FIX - STORE mode will now put the items in the workbench if it's not attached to a workshop. Stand alone variants including those in the "Sim Settlement" mod should now work proplery. FIX - Added missing ground pot and cooking fire to workbench detection CHANGE - Added tag to all messages making it clearer from what mod they're coming from NEW - Added option to toggle crafting for just workshop/settlement NPCs or EVERYONE. In the latter mode everyone, enemies included, will craft items so remember to check workbenches around them or their bodies for extra loot! NEW - Non-workshopnpcs will not trigger notifications about their crafting to prevent player gaining "psychic powers" regarding information about enemy activity/presence and workbench locations NEW - Added option to change workbench detection between OnLocationChange, OnCellLoad or Change&Load (both). Select Change&Load unless you're having problems
*** updated.. :) I have LOVED this mod for over a year on this playthrough.. BUT after all this time for some strange reason when a settler or companions uses my worbenches NOW.. and i have not check whether this is occuring with only Vanilla or only the mod added 'compact workbenches' i have... but the settelers and companions will walk around making clickety clackety noises... and i they stay to long in one spot AFTER having left the machines... the clickety clackety noises remain at the SPOT they spent time at... and here i am thinking of rolling back my game thinking i have mysterious Power Grid problems and changing wires all over nobody ELSE has mention this so I guess i will just have to move on thanks for the years worth of jobs :)
Pretty sure this is a vanilla bug. Simply try using the work station/area until it let's you then quit using it or, move the workstation or put in workbench and redeploy. It's a common bug where the animation and sound keep playing after the npc has stopped using it and the above should reset that.
Kingath is way way ahead in the script game so adding anything from this mod would probably cause a lot more problems that features lol. Wouldn't be surprised if there is something similar already is planned for Sim Settlements, adding functionality to make the settlers develop just as their homes do makes sense. Maybe forked off into another mod to keep things compartmentalized , "Sim Settlers" has a nice ring to it hehe
Couldn't hurt to drop him a message. He is a really great guy and is super enthusiastic and active. I'm sure he would be very interested in your modding skills.
not only that but if he is way AHEAD then doesnt that mean he could intergrate and improve on the scripts you created? especially if you explain how you did things. (man that necro >< )
Interesting idea, definitely tracking this one. A question though, is there or do you have any plans to allow NPC to either store their crafted items in the workshop or inventory at random? I think that will be great, I like randomization. Anyway thanks for the mod!
Should work with any workbench using the vanilla workbench keywords for identification. I had Horizon installed on a test save and those seem to work, at least the ones I had placed. You can quickly test if things work by simply telling a NPC to go work a workbench. The crafting function doesn't distinguish if the NPC has been ordered or not.
Awesome mod this is so original and amazing I endorsed! this mod I hope there are some fixes and changes to make this mod the best! awesome job keep up the good work. And I'm the first one to make a video for you amazing mod have a wonderful day
Where does the NPC get their supplies from? aka if the NPC is in a settlement that isn't linked to the main supply line and i keep nothing in their bench, will they still create?
They will, they're considered to have gathered materials on by themselves for their pet projects. So all your adhesive and fertilizer is perfectly safe from their grubby little hands hehe
36 comments
FIX - Added missing ground pot and cooking fire to workbench detection
CHANGE - Added tag to all messages making it clearer from what mod they're coming from
NEW - Added option to toggle crafting for just workshop/settlement NPCs or EVERYONE. In the latter mode everyone, enemies included, will craft items so remember to check workbenches around them or their bodies for extra loot!
NEW - Non-workshopnpcs will not trigger notifications about their crafting to prevent player gaining "psychic powers" regarding information about enemy activity/presence and workbench locations
NEW - Added option to change workbench detection between OnLocationChange, OnCellLoad or Change&Load (both). Select Change&Load unless you're having problems
I have LOVED this mod for over a year on this playthrough..
BUT after all this time for some strange reason when a settler or companions uses my worbenches NOW..
and i have not check whether this is occuring with only Vanilla or only the mod added 'compact workbenches' i have...
but the settelers and companions will walk around making clickety clackety noises... and i they stay to long in one spot AFTER having left the machines... the clickety clackety noises remain at the SPOT they spent time at...
and here i am thinking of rolling back my game thinking i have mysterious Power Grid problems and changing wires all over
nobody ELSE has mention this so I guess i will just have to move on thanks for the years worth of jobs :)
Nothing else I can say but, " Damn I love this LazyGirl" LOL
You can quickly test if things work by simply telling a NPC to go work a workbench. The crafting function doesn't distinguish if the NPC has been ordered or not.