MOD介绍:
The Fabulous Workshop Broom 扫地
介绍神话般的车间扫帚。这是一个和解扫帚。(真的!!)分配一个人,他们扫,所以它真的是一个扫帚。它的目的是清洁车间/定居点,因此它是一个车间扫帚。它确实非常强大,我向你保证,它让那些住在
英联邦的人们 (DLC已经计划好的不完整)实际上清理了gd的位置。为WOT道歉,这个mod需要一些解释和几个警告你们都。
#1是我愚蠢地忘了用任何类型的机器人测试它们,所以直到我完成(如果需要一周或三周的ETA更新),你自己承担风险。它可能工作正常。它可能会摧毁这个世界。它可能只是做一些奇怪的事情,破坏你的定居点并吃掉你的储蓄。如果我使用的动画(香草AnimFurnBroomConstant)甚至可以在机器人上玩或者如果有机器人等效物,那就不知道了。我要说这是我正在研究的不受支持的配置。
#1(a)总是做一个手动的,全面的,保守的保存(〜,保存,保存很少)并且在安装这个或任何mod之前重新打开(一次到物理上不同的HDD,而不仅仅是一个不同的分区)如果你非常在意只有一个香椿!我使用了一个“干净的测试toon”,我有大部分的解决方案,他住在Sanctuary(从未去过其他地方)并且没有任何mods到Sanctuary,之后我做了全部废弃,然后用控制台手动保存了他。我建议人们自己做一些事情(如果你打算一路走好,需要一个小时,可以在10-15分钟内完成,或者只是下载一个)并使用那个TOON(不是你的珍贵)来找出是否有任何特定的加载顺序足够好玩,之后你可以手动,干净地备份你的fave(包括你的加载顺序的副本。txt保存文件的地方)并与他/她/它一起试用。还建议人们定期清理保存,删除你没有(或很少)使用的mod。
#2不受我的控制,但不会影响大多数人:
如果你想看看mods的内幕,请不要打开这个esp,它会弄乱东西,而是使用FO4Edit代替。在下载中包含源脚本,随意探索您的内容或修改为您自己使用,我发布mod希望其他人与他们玩得开心,并且不关心什么漂浮你的船,如果你跟着我?
#3及以后:
包括扫帚标记。理想情况下,你会提前计划一下,然后通过你的解决方案进行分类,然后建立一个神话般的工作室扫帚并指派一个人。当它们完成扫描当前区域时,Fabulous Workshop Broom将自己传输到下一个Broom Marker(由远距离构建命令松散地确定),之后它被分配给它的仆人跋涉并重新开始工作。这是一些前瞻性计划得到回报的地方,仆人必须能够以某种方式到达下一个Broom Marker,因此在一堆垃圾中或者搁浅在“岛屿”上放一个轻微的傻瓜通常不是最好的方法。
完成并在夜间移动,并在早上等待在新的位置。只要找到它并重新分配它的奴隶,没什么大不了的,他/它只是在寻找它而不是找到它并走向它。
如果将Fabulous Workshop Broom放置在可以一次扫过很多东西的地方,那么视觉高光效果可能会随着它的标记而消失和/或所讨论的Fabulous Workshop Broom可能会突然跳到下一个标记,但是不要恐惧,afaik它永远不会留下任何东西,它只是有点过于渴望得到'完成并且有一点着名的奇怪时机,就是这样。
一旦Fabulous Workshop Broom完成移动通过它指定的路线,它对其仆人没有更多的实际用途,并正式解雇他/她/以及回收其使用的标记。在工作之后,人们往往会傻傻地站着眨眼,虽然他们刚刚失业,对周围的变化感到震惊,根本没有打破。在游戏中所有其他指定的“工作”或多或少总是在开启,农民总是农民,除非玩家通过分配新工作正式说出来。在这种情况下,我的脚本正在处理赋值,我怀疑在基础游戏中没有“通用退出时间”代码来容纳“临时工”,在工作之后为我们看不到任何东西而调用MyActor.evaluatepackage()并且没有“取消分配” 当人们正在工作时你可以按下按钮,你好,该怎么办呢,甚至是真正的问题。Mebbe我需要动态添加/删除/更改关键字,如果你知道这会有所帮助,请给我一个大喊大叫并知道。我很完美,很可能我在那里缺少一些重要的东西。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。idk该怎么办,甚至如果这是一个实际的问题。Mebbe我需要动态添加/删除/更改关键字,如果你知道这会有所帮助,请给我一个大喊大叫并知道。我很完美,很可能我在那里缺少一些重要的东西。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。idk该怎么办,甚至如果这是一个实际的问题。Mebbe我需要动态添加/删除/更改关键字,如果你知道这会有所帮助,请给我一个大喊大叫并知道。我很完美,很可能我在那里缺少一些重要的东西。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。Mebbe我需要动态添加/删除/更改关键字,如果你知道这会有所帮助,请给我一个大喊大叫并知道。我很完美,很可能我在那里缺少一些重要的东西。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。Mebbe我需要动态添加/删除/更改关键字,如果你知道这会有所帮助,请给我一个大喊大叫并知道。我很完美,很可能我在那里缺少一些重要的东西。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。时间最终治愈它,人们总是回到正常的定居者的东西,只是如此惊呆于“omg那些gd的东西是什么”和一切看起来很好看他们只是不能处理它一点。如果他们在扫地后的外表让你感到沮丧,他们可以被分配另一个任务或一张床,或者你可以快速离开和返回(或者只是等待一段时间)然后他们会在正常情况下做出正常的反应,只是暂时一会儿后他们会分娩认真地说出来了。
重要提示:
