Love the mod, thanks for making it Any possibility of adding happiness to the store counters from "better Stores"? Or maybe clueing me in on how to do it myself?
To do it yourself, get the Creation Kit if you don't have it already. Instructions for doing so from google.
Run it and open files and checkmark the Fallout4.esm master file and the BetterStores.esp plugin file. Click the BetterStores.esp and hit the bottom at the bottom to make it the Active file so it will save your edit to it.
In the Object Window, under World Objects click on the Furniture folder.
The BetterStores objects start with editor IDs of BS_WorkshopStore. You can identify them easily by the name of the model they use starting with Better Stores, plus the Name column shows what it is called in game in the build menu. For example, I normally use the Left and Right bar versions for all of my stores, and BS_WorkshopStoreBar15 is the food/drink level 3 "Restaurant-Bar Left" that I use.
Double click one to edit. In the window that opens, on the right hand side in the middle is a table of Actor Values. The happiness one is called WorkshopRatingBonusHappiness. (You can grab the column border inside the window and drag it to show more text though you have to use the scroll bar to view it all.)
For stores that already have happiness bonuses, to edit it click that WorkshopRatingBonusHappinessand then change the value in the Amount window directly to the right of the Actor Values box. For stores like the armorer that do not have it at all, you need to right click in the Actor Values and select New. Then find WorkshopRatingBonusHappiness in the huge list, select it, and then enter your value in the little pop up that follows it.When done with your edit, hit Ok.
When done with all of your editing, then the Save icon on the main window.
Great idea. Always seemed crazy to me that the player has incentive to build multiple clinics, clothing and trading stores rather than building the full range to allow settlers access to all goods. Reaching max happiness usually involves concentrating on the 3 vanilla happiness-granting stores and ignoring weapons and armor. But I could never bring myself to, for example, add another clinic to an 8-person settlement rather than build a weapons store. Just seemed kinda silly and so I've never really worried about maxing out happiness. But this mod might make it kinda fun to try, as it eliminates that factor.
Pretty sure that would entail inserting a whole new record. It's the stores that add happiness, not vendors. Tier 4 merchants just affect the items for sale (and maybe more caps, I'm not sure).
Is there a chance for a compatibility patch with Immersive Vendors mod?.. that mod adds 2 new tier 3 stores.. (one of which has the sign placed inside the store so it fits inside buildings.)
Really like this mod, endorse. Not a fan of vanilla stores but use them in smaller settlements. If you ever decide to venture out and do a mat style store with this mod combined, it would be great.
Had a bit of a problem with Abernathy's farm where I had to re-assign settlers to both the Armor and Weapons shops. Don't know if it was due to installing this mod yes or no, but after the re-assignment everything went smoothly and got plus four happiness right after the assignments
Never had this before. Also odd that it was just Armour and Weapons, while I've also got a bar, restaurant and a clinic... but I suspect something else is afoot as their happiness was down to 49. They're not the merriest of the bunch, but 49 is low even for Abernathy
if your budget count is really high - like way over vanilla limit, they tend to congeal like grease in a cooling pot. Also, some of the things we place are not nav mesh'd so the setlers can no longer get to the spots. Even some things we remove prevent settlers form traversing the space where it once was. The AI just goes on vacation.
To tie the happiness directly to build limit was a dumb idea for Beth. If anything, it should have been tied to number of different things, amount of resources/bedding etc over the settlement requirements, work for the settlers and trade routes. This mod certainly will help overcome that problem with those of us who go well beyond the build limit.
now we just need a vacation mod. Select an NPC from your settlement, click send, and the person goes away for like 2 weeks and returns with a raise in happiness.even slightly or at +1 or +2. should make the person return with fancy sunglasses a floral shirt, and a straw type hat.
Yeah if reassigning them worked than that's good to hear. I don't have any stores at abernathy but in sanctuary my settlers stayed assigned to the stores. I have heard about issues with Abernathy and stores before so I always tend to use Abernathy as just a massive farm for crops used in my various recipes for dru.. I mean medicinal purposes.
