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SKK50

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SKK50

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About this mod

Take ownership of any local workshop, consolidate all owned workshop inventories, disable settlement attacks, keep ownership of raider vassals plus a bunch of survival utilities when you just use settlements for stashing stuff.

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Take ownership of any local workshop, consolidate all owned workshop inventories, disable settlement attacks, keep ownership of raider vassals plus a bunch of survival utilities when you just use settlements for stashing stuff.


>>> Version 002 minor performance updates <<< 


Created for survival exploring to avoid repetitive workshop unlock quests along with irritating settlement attacks and inventory/load management. This mod will set you up with a [ .SKK Workshop Utilities ] holotape automatically generated in your MISC inventory to:

 
(1) Take ownership of any local unowned workshop.

(2) Consoldiate all owned workshop inventories to a local workshop.

(3) Disable or enable irritating settlement attacks.

(4) Disable or enable raider vassal workshop automatic ownership.

 
Not only that, there is more survival stuff ...

(5) Sleep & AutoSave anywhere with a magic sleeping bag.

(6) Fill all survival water bottles at once from water pumps & vault fountains.

(7) Auto scrap junk items to components added to player inventory (save weight).

(8) Build settlement cooking pots to craft food without local leader perk (save CHR).

(9) Craft Wild Vegetable Starch for more gluey glue.


User Notes (RTFM)


(1) You can only take ownership of workshops registered with the base game WorkshopParent script (check your settlement mods), but they can be in any unowned state:  neutral, hostile, Raider vassal, BOS farm ... 

If you take ownership of Finch Farm, the associated quest DN121 Out of the Fire will not start when you talk to Abraham so talk to him *first*. All other settlement related quests still work OK (Returning the Favour, Troubled Waters, Taking Independence).

Taking ownership will count towards the MinutemenOwnedSettlements trigger (taking and defending the Castle) when there is at least one settler. If you take ownership and *also* complete a Minuteman unlock quest, the settlement may be counted twice towards the MM quest trigger. If that's a problem, don't force ownership or don't initiate unlock quests or just kill Preston and dump the MM.

After taking ownership of a workshop, you still need to clear hostiles or you will be attacked by the locals (you know The Castle, Hangman, Jamaica etc). You can hide from the hostiles, take ownership from a distance then build turrets so the settlement cleans itself out which is like, totally amusing and saves ammo.

(2) Consolidating workshop inventories collects and moves everything to the current workshop, not just crafting components. With settlement attacks disabled your settlers will not need to steal stuff out of that workshop, so your miniguns and ammo are safe. This is similar to the basic function of SKK Quantum Storage which dynamically links workshops and all workbenches, but does not conflict.

(5) The magic sleeping bag will allow a full 8 hours for the Well Rested bonus, because when I go camping I sleep really well. Autosave after sleeping only happens when you exit the PipBoy menu. If you have FO4 HOTKEYS installed (PC only) you can hotkey Sleep & AutoSave with an appropriate keybind: [HotKeys] F1= cqf SKK_WU "SKK_WUMainScript.SleepSave" 
 
(7) Automatic scrapping player inventory junk items into components to save carry weight does not scrap any quest or most crafting junk items. If it scraps something you want to keep (like pre-war money or smokes), use FO4EDIT to remove the item from SKK_WUSafeItemList.  It is a simplified function from SKK Scrapper, if that mod is installed this function is disabled.

For performance, junk scrapping is batched looking for several seconds delay after adding the last item before scrap components appear. If the display does not keep up, close and reopen the player inventory to refresh.


Compatibility

The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. Yes that's right, this mod does not hack any base game quest or scripts to work. As with 98% of SKK mods, its 100% pure new Creation Kit forms and scripts. This means that it has no load order dependency and can be safely disabled when you get bored with it.

If you are running another SKK mod that already enables any of these functions, that is detected and the specific function is disabled in this mod to avoid duplication or conflict. The holotape menu entry changes to indicate which function is being manged by which mod.


Known Issues

(1) Do not enable the fill all bottles function if you use a mod that enables water bottle filling outside of survival mode (like Anyone Can Fill), they will conflict.

(2) Disable auto scrapping when you are doing quest Painting the Town or you will not be able to make green paint.


Nexus PC manual download installation: Copy SKKWorkshopUtilities.esp and  SKKWorkshopUtilities – Main.BA2 to your...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. 
 
 
Disable & removal: You can disable the mod at any time. Settlement ownership and attacks will stay persistent on the last setting, but any Wild Vegetable Starch will disappear from inventories. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.


Bethesda.net users: Disregard PC manual install, removal and console sections. I use this same description text on nexusmods.com and bethesda.net for PC & XBOX as I CBA to maintain multiple edits.
 

FAQ

> Why is there no ESL version ? Because life already contains sufficient hassle. 

> Why holotape rather than MCM ? Because 90% of SKK scripted mod users are on Xbox. 


*** THANKYOU FOR HELPING RATE THIS THE NEXUS HOT MOD ***





Platforms:
PC nexusmods.com or bethesda.net
XBOX bethesda.net
PlayStation® can not be supported due to Sony Corp. scripted content restrictions.
 
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