Starlight Drive有一个角落,我怀疑缺少正确的导航(右上方的草地区域,因为你正在从中央水坑看屏幕,靠近栅栏角落和进入头部位置),标记放置在那里定居者寻路区域是无法到达的,所以这打破了链条,Fabulous Workshop Broom坐在那里,但它的奴隶无法到达它重新启动它。在测试时,甚至无法让任何定居者在该区域内行走,尽管他们确实在它旁边的路上走得很好。我要解开另一个谜,现在我还没有线索。可能还有其他这样的领域,我非常感谢大家花时间在这里发帖(不需要错误报告,只需将其添加到帖子中,我迟早会看到它。)
这有点是你隐约看到发生/监督,等待,睡觉,快速旅行和走得太远的事情,Fabulous Workshop Broom在工作时卸载将导致非致命错误发生。这些不应该破坏你的解决方案或保存,在最坏的情况下,你必须废弃
一些标记/神话般的工作室扫帚和/或重新分配一些定居者但我没有计划修复它们,请不要发布诸如错误。它是一个相当动态但运行速度慢的脚本,每个列表中有60个列表,1-50个ref,可能多达1-3个refs,每个列表在每个循环中被删除。每个列表更改和引用删除/删除都需要1-3秒的暂停,以便让人们有机会在视觉上真正做一些工作(并在脚本中发生的事情时同步),否则他们只是到达他们的下一篇文章和字面上只是开始扫地,他们正在努力的Fabulous Workshop Broom实际上已经完成并跳到下一个Marker。我可以(并且可能)通过未来的更新来调整它,但它现在是一个非常微妙的平衡,我可以'
我建议分段工作,种植一些标记,覆盖大致红色火箭大小的定居点,制作一个神话般的工作室扫帚,分配一个人,让他们扫一个块,如果需要给他们一个新工作,去杀死更多的袭击者Corvega或其他,洗涤,冲洗和重复。我添加“将一个定居者重新分配到一个新的扫帚路线”到我的“当你得到的事情”家庭“”列表“,它就在”放下gd垃圾“之后和”Check Hydroponics“之前(无耻的自我促销插头)对于我的Hydroponic Racks Mod)
在标有“SCALE SHOT”的图像下有一张照片,它位于Sanctuary的Red Rocket的红色火箭下,位于白色广场上。一个神话般的工作室扫帚的“影响区域”或“范围”
在Nuka-World,Far Harbour使用神话般的工作室扫帚,增加定居点(玩家住宅应该没有,除了要扫除扫帚奴隶)或者除了英联邦以外的任何其他地方都没有正式支持自动取款机。你可以尝试这个,不应该破坏任何东西,但DLC中的许多“地面碎片”参考不同,而Fabulous Workshop Broom不太可能提供“干净的扫描”。也可能删除你宁愿保留的东西,我已经在“主游戏”中完成了迄今为止的所有测试。如果你这样做,请发布报告,我可以使用一些测试帮助,我只是一个人,除了我自己的工作没有beta测试员,所以开发周期相当长。这种报告中的有用信息只是显示的对象的名称,这些对象应该由扫描它们的人删除,最好是以简单的列表格式。更好的报告将是这样的引用的基础对象FormId(不是ff000800样式的,控制台中的引用上的ff前缀表示它已经在游戏中的某个当前使用的对象引用,我需要正在创建的基础对象的FormId ,这需要在CK或FO4Edit中稍微挖掘一下。),和/或它们所属的废料清单以及它的'FormId。我真的只需要找出用于检测内容的列表,如果我有3-5个人专门用于测试这个并且提交2-3个有用的报告,每个人花费我一周时间来整理结果并推送更新。最好是以简单的列表格式。更好的报告将是这样的引用的基础对象FormId(不是ff000800样式的,控制台中的引用上的ff前缀表示它已经在游戏中的某个当前使用的对象引用,我需要正在创建的基础对象的FormId ,这需要在CK或FO4Edit中稍微挖掘一下。),和/或它们所属的废料清单以及它的'FormId。我真的只需要找出用于检测内容的列表,如果我有3-5个人专门用于测试这个并且提交2-3个有用的报告,每个人花费我一周时间来整理结果并推送更新。最好是以简单的列表格式。更好的报告将是这样的引用的基础对象FormId(不是ff000800样式的,控制台中的引用上的ff前缀表示它已经在游戏中的某个当前使用的对象引用,我需要正在创建的基础对象的FormId ,这需要在CK或FO4Edit中稍微挖掘一下。),和/或它们所属的废料清单以及它的'FormId。我真的只需要找出用于检测内容的列表,如果我有3-5个人专门用于测试这个并且提交2-3个有用的报告,每个人花费我一周时间来整理结果并推送更新。已经在某个地方使用当前正在使用的对象引用,我需要正在创建的基础对象的FormId,这需要在CK或FO4Edit中稍微挖掘一下。),和/或它们所属的废料列表作为它的'FormId。我真的只需要找出用于检测内容的列表,如果我有3-5个人专门用于测试这个并且提交2-3个有用的报告,每个人花费我一周时间来整理结果并推送更新。已经在某个地方使用当前正在使用的对象引用,我需要正在创建的基础对象的FormId,这需要在CK或FO4Edit中稍微挖掘一下。),和/或它们所属的废料列表作为它的'FormId。我真的只需要找出用于检测内容的列表,如果我有3-5个人专门用于测试这个并且提交2-3个有用的报告,每个人花费我一周时间来整理结果并推送更新。
IDK认为Broom Slaves跟踪Spectacle Island周围的LONG路径(或者在任何地方的标记之间做很长的跳跃)是最好的主意,我没有测试过这么多。还有一个范围问题,Spectacle是如此巨大我非常怀疑我的脚本能够可靠地获得上次跳跃时相同的扫帚标记,这会导致事情变得非常奇怪很快。如果你在那里使用Fabulous Workshop Brooms,那么建议使用“chunk it out”方法。
