I think it's a cool mod, but it does something so small that I've tried marking the esp as esl because I'm close to the limit. But when trying to save the changes FO4edit gives an error saying “Record WorkshopRatingScavengeLeather [AVIF:070408D3] has invalid ObjectID 0408D3 for a light module. You will not be able to save this file with ESL flag active”. I was wondering if there would be a way to make this mod as an esl or flagged as esl, because I really like it, but I can't spend a space on something like this. Thanks in advance for any response or help.
The objects in this mod are setup incorrectly and do not increase the happiness of a settlement.
For those who want a technical explanation: for a settlement object to add stats(happiness, food, defense, water) to a settlement it needs to have the workshopobject script added to it with the workshopparent property added to the script and filled out with the workshopparentquest. Without this the object will display the stats in the item placement UI but not actually add them to the settlement.
The mod author left the script out. So the objects show a :) but don’t actually add it to the settlement.
Static objects are unable to take up scripts and thus can never contribute stats, food, water, happiness, safety, or other resources. So the toilet doesn't do anything either.
Things that can work, if hooked up correctly: Activators (Such as nuka-cola machines) Containers Doors (I think. I've confirmed all the others but doors should work in principle. I'll test a defensive door sometime.) Flora (Not all plants, just the ones the player can go up to and manually harvest from) Furniture "Moveable" Statics NPCS
All of these are technical categories. If the author wanted to fix this the best route would be to make a bunch of "Moveable" Static duplicates of the vanilla static items. They wouldn't actually be moveable(typically), it's just a classification name that's able to work with scripts. So "moveable" static toilets, rugs, potted plants, paintings, etc.
it took me a while to find the mod conflict lol, normally i love this kind of mod, however i recently have been trying another mod that apparently uses some vanilla assets such as the trash cans which this mod changes for the scavengers which makes it so you can't loot them like in vanilla, and the other mod used the trash cans and other vanilla objects as a dead drop locations, so now i can't get that item without disabling this mod.
i love the scavenger mechanic, but it sucks because you can't use the same object like before even with the downgrade option for the trash can.
CWSS adds its own items without happiness bonus, this mod only affects the vanilla items. You would have to patch it with FO4Edit, or hope the mod author adds a patch.
First of all: thank you for this wonderful mod. You've made spending hours building a settlement really meaningful! I'm a little sad to see that, if the Workshop Rearanged mod is used, many of the objects to which you assigned special functions no longer have them (but not all). Would a patch for that mod be possible? It is one of the most used to build.
(Note: I like your mod so much that I preferred to disable workshop rearanged instead of yours).
I would be more than happy to, however, I do not understand how. Perhaps that mod author could provide some tips. " consider asking it's author to switch to the script injection method" this is the part I would need help with.
I am open to creating patches. However, these are two massive mods that I do not use. If you could provide ideas as to what should be included, what you would like to see etc.
One of my biggest complaints about the settlement mechanic is that it's like everything else Bethesda makes, overly wide but too shallow. With your mod, at least the cosmetic fluff has a tangible immersive effect making settlement building a little more purposeful and rewarding.
Very cool mod! I would like to suggest adding the flora objects from Settlement Markers https://www.nexusmods.com/fallout4/mods/20651 to be able do some purposeful flowering up places.
I haven't tried this mod yet, but I am absolutely fascinated with the new jobs. However, I don't really like the happiness changes to objects. Maybe a lite version of the mod with only the jobs included would be nice to have?
Does anyone know where are the the required things to build for the jobs? If I know where they are supposed to be, I can maybe figure out if it is a load order issue.
58 comments
The objects in this mod are setup incorrectly and do not increase the happiness of a settlement.
For those who want a technical explanation: for a settlement object to add stats(happiness, food, defense, water) to a settlement it needs to have the workshopobject script added to it with the workshopparent property added to the script and filled out with the workshopparentquest. Without this the object will display the stats in the item placement UI but not actually add them to the settlement.
The mod author left the script out. So the objects show a :) but don’t actually add it to the settlement.
Things that can work, if hooked up correctly:
Activators (Such as nuka-cola machines)
Containers
Doors (I think. I've confirmed all the others but doors should work in principle. I'll test a defensive door sometime.)
Flora (Not all plants, just the ones the player can go up to and manually harvest from)
Furniture
"Moveable" Statics
NPCS
All of these are technical categories. If the author wanted to fix this the best route would be to make a bunch of "Moveable" Static duplicates of the vanilla static items. They wouldn't actually be moveable(typically), it's just a classification name that's able to work with scripts. So "moveable" static toilets, rugs, potted plants, paintings, etc.
i love the scavenger mechanic, but it sucks because you can't use the same object like before even with the downgrade option for the trash can.
First of all: thank you for this wonderful mod. You've made spending hours building a settlement really meaningful! I'm a little sad to see that, if the Workshop Rearanged mod is used, many of the objects to which you assigned special functions no longer have them (but not all). Would a patch for that mod be possible? It is one of the most used to build.
(Note: I like your mod so much that I preferred to disable workshop rearanged instead of yours).
Workshop Rearanged: https://www.nexusmods.com/fallout4/mods/16181
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all love in the chat gang
Thanks for making and updating your mod!
Edit: I can't read. I'll look under chairs...