I must be doing something wrong here, cuz it didn't appear for me. Not even the chemistry workbench have the option to create one. I install a few other mods by the same author just fine. Do this need to be a new game or something?
I'm getting "please wait until the current task is complete" every time I check the tape. I have tried the R key on one settler but I didn't take note of which one as I aimed to do a group. I think it is stuck in a loop or something.
I don't have sim settlements installed and I can't think of anything that would use a lot of scripting.
I do have Workshop Framework though. Maybe that is using all the resources?
Is it a "big" settlement with a lot of settlers or a player house?
This mod calls the vanilla "workshop assignement function" and assignments in heavily built settlements may take a while.. It depends mostly on the workshop resources (workshop actors and objects) and the settlement's "load state". But pressing the activate button on one settler shouldn't cause heavy script load.
I am not sure - there were about ten settlers but it's jenncave's hangman's alley, I went to another settlement and the R key reappeared but I haven't had a chance to test it again.
I am guessing the alley must have a lot of actors loaded into memory, because of supermutants and diamond city and raiders all nearby.
Please try v1.1. I tested this mod with 31 settlers (everyone assigned, Sanctuary Hills) and even the slowest assignment process (Allow every settler to loiter) went smoothly.
If you upload the mod's log file (requires enabling Debug Mode and Papyrus logging), I can take a look at it for you. (The log file does not contain anything else than information about the scripts added by this mod).
Sorry, this one is unusable for me. With 1.1 my settlers stay at job and I also lose the quicktrade key whitout having the loitering key. I have no clue where the problem come from.
Could the problem be that you have two mods that both try to add in an extra activation to settlers (quicktrade and loitering)? Because I seem to recall that if you have two mods that both add an extra activator, then neither will show up. Regardless, you should try the mod on a clean save and with no other mods installed to see if the issue persists.
Sorry for the late reply.. MyLittleCreator is right about the multiple activate choices added by different mods. That's why I always add the option to disable-enable the activate button to my mods. So, to use the "R key" from this mod, disable the one added by the other mod, then press "Add ability to manage Settlers" in the holotape. Once you're done, press "Remove ability to manage Settlers" then reenable the other mod's activate button, e.g., Quicktrade.
Thank you for adding the holotape to the chem station. I've been trying to get this mod to work for months, but with one exception, the holotape never appeared in my character's inventory. The one time it did appear, there was a partial conflict with Quick Trade, but I was testing other mods at the time, so I didn't give it much thought. With the holotape now craftable in the chem station, I spent some time last night looking for an in-game workaround so that it can be used with Quick Trade. Here's how I got the mods to work together.
1. Go into the MCM and turn off Quick Trade.
2. Go into this mod's holotape and turn on the ability to allow settlers to loiter and then assign them accordingly.
3. Once the settlers are assigned, turn off the ability to assign settlers to loitering.
4. Open MCM and turn on Quick Trade.
If these steps are taken, settlers assigned to loitering will retain that status (it will be removed automatically if assigned to a proper job) and Quick Trade will work to change their inventory without having to go through dialog.
Obviously, this isn't the most efficient way to get these mods to cooperate, but it works. I have an idea for a more efficient solution, but since I'm not a programmer, I don't know if it'll work. Here's the idea:
Quick Trade is on by default, but it can be turned off via MCM hotkey. Conversely, the assignment command for Assigned While Unassigned is off by default, but if that command can be bound to the same hotkey as Quick Trade, clicking it would simultaneously turn off QT and turn on AWU. Clicking it again would do the opposite. Again, I'm not a programmer, so this may be just wishful thinking, but I thought it was worth mentioning.
Anyway, thanks again for the chem station add. At the very least, I can finally use this mod as I'd hoped.
Just to make this mod more IMMERSIVE, we need another mod, voiced, where settlers assigned to guard duty will approach these loitering settlers and tell them "No Lollygaggin'..."
Happy to report 2 beautiful things about your mod here: 1) it WORKS amazingly fast and light weight and saves my sanity totally awestruck thanks...
