Fallout 4

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  1. SKKmods
    SKKmods
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    Sticky
    ********************************************************************************************
    If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. ProPrimeHd
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    Thanks for the great mod, btw is this mod compatible with the sim settlement 2 mod? Thank you.
  3. hucker75
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    I see "cell reset" mentioned in the description.  If I build something or scrap something, then come back a long time later, will the game have deleted my creation?
    1. SKKmods
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      No one knows for sure. Depends on the specific cell configuration, its encounter zone and the ammount of buggering around mods have done to settings.
    2. MC1Games
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      Along the lines of CELL RESET, I've had it happen to stuff I left behind. But I've not experienced a CELL RESET while the workshop was actually deployed (that's proving hard to stage in survival mode on Xbox). Which brings me to ask this: If I'm away and the reset timer dings, will the workshop (the toolbox itself) and the items I've placed in it persist? The items I'm referring to are weapons, ammo, aid etc.  Thanks
    3. SKKmods
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      The workshop itself will of course persist. Workshops are one of the few base forms that are always persistent. Items built with it will also perisist as they have active LinkedReferences back to the workshop whils the workshop is present.

      When the workshop is moved the linked refs are removed to avind destroying your game, that opens up the built objects to reset.  

      Mess around with the  [ set timescale to 99999; pcb;  ] cell reset trigger to see what happens in your game.
    4. MC1Games
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      Oh ok. So i could have been hanging my rifles on the wall on those ugly pegboards the whole time without that "fear of loss while you're off shooting DiMa" always on my mind.
      Thanks again man. 2 days ago I hit 5,100 hrs of survival gameplay on Xbox. I would have thrown this game down long ago if it had not been for RE Manager, Combat Stalkers, and -my personal new favorite- Replace Any Actor With Any Actor. That amount of freedom to design my own playthrough is phenomenal. My buddy asked me what game I was playing, I said "Fallout 4". He said "Bullshit. It doesn't do that". ?
  4. XaylaBloodaxe
    XaylaBloodaxe
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    Can you use this as a supply line?
    1. SKKmods
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      No it is not registered with WorkshopParentScript for resources, because that would break the game.

      Global Stash is the safe solution for univeral resource sharing across all workshops.
  5. saimeleion
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    This probably sounds dumb, but where do I put the files? Because I put them into data where all the other .ba2 and .esp files are, ran my game and there is no skk mobile workshop item in my inventory in AID. I'm not sure what I'm doing wrong
    1. SKKmods
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      Are you using a mod organiser ?

      Has the esp been added to Plugins.txt ?

      if your game up to date requires Fallout4.exe 1.10.162.0 (or later) ?
  6. gruntroll
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    i alwways cant run your mods. was interested with skk attack settlement, but it did not run as well.
    do you use esp version 1 for your mods?
    1. SKKmods
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      I have no idea what "esp version 1" is, but all of my solutions are clearly marked in the description and changelog with;

      "As this mod was published after November 2019 it depends on Fallout4.exe 1.10.162.0 (or later)."
  7. Hitman136
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    Hello SKK, great mod which I use with some of your other mods as well and I would like to say thank you for making and sharing these mods with us.
    I love this mod but I have always had an issue with it which may or may have not been discussed here before.
    Everything in the mod works fine for me up to the point when I want to start building, when I find that many building categories are actually missing. All the main tabs are there but when I go into some of them, I find many categories missing.
    For example SnappyHouseKit, which is the most comprehensive building mod out there imo, the main tab is there but inside it most categories are gone which makes that mod unusable. Some other mods also suffer from this so most of the time I can't use your mod because of this issue.
    Any idea why this maybe happening?  I've had this issue  as far as I can remember, with or without Workshop Rearranged, and I've spent over 3000 hours on this damn game so far, yes, I know I'm sad lol.  
    1. SKKmods
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      Mobile workshop does not by default enable all build menus as it is not a full "settlement" workshop:

      >"The workshop is external non settlement (WorkshopWorkbenchNonSettlement like the Airport)" 

      I would guess that the constructible object recipes for those other mods did not consider being used at limited workshops like Airport and Homeplate so depend on the full settlement workshop keywords and menus:

      "(1) Can I upgrade this to the full Settlement workshop menus ? Yes you can with Workshop Ownership Utilities [ Upgrade Workshop to full Settlement ] option which adds the WorkshopWorkbenchTypeSettlement keyword and generates necessary markers/linked references. But you will have problems assigning/managing settlers and resources as the mobile workshop does not have a WorkshopParentScript ID or location. Or just select in console and [ AddKeyword WorkshopWorkbenchTypeSettlement ] WARNING: this indulgence is untested and may break stuff."

