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!
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.
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?
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:
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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).
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
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)
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 ;)
28 comments
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!
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
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:
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).