Bug fixes. Made it impossible to store the workbench Made everything change through a script instead of directly on the reference. Everything is applied on a Quest Alias now. The script also adds a lot to the Budget of each settlement ( default: 4000000 Tris, 40000 Draws ) No need for console or an extra esp to make this work
This means that It might not be compatible with mods that add budget via esp, the script will add the numbers stated above to that value using a ModValue Function instead of SetValue which is safer.
I have not gotten a chance to test all settlments yet, I simply do not have the time to do that.
Also requires Automatron and FarHarbor DLC's.
I have more plans to extend the features I have added and add even more features, but I decided to release a simpler version first without the awsome stuff because the awsome features I am working on takes abit more time.
I use this mod it it works pretty solid. I have only run into one issue with this mod that was my own fault, thought id share to in case someone runs into it.
I had a few settlements keep becoming unhappy until the settlement turned on me. When i start a new settlement i am far too lazy to scrap everything unless the settlement has unique things about it, so i do scrapall in console to start the place fresh. If you don't click the workbench and initially open up the settlement, the workbench will also be scrapped which causes the unhappiness.
For example if you just do the quest to unlock a settlement then as soon as dialogue is over you do scrapall, it messes up. After dialogue just be sure to use the bench before the console command
Nice to know! I was wondering how people kept f'ing up with scrapall. I have not been able to reproduce what many are talking about, but this was solid good info, I have been testing on settlements I already own! But by the look of it, I cannot stop scrapall from doing this in a good way. This mod does very little to the main game, it is just small adjustments, so to stop this from happening I would likely need to involve quest step tracking and more scripts. Not sure I have time to fix that one, but this info is need to know for those who use this mod, so I am going to sticky your post so everyone finds this info. :)
Can anybody help me? I've been having a problem where when I move the workbench after I leave the general area of a settlement and come back the workbench goes back to it's original position
Had a mod that expanded coastal cottage, with and extra area already built. Very nice work. The only problem was a frickin workbench stuck at an angle out and away from a building. Didn't know about xyz positioning then, and didn't have place everywhere installed either. THIS mod allowed me to fix the pink elephant at the settlement. It remains in my load order on every game.
I've always used setpos & modpos on workbenches to get them where I want, but this makes mod it a lot easier. HOWEVER workbenches do become scrappable with this mod (at least in my game, which has Scrap Everything), so using "scrapall" deletes the workbench as well. My solution is to pick it up and place it outside of settlement bounds (need to have Place Everywhere also), use scrapall, then pick the workbench back up and place it wherever.
Ah he states on the main page i read building a new workbench has it issues with linking to storage, i forget it all but read the main page on that issue.
So I have no clue what mixture of mods causes it possibly multiple together but when this mod is added to the mix workbench interface breaks BAD. Opening and closing over and over. Have to remove it and go back to a pre break save. Just a warning to anyone else using this mod.
I only have this issue with Greygarden. I use Jenncaves Clean and Simple mods for just about all the settlements. This issue started the last time I updated the Clean and Simple mod. I don't have the old version any more so I can't go back to it. None of the other settlements have this problem.
Yea,Clean and Simple Sanctuary is the worst but it happens with Greekrage as well just started so I must have A mod causing it .Thanks for letting me know I am not the only one with this problem.
166 comments
Bug fixes.
Made it impossible to store the workbench
Made everything change through a script instead of directly on the reference.
Everything is applied on a Quest Alias now.
The script also adds a lot to the Budget of each settlement ( default: 4000000 Tris, 40000 Draws ) No need for console or an extra esp to make this work
This means that It might not be compatible with mods that add budget via esp, the script will add the numbers stated above to that value using a ModValue Function instead of SetValue which is safer.
I have not gotten a chance to test all settlments yet, I simply do not have the time to do that.
Also requires Automatron and FarHarbor DLC's.
I have more plans to extend the features I have added and add even more features, but I decided to release a simpler version first without the awsome stuff because the awsome features I am working on takes abit more time.
I had a few settlements keep becoming unhappy until the settlement turned on me. When i start a new settlement i am far too lazy to scrap everything unless the settlement has unique things about it, so i do scrapall in console to start the place fresh. If you don't click the workbench and initially open up the settlement, the workbench will also be scrapped which causes the unhappiness.
For example if you just do the quest to unlock a settlement then as soon as dialogue is over you do scrapall, it messes up. After dialogue just be sure to use the bench before the console command