Fallout 4

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LarannKiar

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LarannKiar

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28 comments

  1. Taylor3006
    Taylor3006
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    I love the idea of this mod and the two normal cooking stations work fine. I see the extra fryer and coffee station available for my Slocums Joe CC content, and I can place them. However I can not assign anyone to them. They also don't have the perk requirements displayed like the vanilla cooking stations do when you have them highlighted in the build menu.  Has anyone else run into this problem? I have a bunch of mods that add things to my menus so am thinking a conflict of some sort and probably not a bug with the mod itself. 

    EDIT: Ok it looks like it was "More Cooking Stations" that was conflicting with this mod. I only had it because I like using the pre war stoves so uninstalling it fixed this mod. Guess I get to cook my meals on crappy looking stoves from now on! 
  2. MangoCobra
    MangoCobra
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    This mod is fantastic, thank you.
  3. IlComico
    IlComico
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    although I have the cclub slocum joe mod... although I have all the mods released for cclub, 
    the workstations do not appear .
    update* the bug is caused by the conflict with this mod:
    Objects for Bathroom and Kitchen - WorkshopPack at Fallout 4 Nexus - Mods and community (nexusmods.com)
    because i think the ovens use the same slot
    1. streetyson
      streetyson
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      Issues caused by pure conflicts between mods are not mod bugs. But I now see you've since uploaded your own fix on Nexus here.
    2. McCog
      McCog
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      Broken link.
  4. Brownny2
    Brownny2
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    I use a bunch of your mods to add more life into my settlements. I have quite a few mods that add cooking stations but none that actually let a settler be assigned to one. Perfect for use in a restaurant or slocum joe.
  5. grizztopher
    grizztopher
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    i uninstalled this mid playthrough after trying it out and forgot to do a backup, and i didnt scrap the workstation before uninstalling so now my settlers all tend to bunch up trying to "shop" at the cooking station that no longer exists. i saw in some comments on your other related mods that they have commands, is there an applicable command for this one i can use to stop this idle marker or w/e you'd call it from functioning?
    1. LarannKiar
      LarannKiar
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      While mod removal is officially not supported, these settlement mods can actually be removed mid-playthrough but it's best to do it outside of settlements so the idle quest can shut down properly. Stopping the quest manually would've helped too.

      The markers should be cleaned up automatically once you leave the settlement regardless of deleting the mod.

      Here's a small script that can delete the shopping markers if you'd like to do it manually: link.
      Place the .pex file in your "Fallout 4\Data\Scripts" folder.
      Here's the source:
      Spoiler:  
      Show

      Scriptname RemoveShoppingMarkers

      Function WithinFeet(Float Feet) Global
      If Feet == 0
      Feet = 10
      EndIf
      Float Radius = Feet/0.046875
      Debug.MessageBox("RemoveShoppingMarkers:: Removed [" + RemoveWithinRadius(Radius) + "] number of shopping markers within [" + Feet + "] feet (radius in game units = [" + Radius + "].)")
      EndFunction

      Function WithinMeters(Float Meters) Global
      If Meters == 0
      Meters = 3
      EndIf
      Float Radius = Meters/0.0142875
      Debug.MessageBox("RemoveShoppingMarkers:: Removed [" + RemoveWithinRadius(Radius) + "] number of shopping markers within [" + Meters + "] meters (radius in game units = [" + Radius + "].)")
      EndFunction

      Int Function RemoveWithinRadius(Float Radius) Global
      IdleMarker ShoppingIMBase = Game.GetFormFromFile(0x1f86d, "Fallout4.esm") as IdleMarker
      ObjectReference[] NearbyShoppingMarkerRefs = Game.GetPlayer().FindAllReferencesOfType(akObjectOrList = ShoppingIMBase, afRadius = Radius)
      Int Index = NearbyShoppingMarkerRefs.Length - 1
      Int RemoveCount
      While Index >= 0
      ObjectReference LoopRef = NearbyShoppingMarkerRefs[Index]
      If LoopRef
      If LoopRef.IsDeleted() == 0 && LoopRef.IsCreated() == 1
      LoopRef.Disable()
      LoopRef.Delete()
      RemoveCount = RemoveCount + 1
      EndIf
      EndIf
      Index = Index - 1
      EndWhile
      Return RemoveCount
      EndFunction
      

      About the console callable functions:
      [CGF "RemoveShoppingMarkers.WithinFeet" Feet] ==> would remove all shopping markers within "Feet". Replace "Feet" with a number. Measured in feet.
      [CGF "RemoveShoppingMarkers.WithinMeters" Meters] ==> would remove all shopping markers within "Meters". Replace "Meters" with a number. Measured in meters.

      Sample to remove all shopping markers within 10 feet:
      CGF "RemoveShoppingMarkers.WithinFeet" 10

      Notes:
      Origo is the Player.
      It removes all shopping markers, not just the ones added by this mod so specify feet/meters wisely. (Not many mods utilize such markers so probably it won't cause issues).
    2. grizztopher
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      wow thank you for the incredibly detailed response, i hadn't actually left the area at all and just kept building so i'll try that first lmao. thanks for all the other great mods too
  6. Jasca117
    Jasca117
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    u can do this with the pre war stoves?
  7. sigmaceti21
    sigmaceti21
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    any chance for update that add more stations that make more stuff?
  8. shokgun
    shokgun
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    strange... i have all vanilla assignable cooking station that comes with this mod, but the assignable slocum joe's ones are not showing up ( i have the CC Slocum joe's workshop), i still haven't completed the Vault-Tec Workshop DLC its because of that? (using the ESP version)
    1. shokgun
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      nvm just had to save and reaload... now its showing lol
  9. Myrystyr
    Myrystyr
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    It occurs to me that along with Sinks Produce Water - https://www.nexusmods.com/fallout4/mods/33978 - this mod gives you the resources to have settlers at a workshop settlement that does not have a full workbench. Like the player home I set up as an experiment in the subway station near Hangman Alley as an experiment. Which now has most of the keywords and other references that normal settlements have; as I discovered when my playtesting character built a robot provisioner to set up a supply line to a Nuka World settlement mod, and the supposed player home showed up in the list of workshops. Also, the mod Security Camera Defence - https://www.nexusmods.com/fallout4/mods/38261 - would give the necessary defence rating. One sink, one settler assigned to a cooking station, one camera, and the two sleeping bags in the subway station changed from npc to workshop, and then you have a very basic, rudimentary settlement. Food for thought - but not an idle conversation, until there's a second settler there ;)
  10. Groggyracer
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    Does this work with any mod added cooking stations or just the vanilla ones?
    1. LarannKiar
      LarannKiar
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      Vanilla cooking stations are unaffected as it adds new assignable ones. It doesn't work with mod added cooking stations though.
    2. Groggyracer
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      Ah ok. Thanks. From the vid it looked like the old ones had new functions.
    3. Morghean
      Morghean
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      so it won't work with Better Cooking Stations?
    4. LarannKiar
      LarannKiar
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      I don't know that mod but cooking stations are usually not assignable so it can't work with them.