This is certainly a creative solution to making this quest a little more interesting. Now if only there happened to be a terminal that's more conveniently accessible for a member of the Institute—y'know, just in case I happen to be playing a researcher who tragically turns on the Brotherhood, but still wants to keep up the scientific pursuits.
I don't know if you even still work on this, but do you think it'd be possible to provide a version with the loose files? I'd really like to retexture the machine a little :)
Also, a version that includes just the settlement object and leaves all the worldspaces untouched would be marvellous! :3
Unfortunately I'm a bit disconnected from modding for now but maybe in the future.. I don't like this new gen update baloney either and if I do update this it will probably never support the new update.
Incidentally, that's completely fine for me, since I haven't updated yet either and if Fallout: London won't force the update on me, I probably won't for a fat while. But aye, I appreciate the reply, take your time :)
Don't worry about the loose files thing btw, I figured out how to unpack .ba2 archives.
At this point, I actually might try to edit the .esp to violently rip out the worldspace changes, but I can't promise that I'll be able to do that ^^"
It shouldn't be too hard, all you need to do is remove all the world changes and then double check all the remaining references aren't assigned to nothing. However, I don't remember if any of them are tied to the quest for code reference. I may have to rewrite the entire mod for all that...
Have too many worldspace changes. I've completely changed the entire base game worldspaces so we couldn't find a single one. LoL. Any way to make these settlement craftable? A lot of the new worldspace changes I have add base game technical documents around. Not tons of them but a few so if you're using the base game technical document id it wouldn't impact anything much. I think it'd just be a matter of making your machines constructable and adding in form list entries but I don't know how to do it.
I've really spent some time looking into it and the workshop doesn't seem capable of spawning more than one functional object at a time. Form lists in a workshop are used to add multiple of the same type of the object at the same type (ie. Vault 88 rooms are in form lists so there's only one workshop entry but each adds 5+ room objects to choose from, or flora having two different 'types/models' for each flora). Another good example is the Contraptions DLC, all of the builders and conveyors are one huge object with all of the bits 'built-in' and simply set up to animate the model in different ways
The only thing I can think of is telling the machine to spawn it's items afterward and manually linking them inside the script. So basically an entire script rewrite will be needed, which may not even work since Papyrus is finicky and it may not be able to link them correctly via script.
I'm looking into it deep now, the last four mods I just released brought upon lots of new skill so can't ever hurt to try! One last thing, if you'd like I can make a special version for you with the machines in easier/different cells doesn't take too long to move machines around
EDIT: With the current setup, it's a no go when it comes to linking the dummy objects to the terminal, the reference placed into the world gets a Leveled List attached to it. As far as I can see there's no way for you to attach a Leveled List to a reference via code. However I might be able to rewrite the entire system to operate with the leveled lists alone, it might take awhile since I get busy and sick(chronic illness) often. EDIT2: Almost finished adding a Workshop version, actually worked out amazingly well and the whole machine runs 10x bettter!! I had no internet though so it's slow going.
- Place one at the Castle. The Minutemen could use the knowledge they gain from the technical documents to benefit the Commonwealth's citizens.
- Move the Hotel Rexford one to Doctor Amari's lab in the Memory Den. Amari would make much better use of the Technical documents than Hotel Rexford.
- Place one in the Railroad HQ. The Railroad could use the knowledge they gain from the technical documents to benefit their quest to bring equality to synths.
Got you on all three, love the ideas. Strangest bug I found with the editor, I can't move machines around after someone saves a game with it in place, I have no choice but to delete the forms for that machine and make a new one... how strange.. I also can't copy objects to a new one i have to make a new object first.. anyway expect an update soon!
Doctor Amari pulled some strings and took over the machine, I loaded it with shipments instead of chems. Added one to the railroad and they have more ammo and shipments, as well as being the only machine to carry Railway Spikes and chances at a 2mm Pack and a Railway Rifle. Same concept with the Castle Machine but with even more ammo and shipments, it has Fusion Cells, with chances at Laser Muskets(actually no, they kinda suck made it a Gatling Laser) and Laser Guns
This seems good. It gives them a useful alternative, especially is you don't side with the BoS. I don't think you should start with 100 tokens for free though, technical documents are pretty easy to get so having 100 seems a bit unneccessary (and kinda cheaty)
Pretty creative though, I like the idea! Gonna give it a download :)
Thanks for the feedback, figured I would toss in 100 tokens for anyone who is really excited and wants to test it out right away, and as a small bonus to give you some incentive to go investigate the machine and remember some prizes for next time.
I was actually going to get some feedback on posiitoning, wouldn't be hard to add more to where anyone wants. About workshop crafting though... I can give it a shot but placing down the machines involves a lot of manual reference linking to multiple objects, I'm not sure if the workshop system can handle the setup used by this machine..
22 comments
Also, a version that includes just the settlement object and leaves all the worldspaces untouched would be marvellous! :3
But aye, I appreciate the reply, take your time :)
Don't worry about the loose files thing btw, I figured out how to unpack .ba2 archives.
At this point, I actually might try to edit the .esp to violently rip out the worldspace changes, but I can't promise that I'll be able to do that ^^"
PC version on bethsda is here.
Another good example is the Contraptions DLC, all of the builders and conveyors are one huge object with all of the bits 'built-in' and simply set up to animate the model in different ways
The only thing I can think of is telling the machine to spawn it's items afterward and manually linking them inside the script. So basically an entire script rewrite will be needed, which may not even work since Papyrus is finicky and it may not be able to link them correctly via script.
I'm looking into it deep now, the last four mods I just released brought upon lots of new skill so can't ever hurt to try!
One last thing, if you'd like I can make a special version for you with the machines in easier/different cells doesn't take too long to move machines around
EDIT: With the current setup, it's a no go when it comes to linking the dummy objects to the terminal, the reference placed into the world gets a Leveled List attached to it. As far as I can see there's no way for you to attach a Leveled List to a reference via code. However I might be able to rewrite the entire system to operate with the leveled lists alone, it might take awhile since I get busy and sick(chronic illness) often.
EDIT2: Almost finished adding a Workshop version, actually worked out amazingly well and the whole machine runs 10x bettter!! I had no internet though so it's slow going.
- Place one at the Castle. The Minutemen could use the knowledge they gain from the technical documents to benefit the Commonwealth's citizens.
- Move the Hotel Rexford one to Doctor Amari's lab in the Memory Den. Amari would make much better use of the Technical documents than Hotel Rexford.
- Place one in the Railroad HQ. The Railroad could use the knowledge they gain from the technical documents to benefit their quest to bring equality to synths.
Strangest bug I found with the editor, I can't move machines around after someone saves a game with it in place, I have no choice but to delete the forms for that machine and make a new one... how strange.. I also can't copy objects to a new one i have to make a new object first.. anyway expect an update soon!
Doctor Amari pulled some strings and took over the machine, I loaded it with shipments instead of chems.
Added one to the railroad and they have more ammo and shipments, as well as being the only machine to carry Railway Spikes and chances at a 2mm Pack and a Railway Rifle.
Same concept with the Castle Machine but with even more ammo and shipments, it has Fusion Cells, with chances at Laser Muskets(actually no, they kinda suck made it a Gatling Laser) and Laser Guns
Pretty creative though, I like the idea! Gonna give it a download :)