Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

User_38374460

Uploaded by

User_38374460

Virus scan

Safe to use

Tags for this mod

21 comments

  1. Groxmaster
    Groxmaster
    • premium
    • 0 kudos
    I have tried two different mods for a breakheart banks settlement and can't get the callbox.. any Ideas?
  2. TheOjitnom
    TheOjitnom
    • premium
    • 0 kudos
    awesome. does
    it let you spawn in child settlers?
    1. jjb54
      jjb54
      • premium
      • 35 kudos
      Yes, at least with the mod that I have - Children are part of the "CALL LIST".
  3. RainbowMafia
    RainbowMafia
    • premium
    • 0 kudos
    Hiyaaaa, Ma man. make this work with place workbench anywhere. >,< and that's a game. 
    1. jjb54
      jjb54
      • premium
      • 35 kudos
      I was just going to post the same question!

      I guess I'll find out! 
    2. jjb54
      jjb54
      • premium
      • 35 kudos
      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.
  4. sclerocephalus
    sclerocephalus
    • member
    • 30 kudos
    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.
  5. johnybonno
    johnybonno
    • member
    • 0 kudos
    Have no idea what you did in the video, have no idea how to make this work. This should be removed.
    1. instyne49
      instyne49
      • premium
      • 2 kudos
      Where did you find a video ?
  6. mrjoeave13
    mrjoeave13
    • member
    • 0 kudos
    workshop item please
  7. madpaddy
    madpaddy
    • premium
    • 94 kudos
    So where is the button ??.
  8. mtholubar
    mtholubar
    • premium
    • 10 kudos
    What steps do I take to get this mod to work ?(other than placing the file in my data folder, activating it, and loading the game)
    1. deleted6773806
      deleted6773806
      • account closed
      • 2 kudos
      You should probably just use a mod organizer if you're struggling with manual installation of mods such as these.

      Use NMM, MO2 or Vortex.
    2. ymbaby002
      ymbaby002
      • member
      • 19 kudos
      I use the button, but I don't know how he works, in addition to laugh, did not find that population increase
  9. ThiefHawk
    ThiefHawk
    • supporter
    • 1 kudos
    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
  10. NE0WEST
    NE0WEST
    • member
    • 0 kudos
    ESL please <3