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- fixed distance check not correctly applying when world object detector turned off
- lowered the world object turn on/off sound volume
- added a timer to the check logic so you don't have to reinitiate scanning when moving
- added an MCM slider for the timer interval
- flora objects will now be highlighted in green
- added lunchboxes to world object list
- various fixes and conditions to world detector logic
- added support for SS2 diseased settlers and broken asams
Version 0.2.1
- added support for clean up your corpses skeletons
- added all flora variants to the list of detectable objects
Version 0.2
- added new hotkey based function to detect world objects like traps, activators, mines etc....the mcm also has a slider to define the scaning range, and it has sound/visual fx out of the box...more objects might be introduced per request and/or based on own ideas...the feature comes with support for AOF aka most salvagable movable statics...there`s also a context based toggle in the mcm to rectrict the feature with perks
Version 0.1.1
- added various combat and workshop condition checks to spells to fix/prevent several potential visual bugs if the script engine is overburdened
- added a script variance to stop all instances of any script and/or spell running on init, loading game, and cell properly loaded
Version 0.1
initial release
Universal Objects Detector
What this?
A visual helper to make broken objects more obvious in workshop mode. Since version 0.2 it will also help you to identifie various other world objects, like traps, flora and mines etc. The color "bloody red" is chosen for a reason. There is scripted support for the Creation Club "Settlement Ambush Kit" and the water troughs of "Filled Brahmin Troughs". Support for other mods may be introduced as per request. Full support for Sim Settlements sick settlers, and broken Asam's has been added with version 0.2.2.
How does it work?
The workshop broken object detector checks if you are in workshop mode. It will then scan for any object that can have the broken state applied, and if not, will check for an objects health(like turrets f.e.). Checks will be initiated 1 second after opening workshop menu, and repeat checking every 10 seconds(real time). The shader is balanced around that time frame and script logic and vice versa for reasonable impact on script load.
The world object detector is based on a hotkey, and will initiate its while loop logic only once when the key is pressed. There is an automatically repeating timer that can be configured in MCM. The maximum distance you can set to check for is 12.800 units, which equals about 200 meters in game distance, ergo roughly the maximum distance of most weapons. I do not recommend setting the timer to 0.1 with at the same time using a distance of 12.800. This will certainly create weird results and/or a broken script state. However, I did not limit it in that regard for yolo enthusiasts.
If you press the key all supported objects will have the shader applied, and will stay more visual until you press the hotkey again, or have a greater distance to the highlighted object than set in MCM. Additionally to the shader, the player will have an imagespace effect applied, that slightly lowers brightness, slightly raises contrast, and strongly raises saturation so you are able to detect objects even more distinguished. See the screenshot section for an example.