And as Brandy_123 mentioned, I've read stuff related to settlements happiness and the size budget being related. Like leaving the settlement in the yellow or orange flags it as a large settlement and that actually helps with happiness or something.
Never seen the budget bar turn to orange. It's yellow normally and bright yellow (lemmon) when near full. Although with DDP's budget mod(s) I seldom see any colour at all
I also use a mod that allows up to a hundred settlers per settlement, which I have set to fifty. Abernathy's has 26 right now. Dalton Farm in Far Harbour has gone up pretty fast to 29 which meant I had to build 18 extra beds in a hurry
Never had any issues with having to re-assign settlers to whatever task they were given, bar in the beginning when the game didn't have any indicators as to who did what and I often accidentally sent a settler who was attending crops to another settlement...
Yeah, I mean I'm not saying it isn't my mod. It could very well have been. Just glad it didn't cause any real issues. That's another reason I wanted to even out the happiness on all the stores and boost it a little. The bonus happiness gets divided by amount of settlers. So the more settlers the less the bonus happiness adds to your happiness cap.
Yeah should work retroactively. For anyone else if it doesn't just try fast traveling away and back again if you load a save in a settlement that already has these stores but I had a save in sanctuary and when I loaded mine it just took a few seconds.
31 comments
Any possibility of adding happiness to the store counters from "better Stores"? Or maybe clueing me in on how to do it myself?
Run it and open files and checkmark the Fallout4.esm master file and the BetterStores.esp plugin file. Click the BetterStores.esp and hit the bottom at the bottom to make it the Active file so it will save your edit to it.
In the Object Window, under World Objects click on the Furniture folder.
The BetterStores objects start with editor IDs of BS_WorkshopStore. You can identify them easily by the name of the model they use starting with Better Stores, plus the Name column shows what it is called in game in the build menu. For example, I normally use the Left and Right bar versions for all of my stores, and BS_WorkshopStoreBar15 is the food/drink level 3 "Restaurant-Bar Left" that I use.
Double click one to edit. In the window that opens, on the right hand side in the middle is a table of Actor Values. The happiness one is called WorkshopRatingBonusHappiness. (You can grab the column border inside the window and drag it to show more text though you have to use the scroll bar to view it all.)
For stores that already have happiness bonuses, to edit it click that WorkshopRatingBonusHappinessand then change the value in the Amount window directly to the right of the Actor Values box. For stores like the armorer that do not have it at all, you need to right click in the Actor Values and select New. Then find WorkshopRatingBonusHappiness in the huge list, select it, and then enter your value in the little pop up that follows it.When done with your edit, hit Ok.
When done with all of your editing, then the Save icon on the main window.
Thank you so much!
Endorsed
As far as I can remember, it's always been like that for me.
To tie the happiness directly to build limit was a dumb idea for Beth. If anything, it should have been tied to number of different things, amount of resources/bedding etc over the settlement requirements, work for the settlers and trade routes. This mod certainly will help overcome that problem with those of us who go well beyond the build limit.
now we just need a vacation mod. Select an NPC from your settlement, click send, and the person goes away for like 2 weeks and returns with a raise in happiness.even slightly or at +1 or +2. should make the person return with fancy sunglasses a floral shirt, and a straw type hat.
And as Brandy_123 mentioned, I've read stuff related to settlements happiness and the size budget being related. Like leaving the settlement in the yellow or orange flags it as a large settlement and that actually helps with happiness or something.
I also use a mod that allows up to a hundred settlers per settlement, which I have set to fifty. Abernathy's has 26 right now. Dalton Farm in Far Harbour has gone up pretty fast to 29 which meant I had to build 18 extra beds in a hurry
Never had any issues with having to re-assign settlers to whatever task they were given, bar in the beginning when the game didn't have any indicators as to who did what and I often accidentally sent a settler who was attending crops to another settlement...
edit: It works perfect with shops created before installing this mod. xD