我发现一个扫帚奴隶给了一个非常长的,复杂的“跳跃”(指的是神话般的工作室扫帚如何在标记之间移动,而不是它的扫帚奴隶)走路有时只是随机拒绝在那里路径,并且为什么或者怎么样 如果发生这种情况,首先拍一下有问题的定居者,(开玩笑实际上不会击中它,这只是剩下的最糟糕的故障,当它很少发生时非常烦我)然后找到他/她/它的Fabulous Workshop Broom,或者只是把它移到他/他/它可以得到它或废弃它的某个地方。如果你做后者,你将不得不更换扫帚标记并建立并指定一个新的Fabulous Workshop Broom。我怀疑某种奇怪的,罕见的,“超出范围”或脚本超时正在寻路AI中发生,但肯定是这100%,AI软件包仍然在很大程度上超出了我的范围,它似乎只是一个随机的故障,我无法可靠地复制它,所以很难弄明白。短暂畅通的平滑路径(AOE总是在大多数平坦的地面上重叠)工作得很好,Spectacle的几条较长的路线顺利地走了,但Spectacle非常血腥,实际上是2个(至少)不同的细胞。
有些人可能会遇到“电力线”故障,那里的电力不会在整个地方传输,无论是否有适当的连线和足够的发电机和一切?这是因为它的另一端的东西已经卸载了,而这一端的东西已经加载了,卸载的东西不处理脚本,这就是卸载它们的重点。我担心这会导致Broom Slaves忘记他们正在做什么或以其他方式干扰,如果卸载我的脚本不能正常睡眠。我没有那么多使用Spectacle,我很可能需要在我的脚本中写一些特定于Spectacle的内容。
这就是它,伙计们,我做得最好,再次为WOT道歉,希望你们都喜欢我的mod。
需要废除一切。
对{AUthor的名字}的严肃赞誉,没有他/她的精彩工作,这根本不可能。
应该属于“特殊”类别。
完全可以使用任何MOD改变WORKSHOPPARENTSCRIPT或WORKSHOPSCRIPT到可能严重的搞乱的东西,请不要试图后来抱怨。这意味着特别是Sim Settlements,WorkshopFramework,WorkshopPlus以及其他几个名字无法实现的人。我没有什么可以真正做到这一点,我真的没有使用这样的mods,他们的工作方式与这个mod的功能“正好相反”,因为“端口”是完全不可能的。
如果有人读到这个知道一种方法来触发纸莎草脚本/游戏事件,一个物体击中另一个物体(通过物理交互,不是任何类型的攻击只是一个“物理攻击”,所以“OnObjectBeginOverlap()或OnImpact()”事件是我所追求的)我有兴趣学习如何使用CK / Game系统知道任何教程吗?(我所知道的与c一起工作现在几乎不会填满一个小玻璃杯,所以我现在已经超出了我的定制f4se dll)通过这个“片段”我可以将这个婴儿变成一个实际的,100%工作车间Broom mk2而不是大多数“伪造它“就像我现在一样。
Introducing The Fabulous Workshop Broom. It's a Settlement Broom.(REALLY!!) Assign someone to it and they sweep, so it totally REALLY IS a Broom. It's intended purpose is to clean workshops/settlements, so it's a Workshop Broom. And it really is FABULOUS, I assure you, it makes the folks that live in
the Commonwealth (DLC's already planned just incomplete) actually clean the gd place up a little. Apologies for the WOT, this mod requires a good bit of explanation and several warnings for y'all.
#1 is I stupidly forgot to test them with Robots of any sort as Workers, so until I finish that (ETA update if needed week or three) you do so at your own risk. It MIGHT work fine. It might destroy the world. It might just sorta do weird stuff, wreck your settlement and eat your save. No clue if the anims I use (vanilla AnimFurnBroomConstant) will even play on a Robot or if there's a Robot equivalent. I'm gonna say this is an unsupported configuration that I am working on.
#1(a) ALWAYS MAKE A MANUAL, FULL, CONSOLE SAVE (~, save saveMyPrecious) AND BACK IT UP TWICE (once to a physically distinct HDD, not just a different partition) before installing this or any mod if you care a lot about just ONE toon!! I use a "clean Testing toon" I have for most of my settlement mods, he lives in Sanctuary (never been anywhere else) and got to Sanctuary without any mods, after which I did scrap all, and manually saved him using the console. I advise folks to do somesuch thing themselves (takes an hour if you're intent on getting everything along the way, can