2) I have had your other mod Find My Power Armor installed ever since March 9th .. (almost 4 months) and although i used parts of it i was building settlements too much to notice but .. i guess your Assigned While Unassigned mod ALSO FIXED my instal of your Find My Power Armor because now every settler i approach i see the menues from THAT mod and this is NEW TO my saves :) DOuble thanks
But it doesn't work for me. Unless there is something I'm doing wrong.
When I select the function "Auto-assign settlers" while in my settlement having 10 unassigned settlers, nothing happens. The 10 unassigned settlers are still displayed as unassigned.
The Auto-assign just calls the vanilla workshop auto-assign function which tries to assign automatically your settlers to available (unassigned) Food and Guard objects. If there are no such available objects, it won't do anything. Also, the workshop assignment process can take a while depending on the size of your settlement.
Open the "Legitimate Loitering for Settlers Holotape" >> click [Add Ability to Manage Settlers]. This will add the secondary activate button. Approach a settler (doesn't matter if they're assigned or not), then "activate them" with this button.
I noticed reloading the holotape and AGAIN choosing to show unassigned... will take a fresher snapshot of your settlement "I think" too :) at least that is how it LOOKED to me :)
34 comments
Any
solutiontips?I don't have sim settlements installed and I can't think of anything that would use a lot of scripting.
I do have Workshop Framework though. Maybe that is using all the resources?
This mod calls the vanilla "workshop assignement function" and assignments in heavily built settlements may take a while.. It depends mostly on the workshop resources (workshop actors and objects) and the settlement's "load state". But pressing the activate button on one settler shouldn't cause heavy script load.
I am guessing the alley must have a lot of actors loaded into memory, because of supermutants and diamond city and raiders all nearby.
If you upload the mod's log file (requires enabling Debug Mode and Papyrus logging), I can take a look at it for you. (The log file does not contain anything else than information about the scripts added by this mod).
Thank you for adding the holotape to the chem station. I've been trying to get this mod to work for months, but with one exception, the holotape never appeared in my character's inventory. The one time it did appear, there was a partial conflict with Quick Trade, but I was testing other mods at the time, so I didn't give it much thought. With the holotape now craftable in the chem station, I spent some time last night looking for an in-game workaround so that it can be used with Quick Trade. Here's how I got the mods to work together.
1. Go into the MCM and turn off Quick Trade.
2. Go into this mod's holotape and turn on the ability to allow settlers to loiter and then assign them accordingly.
3. Once the settlers are assigned, turn off the ability to assign settlers to loitering.
4. Open MCM and turn on Quick Trade.
If these steps are taken, settlers assigned to loitering will retain that status (it will be removed automatically if assigned to a proper job) and Quick Trade will work to change their inventory without having to go through dialog.
Obviously, this isn't the most efficient way to get these mods to cooperate, but it works. I have an idea for a more efficient solution, but since I'm not a programmer, I don't know if it'll work. Here's the idea:
Quick Trade is on by default, but it can be turned off via MCM hotkey. Conversely, the assignment command for Assigned While Unassigned is off by default, but if that command can be bound to the same hotkey as Quick Trade, clicking it would simultaneously turn off QT and turn on AWU. Clicking it again would do the opposite. Again, I'm not a programmer, so this may be just wishful thinking, but I thought it was worth mentioning.
Anyway, thanks again for the chem station add. At the very least, I can finally use this mod as I'd hoped.
-RSM
1) it WORKS amazingly fast and light weight and saves my sanity totally awestruck thanks...
2) I have had your other mod Find My Power Armor installed ever since March 9th .. (almost 4 months) and although i used parts of it i was building settlements too much to notice but .. i guess your Assigned While Unassigned mod ALSO FIXED my instal of your Find My Power Armor because now every settler i approach i see the menues from THAT mod and this is NEW TO my saves :)
DOuble thanks
But it doesn't work for me. Unless there is something I'm doing wrong.
When I select the function "Auto-assign settlers" while in my settlement having 10 unassigned settlers, nothing happens.
The 10 unassigned settlers are still displayed as unassigned.
So how can I "allow my Settlers to wander freely (sandbox) in my Settlement during the day without
them decreasing the Settlement's Happiness" ?
**edited .. you released an update for Settlement Guards - Dynamically Changing Work Schedule almost exactly one month after you updated THIS mod so this will be my load order then.. :)