- fixed happiness display correctly showing produced happiness instead of current overall max - fixed wrong display of wrong token.name beyond 25 - fixed reassignment of jobs only taking 25 actors into account - attempt to fix wrong display of dogs...damn engine is poking me!
New version 0.2 added, 18.9.2022:
- damage overview is now named metric overview - increased the range of checking for cats and dogs(still experimental as this may impact performance?) - added general, goal, and maximum happiness info to metric overview - added info about sheltered, unsheltered, and unassigned beds to metric overview - several grammar/typo fixes...sorry for Germanized capitalization, but a noun is a noun! - fixed general actor value not correctly filling, producing potential incorrect display of info - metrics will now run on a dedicated function to increase performance
I was having a ton of problems with the Population manager only wanting to show me the VIP Tracker. This mod fixed that and the additional info really helps. Thanks. I can not endorse this mod more.
CrEaToXx: Thank you for this great effort. It works smoothly for me. It actually alerted me to the fact Tu3sday's survival tent doesn't count towards sheltered beds. Am wondering though if it's possible to make artillery show up as a job? I'm finding some assigned NPCs desert their artillery posts for some reason...I never know until I either call in a fire mission or physically check the gun. Any chance this is of enough interest to you to make a dream come true? Thanks either way.
So I got an idea and I'm running this by you cause it violates the directives used by SKK. Since you already hacked the script, why not hack it a little more?
In a conversation with SKK (maybe her?) today
The happiness loss is a static variable actorDeathHappinessModifier is inside WorkshopParentScript which would need to be hacked.
I assume this mod touches that script? If so, why not have the option to set actorDeathHappiness Modifier between 1 to 20 (or increments of 5-10-15-20)? This would allow using mortal settlers without it completely punishing the settlement (and resorting to fixes which just prevent settlement from leaving).
I don't know and likely never will, since I really don't have the motivation to build a set of mods around SS. I actually enjoy building and supervising on my own quite a lot. So naturally my set of installed mods are mostly not compatible with anything SS does, and I'm not going down the road to create compatibility for it. The scope of SS is just way to big for this. You either dedicate to it, or you don't.
Will this mod conflict with Workshop Framework and/or SKK Workshop Ownership Utilities? (I guess that if it only informs about the population, there should be no problems to use them together...). Thx, and let me say that I like all your mods :)
14 comments
- fixed happiness display correctly showing produced happiness instead of current overall max
- fixed wrong display of wrong token.name beyond 25
- fixed reassignment of jobs only taking 25 actors into account
- attempt to fix wrong display of dogs...damn engine is poking me!
New version 0.2 added, 18.9.2022:
- damage overview is now named metric overview
- increased the range of checking for cats and dogs(still experimental as this may impact performance?)
- added general, goal, and maximum happiness info to metric overview
- added info about sheltered, unsheltered, and unassigned beds to metric overview
- several grammar/typo fixes...sorry for Germanized capitalization, but a noun is a noun!
- fixed general actor value not correctly filling, producing potential incorrect display of info
- metrics will now run on a dedicated function to increase performance
Thank you for this great effort. It works smoothly for me. It actually alerted me to the fact Tu3sday's survival tent doesn't count towards sheltered beds. Am wondering though if it's possible to make artillery show up as a job? I'm finding some assigned NPCs desert their artillery posts for some reason...I never know until I either call in a fire mission or physically check the gun. Any chance this is of enough interest to you to make a dream come true? Thanks either way.
So I got an idea and I'm running this by you cause it violates the directives used by SKK. Since you already hacked the script, why not hack it a little more?
In a conversation with SKK (maybe her?) today
I assume this mod touches that script? If so, why not have the option to set actorDeathHappiness Modifier between 1 to 20 (or increments of 5-10-15-20)? This would allow using mortal settlers without it completely punishing the settlement (and resorting to fixes which just prevent settlement from leaving).
I'm using Crime&Punishment. It does what you want I recall.
Thx, and let me say that I like all your mods :)
Let me know if you see the same scripts in any of the mods you've mentioned.
thank you.
Thanks!