be done in 10-15 mins in a hurry or just download one) and use THAT TOON (not your Precious) to find out if any particular load order is good enough to play with, after which you can make a manual, clean backup of your fave(include a copy of your loadorder.txt where ever that file gets saved) and try it out with him/her/it. Also advise folks to periodically clean out saves, remove mods you don't (or very rarely) use anymore.
#2 is Out of my control but won't affect most folks:
Do NOT open this esp using the CK if you like to look under the hood of mods, it'll mess stuff up, use FO4Edit instead. Included Source scripts in the download, feel free to explore to your heart's content or modify for your own use as you would, I release mods in hopes that others have fun with them, and don't much care what floats your boat, if ya follow me?
#3 and beyond:
Included are Broom Markers. Ideally you would plan a bit ahead and make a sorta path through your settlement with these, then build a Fabulous Workshop Broom and assign someone to it. When they are done sweeping their current area, The Fabulous Workshop Broom transports itself to the next Broom Marker(order loosely determined by distance NOT build order), after which it's assigned servant trudges over to it and gets back to work. This is where a bit of planning ahead pays off, the servant has to be able to get to the next Broom Marker somehow so putting one smack dab in the middle of a pile of junk or stranded on an "island" isn't usually the best approach.
ATM Fabulous Workshop Brooms let folks sleep at night, but resuming work the next day seems to cause a slight glitch with the movement function that I haven't quite been able to iron out yet, you might need to scrap everything and start over with a new Fabulous Workshop Broom (pretty unlikely.) The work using an old one does proceed as planned and it's 99.95% all-good but Fabulous Workshop Brooms seem to be really "jumpy" afterwards, almost as if they get REALLY lonely at night and need a bit of retraining in the morning (or just a good strong cuppa joe to get them up and about, I usually require 2-3 so this is quite understandable to me.) A Fabulous Workshop Broom also sorta works independent of it's assigned Broom Slave, if it's doing stuff when quittin time (8pm vanilla) hits, it'll actually continue sweeping, finish up and move in the night and be waiting at a new location in the morning. Just find it and reassign it's Slave, no big deal, s/he/it is just looking where it was instead of finding it and pathing to it.
