/etc workbenches built in the settlement couldn't access it's own inventory. It was pretty strange, the materials showed up in the workbench inventory, just didn't show when building. Workbenches only showed stuff in my players inventory.
Once I uninstalled PW the problem with affected Conquest settlements went away.
It's a shame, it seems like the author abandoned this mod. I tried most of the others and settled on this one (no pun intended) because it was simple and mostly worked - mine was missing some build menu categories (even vanilla ones) - but I digress.
I didn't abandoned it but right now I have not much health conditions to fully support my mods.
Plus, the mod was developed on it's own. I couldn't guess someone else would make changes that would break my functionality. If someone want's to create a patch be my guest.
If I ever get better I will eventually try to improve on this and other mods.
174 comments
Thank you all for the endorsements and for reporting the issues you've encountered.
I am looking into the linking system and hopefully will come up with something.
My wish really was to actually create a travelling system with a vertibird to collect stuff that people want to transfer to other settlements. But this might need the CK.
Still, with the "Personal Package Brahmin" mod it's possible to tranfer a lot of stuff around.
All the best and enjoy!
Well, CK is almost here, then I will start doing something, I'm not very good with FO4Edit, only changing some stats.
You can craft a batch of 10 each time.
I had the functionality of getting it back but with the grenades I thought there was no logic since they explode and was making the code a bit more buggy.
You can't have a container inside your inventory, I could use a misc item but those can't be hot-keyed so I choose the grenades option, they cost 1 steel each so...
Best is to transfer it to your inventory.
Can you place the "pick up" option under the use option? I have often picked up the workshop and that means all my items in it dissapear. Maybe changing the option order can help preventing unintended pick ups. That would be great. Thx.
I have been using this mod for a long time and absolutely love it.
Though they are not actually "owned" by your settlement, you can console in settlers. They will use standard NPC markers for not owned items. Once spawned, i have not had any wander off. Even after and attack, they return to the location area ... probably the small cell they were spawned.
player.placeatme 20593 1 <---- spawns 1 random settler
If you just want more people, spawn in 5 or 10 more settlers. As i said, they won't use assigned items, they certainly do make a difference in the life of your build location.
It´s not possible to create new settlements with this, just scrap things or eventually expand around existing settlements or clean, change things you don´t like.
Cool mod, no analogues.
But with its own shortcomings.
Greetings.
Glad you're enjoying it!
If you are at Rexford and VaultTec guy not want go Sanctuary, you launch the item in ground, enter workshop mode pick the guy and send to Sanctuary.
Or if you are using mod "Human resources" and have captured more people than your transport limit, enter workshop mode and send them to the settlement you need.
Portable Workshop V 1.1 cannot:
- access displays
- access mannequins
- access certain settlement lights
- doesn't have the full list for traps
- doesn't include faction flags, wall or otherwise: which are actually special in they behave like one-way windows, even blocking light one way and not the other.
- Certain crafting stations will disable instead of requiring the materials, and pop up: "Requires: ___________" instead
- Wall Lights unlocked by the Automatron DLC will disable if you fast travel to the location, even if healthy and fully powered.
- Certain decorations are de-listed.
I wish I could improve the mod to be compatible with all the functions you mentioned but I haven't been able to work on my mods for a long time due to health problems.
When you use this portable workshop in an area it leaves some kind of "footprint" behind. I first noticed it when I was able to continue activating a workbench in an area when in God Mode if a Portable Workshop had previously been used there.
So this "footprint" causes a problem with Conquest settlements built in same area as a PW has been used in. Armor/Weapon/etc workbenches built in the settlement couldn't access it's own inventory. It was pretty strange, the materials showed up in the workbench inventory, just didn't show when building. Workbenches only showed stuff in my players inventory.
Once I uninstalled PW the problem with affected Conquest settlements went away.
It's a shame, it seems like the author abandoned this mod. I tried most of the others and settled on this one (no pun intended) because it was simple and mostly worked - mine was missing some build menu categories (even vanilla ones) - but I digress.
Back to the drawing board.
I didn't abandoned it but right now I have not much health conditions to fully support my mods.
Plus, the mod was developed on it's own. I couldn't guess someone else would make changes that would break my functionality. If someone want's to create a patch be my guest.
If I ever get better I will eventually try to improve on this and other mods.