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SubRosa
post Dec 11 2016, 08:02 PM
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Fallout 4 works a lot differently than FO3, so I created a new topic for using its Creation Kit.

In F4 all workbenches are also containers that you can store your crafting items in. All of the workbenches in a settlement share a single inventory. If you are creating your own home and have multiple workbenches, you can link all of their inventories by doing the following:


First you need a Workshop - by this I mean the crafting station/workbench that you use for settlement construction. You can create your own, or use an existing one if you want to tie your new workbenches to that particular settlement. Even if you are just building a player home and don't want to use it to create a full blown settlement, you still need the Workshop. In that case you can place the Workshop station under the ground, or someplace otherwise inaccessible if you want.

Next place your new Armor, Weapons, PA, etc... Workbenches.

Double click on each to open their Reference windows, and go to the "Linked Ref" tab.

Leave this open, and find your Workshop in the render window.

Return to your new workbench's Reference window, and in the blank field under Linked Ref right click, and in the box that pops up, click on New.

In here click on Select Ref In Render Window.

This gives you a red crosshair in the Render window. Use it to click on the Workshop.

That brings up a new window setting it as a Linked Ref. Look down in that window to the Keyword field. In it select

WorkshopItemKeyword.

Click on Ok to close that window. That takes you back to your Workbench Reference window. Click on Ok to close that.

Do the same with the rest of your workbenches.

Done. Now all of the workbenches will share the same inventory.

This post has been edited by SubRosa: Feb 21 2017, 12:08 AM


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mALX
post Jan 15 2019, 06:52 AM
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From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(SubRosa @ Apr 2 2017, 06:31 PM) *

Here is how to create your own settlement anywhere, working just like the vanilla ones. I got this from the article here. But I found that half the steps listed in the article were unnecessary and sometimes only caused issues.

If it does not already have one, start by placing a Map Marker in your settlement and giving it a unique name. Then place a COCMarkerHeading next to it. Finally place an XMarkerHeading the center of the settlement, and name it something like (Settlement Name)LocationCenterMarker.

If your new settlement does not already have one, create a Location for it (under WorldData -> Location). Add an Encounter Zone. Then click the Select Reference button under World Location Marker Ref. Select your Map Marker. Then in the Keywords field add:

LocTypeClearable
LocTypeSettlement
LocTypeWorkshopSettlement
LocTypeWorkshop

If it is an interior cell add LocTypeInteriorCell” as well.

Create your Workshop and place it somewhere in your settlement. You can find them under WorldObjects -> Container -> WorkshopWorkbench. A handy tip, you can make it unobtrusive by setting the Scale to make it very small, allowing you to put somewhere out of the way if you like.

Double click on the workbench and click on the Scripts tab edit "workshopscript" Under flags, set "OwnedByPlayer" to true and EnableAutomaticPlayerOwnership” to false. Next just to be safe, set the following to false:
MinRecruitmentAllowRandomAfterPlayerOwned
AllowAttacksBeforeOwned
AllowAttacks

Click Ok to close the script menu, then click ok to accept the changes to the Workshop.

Place an XMarkerHeading in front of your workshop. You do not need to name it. Go into the Workshop's properties to the Linked Ref tab. Add the XMarkerHeading, and give it the keyword WorkshopLinkSpawn.

Go to WorldObjects -> Activators, and select a DefaultEmptyTrigger. Drag and drop one around your Workshop. Rename it something like SettlementNameWorkshopSandboxArea (that is how the vanilla ones are named). Make it large enough to cover your entire settlement area. Go to its Linked Ref tab, double click and "Select in Render Window." Select your workshop and for the Keyword, choose "WorkshopLinkedPrimitive". Then click ok and close the Trigger window.

Double click on your Workshop, select the Linked Ref tab, click "Select in Render Window", and select the "Default Empty trigger" you’ve just been working with. Set its Keyword to "WorkshopLinkSandbox".

Go to Static -> Workshop. Pick a Workshop Border and put it around your settlement. Give it a unique name. Open its properties and go to the Linked Ref tab. Link it to your workshop, with the keyword of WorkshopLinkedBuildAreaEdge



This is amazing! I will most def be trying this one day!!! Thank you !!!!






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mALX
post Jan 15 2019, 07:09 AM
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From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(SubRosa @ Apr 5 2017, 08:18 PM) *

Here is how you can add Ballistic Weave to any armor:

First to enable using Ballistic Weave open the console and enter the following:

Set RailroadClothingArmorModAvailable to 1
Set RailroadClothingArmor_ChanceNone to 0


Then in the CK, do the following:

Go to the Armor record. In the first page go to the Keywords field and add ma_railroad_ClothingArmor

In the Attach Parent Slots field, add ap_Railroad_ClothingArmor

Click on the Object Template button. Create a new template by right clicking in the upper left field.

Add if_Railroad_ClothingArmor to the keywords field, and mod_armor_Railroad_ClothingArmor1 to the Object Modifiers field.


I may want to do this; because I may not get to the quest to get it in game for a long time since I've kind of been avoiding the main quest. Thank you for this tip!




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mALX
post Jan 15 2019, 07:41 AM
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Ooh, SubRosa = thank you so much for your part in getting the mod section fully encompassing!!!! This is AWESOME having all the modding discussion under one roof!!!





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