No, it does *NOT* move with the Workshop Place Anywhere. It's simply put into the same spot as the Workbench in the Vanilla Position. Move the Workshop and it stays in the same place where the Workbench was originally.
There are a few things that need your attention as soon as possible:
(1) To make the script work, the spawner refs need to be linked to the respective workbenches. Your mod however also links the workbenches to the spawners. This is not only superfluous but also creates a ton of compatibility issues down the line because your mod edits the vanilla workbenches, thereby reverting all workbench data (including the properties on WorkshopScript) to the vanilla values. Thus, if your mod loads after another mod that alters the workbench data, that other mod will no longer work. This includes for example WSFW and all of its dependencies (because WSFW modifies properties on WorkshopScript) and workshop building limit uncappers (because they modify the MaxDraws and MaxTriangles properties on WorkshopScript). Keeping in mind that the offending edits are not even needed (as explained above), they have to go.
(2) The CK is notorious for writing extra data in your plugin file that may cause problems down the line. For example, if you edit a placed reference and then revert your edits, the CK still considers the reference as edited and writes all the related data in your plugin. Moreover though, actually editing a reference is not even required for this to happen: just selecting a reference in the editor window at some point will result in all related data being added to your plugin file. Now, since you actually didn't change anything, this will create a so-called ITM - an Identical-To-Master record. In the best case, ITMs just waste memory (which is bad enough), but in the worst case, they may cause mod compatibility issues because all edits done to these records by earlier loading mods will be reverted by your mod to vanilla. Therefore, it's wise to manually clean plugin files with xEdit before they are released to the public. Your mod contains around two dozen ITMs: all the worldspace cell header data should be removed.
(3) You may want to modify the game setting iWorkshopSettlerPopulationMax. This value is used by the engine when it builds the settlement selection menus (those that pop up when you want to dismiss a companion or to send a settler to another workshop) and any workshop whose current population is beyond the value defined by this game setting will be grayed out. To put it short: once a workshop's population has grown beyond that limit, the game will no longer allow you for sending more NPCs.
(4) You may also want to remove your edit to the oil lamp post 0006FA1A. I suppose that this edit was not intended.
you need to turn this into workshop item because this item resets the cell after you already built something or if you using a mod that changes the settlement
21 comments
it let you spawn in child settlers?
I guess I'll find out!
Move the Workshop and it stays in the same place where the Workbench was originally.
(1) To make the script work, the spawner refs need to be linked to the respective workbenches. Your mod however also links the workbenches to the spawners. This is not only superfluous but also creates a ton of compatibility issues down the line because your mod edits the vanilla workbenches, thereby reverting all workbench data (including the properties on WorkshopScript) to the vanilla values. Thus, if your mod loads after another mod that alters the workbench data, that other mod will no longer work. This includes for example WSFW and all of its dependencies (because WSFW modifies properties on WorkshopScript) and workshop building limit uncappers (because they modify the MaxDraws and MaxTriangles properties on WorkshopScript).
Keeping in mind that the offending edits are not even needed (as explained above), they have to go.
(2) The CK is notorious for writing extra data in your plugin file that may cause problems down the line. For example, if you edit a placed reference and then revert your edits, the CK still considers the reference as edited and writes all the related data in your plugin. Moreover though, actually editing a reference is not even required for this to happen: just selecting a reference in the editor window at some point will result in all related data being added to your plugin file. Now, since you actually didn't change anything, this will create a so-called ITM - an Identical-To-Master record. In the best case, ITMs just waste memory (which is bad enough), but in the worst case, they may cause mod compatibility issues because all edits done to these records by earlier loading mods will be reverted by your mod to vanilla. Therefore, it's wise to manually clean plugin files with xEdit before they are released to the public.
Your mod contains around two dozen ITMs: all the worldspace cell header data should be removed.
(3) You may want to modify the game setting iWorkshopSettlerPopulationMax. This value is used by the engine when it builds the settlement selection menus (those that pop up when you want to dismiss a companion or to send a settler to another workshop) and any workshop whose current population is beyond the value defined by this game setting will be grayed out. To put it short: once a workshop's population has grown beyond that limit, the game will no longer allow you for sending more NPCs.
(4) You may also want to remove your edit to the oil lamp post 0006FA1A. I suppose that this edit was not intended.
Use NMM, MO2 or Vortex.