If a Fabulous Workshop Broom is placed where it gets a LOT of stuff to sweep in one pass, the visual highlight effect might wear off whatever it's marking and/or the Fabulous Workshop Broom in question might suddenly jump to the next marker, but don't fear, afaik it NEVER leaves stuff behind, it's just a bit over-eager to get 'er DONE and has a good bit of the famous weird timing, that's all.
Once a Fabulous Workshop Broom is finished moving through it's assigned route it has no more real use for its servant and formally dismisses him/her/it, as well recycling its used markers. Folks tend to stand around blinking rather stupidly after work atm, although afaik they are just out of work and stunned at the changes all around them, not broken at all. All other assigned "work" in the game is more-or-less always-on, a farmer is ALWAYS a farmer unless the Player formally says otherwise by assigning a new job. My script is handling the assignment in this case, and I suspect there's no "generic quitting time" code in the base game to accommodate "temporary workers," calling MyActor.evaluatepackage() after work does nothing for them I could see and there's no "Unassign" button you can press while folks are working so ya, idk what to do about it or even IF it's a actual problem. Mebbe I need to dynamically add/remove/change a keyword, if you know this would help, please gimme a shout and lemme know. I am QUITE far from perfect, VERY likely I are missing something important there. Time cures it eventually, folks always do go back to doing normal settler stuff, just so stunned at "omg THAT'S what those gd things are for" and how nice everything looks they just can't process it for a bit. If their appearance after sweeping distresses you they can be assigned another task or a bed or you can fast travel away and back (or just wait some time) and they will respond as normal after that, just for a while after sweeping they're sorta seriously out of it.
IMPORTANT:
There is a corner of Starlight Drive In that I suspect of lacking proper navmeshing (top right grassy area as you are looking at the screen from the central puddle, near the fence corner and entry to the understairs bit), Markers placed in that area are unreachable by settler pathfinding so this breaks the chain, the Fabulous Workshop Broom is sitting there but it's Slave can't reach it to reactivate it. Also unable to get ANY settler to even walk in that area while testing, although they do walk the road right beside it just fine. Another mystery for me to unravel, right now I haven't got a clue. There might be other areas like this, I would very much appreciate folks takin the time to post them here (bug report not needed, just add it to the posts and I'll see it sooner or later.)
This is sorta intended to be a thing you vaguely watch happen/supervise, waiting, sleeping, fast-travelling and going so far away the Fabulous Workshop Broom unloads while working WILL CAUSE non-fatal errors to occur. These shouldn't break your settlement or save, afaik worst case you'd have to scrap
some Markers/Fabulous Workshop Broom(s) and/or re-assign some settlers but I have no plans to fix them, please don't post such as a bug. It's a fairly-dynamic-but-sorta-slow-running script, with >60 lists, 1-50 ref in each list, probably as many as 1-3 refs each list being deleted in each cycle thru them. There's an afaik required 1-3 second pause built into each list change and reference removal/deletion to give the folks sweeping a chance to visually actually do some work (and sync up when what occurs in the scripts), otherwise they just get to their next post and literally JUST get started sweeping and the Fabulous Workshop Broom they're working on is actually done and hopping off to the next Marker. I can (and might) tweak this with future updates but it's a pretty delicate balance right now and I can't do so lightly or easily and atm, if you don't mind the constraints I've listed and follow instructions, it works just fine.
I suggest working in pieces, plant a few markers that cover a settlement the size of roughly Red Rocket, make a Fabulous Workshop Broom, assign someone, let them sweep a chunk, give them a new job if desired, go kill some more raiders at Corvega or whatever, wash, rinse, and repeat. I add "Reassign a Settler to a New Broom Route" to my "Things to do when you get "Home"" list", it's right after "Drop the gd junk off" and before "Check Hydroponics" (Shameless self-promotional plug for my Hydroponic Racks Mod)
There's a pic available under images labelled "SCALE SHOT" where its sitting under Sanctuary's Red Rocket's red rocket on a white-ish square. A Fabulous Workshop Broom's "Area Of Effect" or "Range" is almost perfectly that big.
