I got the EEE mod, but when I open Vortex, it says "Missings Masters." EEE.esp depends on F4MS.esl, which I already have. How do I fix this? (By the way, I'm using Fallout 4 VR.)
Is there any "store" like functionality to produce income from a factory? Maybe that could just be made part of the furniture object?
I'd like to create a bakery/store using another mod which has lots of recipes.
I'm thinking multiple workstations would be needed with separate workstations creating recipe parts like dough, sugar, salt, chocolate, etc. from crops and another actual bakery workstation which would produce the finished products + income. It would be cool to be able to split the output into income and products (producing caps value instead of product x% of the time) but I don't guess the mod is going being maintained for new features.
The biggest issue for me would be creating the furniture. Standalone workbenches and busy workbenches would help a bit but if I wanted to create something that doesn't really match then it'd be difficult. That's probably the case for lots of prospective users. I'm determined to try for the bakery though even if I'd have to sell the goods personally haha. Go to Vault 81 loaded with pies and tools.
You can add caps to the leveled list of a factory. It'll produce caps then.
Another route would be to extend CHRONOS_ClientBase script and have it add caps to workshop on scheduler event, then attach that script to the factory furniture as well. The factory could then produce both caps and goods from the leveled list. This actually sounds like a good idea, so I might add such a caps generating script into F4MS.
Oh, and I had another question. Does the NPC Factory resource consumption draw only from the settlement that it's in? Or can it draw from linked settlements, too?
New are Agents for Item Sourcing/Transfer/Scrapping. But I haven't touched the Factory script in ages, so it doesn't use them.
An idea was that a procurement workstation (for a settler) would enable factories in the same settlement to source items/components from linked workshops. Another idea was that a foreman/manager workstation would -once built- increase output/efficiency of select factories in the settlement, and allow for managing all associated factories at once. Never got around to implement any of it.
Would it be possible to modify the script so that an object that can break, does so if it doesn't receive an input for a certain amount of time? I want to use this to eventually make a mod that changes the vanilla settlement crops/turrets/generators to require water/ammo/fuel to operate without breaking down and needing to be repaired.
Also, a tutorial would be really nice. For now I guess I'll have to reverse engineer other mods using this system.
Lots of potential here! Seems odd that not many modders have used it for much. Keep up the good work!
Yeah you could do that with the scheduler. For example, you could run a check every 15 minutes game time to see if the genset was enabled during that last interval (which may last longer than 15 minutes due to sleep/wait/fast travel) and if it was, update fuel consumption and wear accordingly.
I figured a similar thing could be done to make "realistic" solar panels that will produce varying amounts of power, depending on time of day.
Would I be able to attach the scripts to a Brahmin, a Radstag, or any other kind of tamable animal NPC that can be caught with the Wasteland Workshop Cages? Would the animals even register as having the scripts? And would they bug out if the animal died? With the idea for the mod I want to make, I could potentially make a kind of animal farming system, using "Genetic Material" produced by the animals to build/repair the cages.
@niston: Is there any reason in particular that that version is in the "old files" section? I ask because the latest version according to Nexus is that one.
This looks very nice from the description. I wonder if would be possible to add a mining animation making use of the pickaxe from this mod: https://www.nexusmods.com/fallout4/mods/51354?tab=description
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I'd like to create a bakery/store using another mod which has lots of recipes.
I'm thinking multiple workstations would be needed with separate workstations creating recipe parts like dough, sugar, salt, chocolate, etc. from crops and another actual bakery workstation which would produce the finished products + income. It would be cool to be able to split the output into income and products (producing caps value instead of product x% of the time) but I don't guess the mod is going being maintained for new features.
The biggest issue for me would be creating the furniture. Standalone workbenches and busy workbenches would help a bit but if I wanted to create something that doesn't really match then it'd be difficult. That's probably the case for lots of prospective users. I'm determined to try for the bakery though even if I'd have to sell the goods personally haha. Go to Vault 81 loaded with pies and tools.
I plan to use Appletree Bakery and Creamery for the recipes and components and base the bakery around that.
Another route would be to extend CHRONOS_ClientBase script and have it add caps to workshop on scheduler event, then attach that script to the factory furniture as well. The factory could then produce both caps and goods from the leveled list. This actually sounds like a good idea, so I might add such a caps generating script into F4MS.
Beyond the Useful Chemist demo, did you create documentation for the scripts and their parameters? Thanks!
Does the NPC Factory resource consumption draw only from the settlement that it's in? Or can it draw from linked settlements, too?
Thanks.
But I haven't touched the Factory script in ages, so it doesn't use them.
An idea was that a procurement workstation (for a settler) would enable factories in the same settlement to source items/components from linked workshops. Another idea was that a foreman/manager workstation would -once built- increase output/efficiency of select factories in the settlement, and allow for managing all associated factories at once. Never got around to implement any of it.
Also, a tutorial would be really nice. For now I guess I'll have to reverse engineer other mods using this system.
Lots of potential here! Seems odd that not many modders have used it for much. Keep up the good work!
For example, you could run a check every 15 minutes game time to see if the genset was enabled during that last interval (which may last longer than 15 minutes due to sleep/wait/fast travel) and if it was, update fuel consumption and wear accordingly.
I figured a similar thing could be done to make "realistic" solar panels that will produce varying amounts of power, depending on time of day.
Would I be able to attach the scripts to a Brahmin, a Radstag, or any other kind of tamable animal NPC that can be caught with the Wasteland Workshop Cages? Would the animals even register as having the scripts? And would they bug out if the animal died? With the idea for the mod I want to make, I could potentially make a kind of animal farming system, using "Genetic Material" produced by the animals to build/repair the cages.
Not sure what Nexus did there...
Thanks
Hola
Lo he instalado y en pluguins sale disabled, uso nexusmodmanager porque vórtex es muy complicado para mi.
Gracias
Have you tried just toggling them on?