      If that is not the issue, I have no idea what it could be.
    2. Hitman136
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      Thank you SKK for your response, at least now I know what's causing this issue, 
      I will try the suggested fix for upgrading to full settlements and see how that goes.
      Thanks again.
  8. Th3RubyBlad3
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    This is just superior in every aspect compared to the one I used before.
    You're truly the coding genius in this modding community.
    1. SKKmods
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      Thankyou. Its not "coding" (which is actually a horrible term*), the SKK difference is that solutions that are designed to be lightweight and conflict free based on a deep understanging of how the game systems work. 

      (*) like when game users on reddit rant at the "devs" when its actually the publisher who tells 'em what to do.
  9. timlyj
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    i like this mod but i try every what i can try still hv no idea how to use it,got any step by step tech using this mod?
    1. SKKmods
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      1. Open pip boy
      2. Inventory menu
      3. Aid tab
      4. Use [ .SKK Mobile Workshop Menu ] item
      5. From the menu select Deploy Mobile Workshop

      I have a feeling this will not end well.
    2. timlyj
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      inside had no this item show up,that's why i want to know what happen?just show SKK Dynamic workshop time for me,or this mod only can show either one of them?
    3. SKKmods
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      Try and craft a Mobile Workshop activation item at a chemistry station.

      If it is not in the [ Utility ] menu then the mod is not installed.
    4. timlyj
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      nope,not in anyway, aid only show skk undead mod only ,reinstall still same cann't find this
    5. SKKmods
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      console [ sqv SKK_MW ] if nothing shows up then the mod is still not installed.
    6. timlyj
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      well,it show me the item skk_mw not found for parameter quest
      but i can sure i'm already install in MNM and active plugin already,try many time also restart the game still dun hv item show up
    7. SKKmods
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      Are you running Fallout4.exe 1.10.162.0 (or later) which mods published after November 2019 require ?
    8. timlyj
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      no, there is 2017november
      got any problem?
    9. SKKmods
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      RTFM: "As this mod was published after November 2019 it depends on Fallout4.exe 1.10.162.0 (or later)."
    10. timlyj
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      so....the launcher can be update?where can get it?
    11. SKKmods
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      WTF ! You. Are. Kidding. Right ?

      If you have a legal copy of the $5 game it updates itself.

      My bad feeling intensifies ...
    12. angryglock
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      This is my favorite thread.
    13. SKKmods
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      Yeah, we share the world with all sorts.
    14. whocares5
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      What to do when  .SKK Mobile Workshop Menu ] item is not present in the PipBoy?

      EDIT - There was a conflict with some Custom Posters Mod. I think Its working now, but I will need to figure out how to fix the other mod. 
  10. SkiesOfJadedLight
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    I see a screenshot in the images where the mobile workshop is soon to be attacked. Is this something I can disable in the mod, or does it respect normal workshop attacks to allow other mods to disable it, or is it a builtin always-on component of the mod?
    1. SKKmods
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      That screenshot is demonstating the non standard notification that Settlement Attack System generates to warn of an attack:

      "Settlement Attack System can detect the workshop and attack marker for [ ATTACK NOW ] combat fun. As the workshop is not registered with WorkshopParentScript base game attacks can not happen."
    2. SkiesOfJadedLight
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      Oh, excellent! I was worried that my mobile campsite/base was going to attract attacks. I must've missed the second sentence in the description, sorry about that!
  11. opticcrypt
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    For some reason, I tried to put a Workshop down in an interior cell, the basement in Jamaica Plains, but the holotape menu in misc wont let me place it, claims its already marked as a workshop area, even though it isnt since it is a different cell and therefore not included in the Jamaica Plains workshop area.  And I tried spawning it with a command, but when I enter the workshop mode, it closes on its own in 5 seconds, even though I do want to scrap everything in the basement.
    1. SKKmods
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      Interior cell JamaicaPlain01 is nedlessly a member of the JamaicaPlainLocation.

      JamaicaPlainLocation is marked as a workshop location.

      Your issue is with Bethesda's world building.

      You would need a mod that messes with cell/location assignments which can cause all sorts of additional problems. Or a building mod that ignores other workshops and also causes all sorts of additional problems. See what I'm hinting at ?