Using a Fabulous Workshop Broom in Nuka-World, Far Harbor, mod-added settlements (Player homes should be fine except for the requirement for a Broom Slave to sweep) or anywhere OTHER than the Commonwealth is NOT OFFICIALLY SUPPORTED ATM. You can try this if you like, shouldn't break anything at all, but many "ground debris" references are different in the DLC's and Fabulous Workshop Brooms are unlikely to provide a "clean sweep." Also might remove stuff you'd rather keep, I've done all the testing to date in the "Main Game." Please post reports if you do, I could use some assistance testing it out, I are only one human and have no beta testers for my work aside from myownself so development cycles are rather long. Useful info in such a report would be just the displayed names of objects that should be removed by someone sweeping them, preferably in a simple list format. Even better reports would be the baseobject FormId's of such references (NOT the ff000800-style ones, ff prefix on a reference in console indicates it's a currently-in-use objectreference in-game somewhere already, I need the baseobject that is being created's FormId, which requires a little digging in the CK or FO4Edit to turn up.), and/or the scrap list they belong to as well as its' FormId. I really just need to figure out what lists to use to detect stuff with, if I had 3-5 folks dedicated to testing this out and filing 2-3 useful reports each it'd take me a week or so to collate results and push an update.
IDK that Broom Slaves following LONG paths around Spectacle Island (Or making really long hops between Markers anywhere, for that matter) is the best idea, I did NOT TEST THIS much. Also a Range issue there, Spectacle is SO huge I VERY MUCH doubt that my script would be able to reliably get the same Broom Markers it had last time when it hops, which would lead to things getting pretty weird pretty quick. VERY advice using a "chunk it out" approach if you use Fabulous Workshop Brooms there.
I found out that a Broom Slave given a VERY LONG, complex "jump" (referring to how the Fabulous Workshop Broom moves between Markers, not it's Broom Slave) to path across sometimes just randomly refuses to path there, and idk the why or the how of it. If this occurs, first slap the settler in question around a bit, (joking don't actually hit them it's just the worst glitch remaining and very vexes me when it rarely occurs) then find his/her/it's Fabulous Workshop Broom and either just move it somewhere s/he/it can get at it or scrap it. You'll have to replace the Broom Markers and build and assign a new Fabulous Workshop Broom if you do the latter. I suspect some sort of weird, rare, "out of range" or script timeout is occurring in the pathfinding AI but idk this 100% for sure, AI packages are still largely beyond me and it seems to only crop up as a random glitch, I cannot replicate it reliably so it's quite hard to figure out. Short-hopping smooth paths (the AOE always overlapping on mostly flat ground) worked fine, and several longer routes at Spectacle went off without a hitch but Spectacle is so bloody large it is actually 2 (at least) distinct cells.
Some folks might have run across a "powerline" glitch there, where power just will NOT get transmitted over the whole place regardless of properly hooked up lines and enough generators and everything? It's because the stuff at the other end of it has unloaded while the stuff at this end has loaded, and unloaded stuff don't process scripts, that's the whole point of unloading them. I worry about this causing Broom Slaves to forget what they are doing or otherwise interfering somehow, my script does NOT go to sleep properly if unloaded. I don't use Spectacle all that much and it's very possible I might need to write something specific to Spectacle into my script.
It is what it is, folks, I done done my best, apologies again for the WOT, hope y'all like my mod.
REQUIRES SCRAP EVERYTHING.
Serious kudos to {AUthor's name}, without his/her awesome work this wouldn't even be possible at all.
Should be in the "Special" category.
TOTALLY INCOMPATABLE WITH ANY MOD THAT CHANGES WORKSHOPPARENTSCRIPT OR WORKSHOPSCRIPT to the point of potentially serious messing stuff up, please don't try and complain afterwards. This means specifically Sim Settlements, WorkshopFramework, WorkshopPlus and several others whos names elude me. Nothing I can really do about this, I don't really use such mods and they work sorta so "directly opposite" to this mod's functionality that afaik a "port" is totally impossible.
If anyone reading this knows of a way to trigger a papyrus script/game event by one object hitting another (via physics interaction, NOT an attack of any sort just a "physics tap", so an "OnObjectBeginOverlap() or OnImpact()" event is what I'm after) I'd be interested in learning how, know of any tutorials for doing such using the CK/Game systems? (What I know about working with c would barely fill a shot glass right now so a custom f4se dll is currently beyond me) With that "snippet" I could turn this baby into an ACTUAL, 100% WORKING workshop Broom mk2 instead of mostly "faking it" as I am now.
资源查找:
回复区
昵称:
邮箱:
内容: