Fallout 4

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Citizenbari

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Citizenbari

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48 comments

  1. Adrob77
    Adrob77
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    I'll put this here because it took me a while to fully understand how to get it working and make a custom schedule for settlers(Possibly i'm thick-lol)

    Load all the requirements in the mod description.
    Make yourself a fancy little shop or set up with a few markers from the new SWI section of your menu
    Create an A1 Efficient Schedule holotape at Chemistry station
    Create a monitor/teriminal
    Load holotape (no you cant access everything on your pipboy) in a terminal
    Design a custom schedule if you wish (there are some pre-made)
    Create a typewriter station
    Have 1 cloth on you to print off a schedule (in my game it wouldn't use the 128 cloth i had in my workshop? you have to carry it!)
    Go up to a settler and 'trade items', pop a schedule in his/her pants! oh-er.
    Go into workshop mode and assign a settler to one object
    Then cancel and assign then to a different object/marker mat
    then cancel and assign them to another object./marker mat
    Rinse and repeat
    Thats it!
    Your settler will now use the markers in sequence of their work schedules.

    Example: I assigned Little Jonny to work at a fish scale/then repair a tractor/then fix a motorbike
    In his schedule of work/rest/work/rest/sleep/work he will do work on each one in order.
    1. Heatysaber
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      When you say cancel, what do you mean? When I assign someone, it doesn't let me cancel anything, just says that they're now assigned and I get to click on them again and assign them again to something else. I must be missing somehting.


      Thanks!
    2. entropicreaver
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      i also have to ask what you mean by cancel.
      otherwise this was helpful, all of these mods combined and each with their own quirks about what you can and cannot do with them is really convoluted
    3. djomac
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      I'm guessing he means either unclick the settler or exit workshop mode - so not cancelling the order but cancelling your control of the settler.  That's my guess.
    4. djomac
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      .
    5. rubyjade
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      After a lot of trial and error, I hope I can clarify this explanation a little.  Firstly, I don't know what 'cancel' means here, since upon assigning a settler to an object, they are automatically deselected, as others have mentioned.  Thankfully, I got it to work regardless.  It's pretty simple. 

      ------------------

      After placing several objects for settlers to use throughout the day, find the settler you want to assign.  We'll call her Settler A. 
      Select Settler A and assign her to one of the objects you want her to use.  If you want them to be in a specific order, assign her to the objects in this order. 
      After you get the message "This object has been assigned.", select Settler A again and assign her to another object.  Optimally, she will be easy to find because she will be at the first object. *
      Rinse and repeat.  

      You can mix and match the "Busy Rugs" with the "Housekeeping" objects without issue, and I believe also the Settlement Activity Marker objects.  

      Technically this is all you have to do to have a settler go to multiple objects throughout the day.
      However, if this is all you do, they will never sleep.  
      This is where you need to use Settlement Activity Markers.  It should still have its own menu, it's not combined with the others under SWI.
      The short version is that you need to make and give schedules to each settler using SWI objects so that they sleep and take breaks as well as work.

      ------------------

      Additional notes:

      Also be prepared that not only will the typewriter not pull cloth from your workshop inventory, it will literally use every scrap item containing cloth in your own inventory (and break it down) before using any base cloth components you have in your inventory.  This includes shipments and pre-war money.  

      I can say that settlers will use multiple work objects before any 'breaks' put into their schedules, so I suspect the effect of the schedules is literally only to dictate when they are and aren't working, not what they are working on at any given time.

      You can make and give the schedules before or after you assign settlers to objects, it makes no difference.  You also don't have to have a terminal in each settlement, as it saves your custom changes until you change them again.  I just carry around several schedules with me so I don't have to build a typewriter at each settlement, either.  They don't weigh anything.

      Oh, and if you have any empty guard stations, your SWI settlers may wander over to them and use them instead.  My solution was just to not have any unmanned guard stations.  I *think* the way this mod gets settlers to do more than one thing is to build off the vanilla guard post behavior, where a settler will move from one post to another.  This is why almost all the objects result in your settler having a 'guard' assignment.  There are some exceptions so it's clearly more complex than just that, but I think that's the basis for the way it functions.

      I also haven't checked to verify you can assign two settlers to the same object.  I'll edit my post after I check to see if it worked.

      * As with anything in FO4 regarding settlers, if you don't place an item in a way that a settler finds accessible, they won't use it.  In this case, they'll be assigned but stand around not doing anything because their AI is terrible---or you put the objects on top of a roof with no ladder, in which case that's on you.  Predictably, you will need some trial and error.  
    6. rubyjade
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      Accidental double post.
  2. Kregen
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    Not sure if this is your mod yet, but installed it with its dependancies at mid game level 42.. After installing I called a city meating to check all my settler, there are 25 of them, one of them gave me a radiant kidnapping quest which then auto solved its self. I didnt even need to go to the location. A little later it happened again with a settlement attack warning. I’m thinking mod conflict maybe with Sim Settlements or better settlers. Or could it happen as a relult of the already mentioned on the bug forum conflict with housekeeping.

    will need to try it out on a new game with the same mods and then without to check this out.
    1. futurec0rpse
      futurec0rpse
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      I know this is old but the kidnapping was completed because you called a town meeting, teleporting the kidnapped person to the settlement and thus freeing them lol 
  3. Atilly37
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    Can I have 2 different settlers work on the same object?
  4. MacApple777
    MacApple777
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    A better description of how this works would be wonderful. Also some of the descriptions are in german, and it would be much more helpful to have a description of what the animations will do instead of quirky names like "flamingogogo".

    Like, I appreciate all the hard work, I really do, but it's way too hard to understand how to use this.
  5. TrueIdiotYT
    TrueIdiotYT
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    make a non dlc version 
  6. Firebeard17
    Firebeard17
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    Does this work with or will it be patched to work with Northland Diggers scrapping stations? :) I'm using this but interested in checking that out as well as I would like for more people to have useful jobs in my settlements lol currently this keeps Sturges pretty busy lol. 
  7. donatzbb
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    Really love this idea and integration of (required) mods.
    Does anybody know if this is compatible with Workshop Framework and Sim Settlements 2?
  8. tgd67
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    been at this for a few hours now and unless im missing something i can only assign one item to my settler.
    they will only use the last item i assigned them to.
  9. magiteker
    magiteker
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    Does anyone know if the settler naming mods work with this?
  10. allanareque
    allanareque
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    Hello Citizenbari.
    First, I want to congratulate your MOD. It is a mod that brings a wealth of immersiveness to the settlements that no other mod can give and that unfortunately Bethesda was not concerned with modeling from the beginning.
    Well, in a first test I did in my settlement, the vendor settler worked on the three items to which I assigned him, however, after a while, he left his rugs and went to occupy a guard point that was assigned to another settler (security ) and remained there. He did not leave for his day off and did not return to his activity rugs.
    My settlement has three guard points (not your MOD) assigned to a settler security guard.
    All mods are in the correct order.
    If you know something, I think it would help us with this wonderful MOD