Fallout 4

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CrEaToXx

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CrEaToXx

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Adds more functions to the DLC06(Vault Tec Workshop?) Population Manager...

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Population Manager Extended

Adds more functions to the DLC06(Vault Tec Workshop?) Population Manager, so you have greater access to actually supervise your settlements.

What this?

An extender to the DLC06 Population Manager to give you information on, for now: settlers names, settler occupation, overall population, unassigned or "free labor" jobs, Robot Population, Brahmin Population, Dog Population, Cat Population. Metrical information contains: damage to resource objects, happiness goal, happiness maximum, sheltered beds, and unsheltered or unassigned beds.

What do we need?

Base game and DLC06(Vault Workshop?)

Can you share some details?

I've hacked the original scripts. That's the first most important info. You may ask "can't you do it without editing original content?". Yes, I can, but I won't because it is much easier to actually trace incompatibilities with other mods that way. There are occasions were making entirely new scripts is valid, but that's not the case for the original population manager and its script content, unless I entirely replace it. The population manager is interacting with a lot of other game functions, and "extending" its functions by adding custom content that will import and/or bypass functions will never show you what's happening in the background.

Script wise in relation to the workshop, and thus the population manager, there's happening a lot of background stuff. Want to have some personal experience? Ok, there's that Mod that will allow you to rename anything. And there's that Mod that will add proper names to leveled actors, which, in some cases, are settlers. And then there's a Mod that tries to give you the display name of said settlers...and then there's a Mod that produced compatibility in between those three mods. The result? Major shenanigans and occasionally entirely collapsing functions. Not joking here. And I'm not even addressing the work I had to put in to make all of those four mods compatible and correctly interact with each other.

So I guess you get the idea why, at one point, I decided to do it myself. At one point the amount of energy and time you spend on making mods compatible, you can just do your own version, which not only allows me to easily trace issues, but also has a very specific set of functions that I need in my game, and only these. Currently there's support for up to 40 overall settlers.

Settler Names: displayed as notification(display name), but listed with their base actor object, because they can not reliably be catched, even IF you patch it
Settler Occupation: uses vanilla functions, and addresses 3rd party mod content by adding a occupational group already present, but unused, in vanilla game. That category is labeled "Free Laborer".
Overall Population: vanilla function + some edits to take into account all races with proper keywording. Those without proper keywording, and imported by 3rd party mods will be addressed in coming updates, since I have to work on a "per case" basis while I'm actually playing the game, and meet those specific actors, that do not get taken into account by vanilla, or my edits...and naturally you would know there's a lot of mods, with lots of custom actors, that often don't use the proper set of keywords
Robot Population: vanilla function + taking all DLC's, and/or 3rd party mods into account, that are set to actually count for population(because some are not)
Brahmin Population: vanilla function
Dog Population: scans an area around the current workshop for applicable set of conditions(race check, workshop owned, not dead etc.)
Cat Population: same as Dog only Cat
Damage metrics: gives you info on the quantity of damaged resource objects per class
Happiness metrics: info on current happiness, happiness goal, and current produced happiness
Bed metrics: info on sheltered, and unsheltered or unassigned beds

What does happiness goal and produced happiness mean?

The happiness goal is the number where the happiness value is going to move to on the next update cycle. So basically it displays the next happiness value on the upcoming workshop update.

The produced happiness is the value of happiness from objects that have been build in the settlement. The workshop menu displayed resources for settlers(food, beds, water etc.) will always produce a background'ish happiness value, which will be modified by various things. The produced happiness however is a "static" number that will only show the happiness gained from objects build in your settlements. The higher this number is, the high is your chance going to be that settlements will not be affected by negative occurences.

The number of current beds doesn't match your info?

If you are using mods that will enable the usage of double beds(with actor value rating x2), they will count as x2 beds, but the sheltered actor value actually counts 1.00(instead of 2.00) if the bed is either unsheltered or unassigned. An unsheltered and unassigned bed will always return 0.00. There currently is no feasible function to divide the actual number of beds in a settlement, from its resource actor value.

Will this be improved?

Most likely yes. But as always: 1. I'm working on a "per case " basis, so there are functions that exist that I do not even know yet, that they have to exist, and 2. some users probably make good suggestions that I want to see in my game. And to make it clear from the get go, so you don't waste time to ask. No, I will not extend the functions that will allow interacting/modifying with any of the jobs, because that was specifically what corrupted that other very prominent similar Mod in my game, due to probably a very individual list of mods, that obviously didn't play well together. PMX is a solution to address what I wanted most from the Population Manager, and that is Information. When interacting with settlers, to apply new jobs etc., I still prefer the old school but very reliable way of using the bell, and then individually address them. I'm named "Overseer" for a reason. Stupid AI bots are just to stupid for complex external interference. At least in Fallout 4 that is.

Also, it's virtually impossible for me to address any custom settler/actor, from any potential mod on the Nexus if I don't even use that Mod, or know of its existence. That's were you come into play to let me know, or, in the case that another user didn't applied the correct set of keyword/factions, let him know he/she is supposed to do that.

I want to report a bug!

Use the comment section.