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Suggestion If it's even possible...

ImmortalAbsol

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4
Could you make an in-game way to toggle existing workshops between;
1. Player Home only (no recruiting, no dismissing companions here, no transferring settlers here from elsewhere, no supply line, no attacks, no radiants).
2. Player and Unique NPC Home (no to recruitment beacon, ??? To supply line, no attacks, but YES to dismissing companions here, and YES to sending Sheffield, VT Rep, Buddy etc., No radiant quests).
3. Full Settlement (Recruitment- Yes, Dismissing- Yes, Transfer-Yes, Supply line- Yes, Attacks- Yes radiant quests- Yes).

This would be great for turning Creation Club homes in personalised homes for your companions, or for turning other places into your private domain.

Player Home mods and CC content are going to keep coming and I'm sure mod authors are tired of being asked.
 
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Hiya! :bye

Sadly: I’m afraid that this unlikely to be possible.

Having created a player home that can act as a full settlement, I can tell you that the process required to actually create a settlement is pretty darned involved. There are “101-things” that have to be done in the background to make it a stable and viable settlement. It took quite a bit of learning and help from the people on the Sim Settlements team to get mine together.

I’m still finding things that I missed.

I think that this is why many player-home mods go the much simpler route: setting up very restricted like Home Plate, or not having a workshop at all.

I think that this is also why C.A.M.P.-76, Portable Workshop, etc are restricted. Mobile settlements would be a bit of a nightmare. So many things can go wrong to break your game, making the users *very* irate. So even if an author puts up warning messages a mile high with sirens and flashing lights, there are some who just won’t read. Then the author is the one taking it in the neck.

Now, I’m not going to say this is impossible. Somebody really determined might figure out a way to create those “101-things” in the background, and a way to disable those things, and a way to make some of those things selective only, etc. I’m betting that it would involve some heavy scripting in the process. I wouldn’t put money on it being highly stable.

I doubt that kinggath would build it directly into WSFW. Someone else might hang it off WSFW as a base, though.
 
you could, potentially, make a mod which turns any player home into a settlement. There are some cases where it will fail, but I think it can be done for most of them.

However, once you have converted a home in such a way, there is no turning back. It's like with uninstalling settlement mods: once it recieved a WorkshopID, it's not safe to remove it.

See also https://www.simsettlements.com/site...ing-after-deleting-workshop.10171/#post-70821
 
Would it be possible to change the appearance of the workshop?
Normal/Vault/Diagnostics cart?
That should work. You definitely can change the appearance of all at once. I think in theory, changing them individually should work, too, but I'm not 100% sure if that's safe.

That's talking about mods which simply modify the ObjectReference or the base record of the workbench. Doing it dynamically in-game is impossible, I think. Even with F4SE.
 
I know nothing about scripting, I wanna make sure that is pointed out first.

But, considering there is apparently an identifier that can tell the difference between a player home and a settlement in build mode, can't that same identifier be used in other instances, like for where to send companions?
 
it's complicated.

Settlement/Player Home identifier in this case is the WorkshopID. -1 is player home, 0 or above is settlement.

I THINK something else determines where you can send settlers or companions. Potentially keywords of the location.

Another difference are the keywords on the workshop. they determine what you can build. This is independent of the workshop id, and this you actually could change in-game.
 
At the moment I use amazing follower tweaks to change where some followers consider home. Most of my followers are set to consider the CC home in good neighbor as their homestead.

But I do know the possible glitching associated with using this technique, and luckily haven't had much issue with it yet.

Now if only I could figure out how to find my sentinel ai power armor, I'd be happy. I think it sunk into the mechanist lair worldspace, but since I'm on Xbox, I have no way to find it.
 
SKK's Workshop Ownership Utilities has a feature that allows you to turn any workshop into a full settlement, and it works very well. So long as you don't have the 'Commonwealth' bug*, you can even set up Provisioners for created settlements (worked with CAMP for me, but the Provisioner has to START at the CAMP settlement, since it still won't show up in your settlement list). Big Caveat: His mods don't always play so nice with Sim/Kinggath stuff.

*I would assume everyone on this forum would know about this bug - if you use CAMP or some other 'add workshop' mod, and you do NOT do it in a named cell, it reeks havoc with the settlement system. Many a settlement mod on The Nexus does this. I was amazed how many once I learned how to 'peak under the hood'.
 
Even if you do that within a unique location, it and it's cells will still be resetting. While there seems to be a F4SE function to actually set it to Never Resets and Workshop, without, it isn't possible. This means, all these "workshop anywhere" solutions are inherently unsafe. Even with F4SE support, I'm not 100% sure whenever this can be done in a safe way.
 
Chances are not properly added to the Workshop Array, thus not visible in the list of settlements.
 
That should work. You definitely can change the appearance of all at once. I think in theory, changing them individually should work, too, but I'm not 100% sure if that's safe.

That's talking about mods which simply modify the ObjectReference or the base record of the workbench. Doing it dynamically in-game is impossible, I think. Even with F4SE.
In reference to being able to change the appearance of a worshop, YES, definitely. I have at least two that have custom workshops (Aloot's HP comes to mind), and Vault 88 uses one (four, in fact). I am very surprised more people don't take advantage of this feature. Shame really, all those custom settlements and they all have the same ugly workshop. LOL
 
The other 3 V88 "workshops" are just plain activators which trigger the main one.

Well, you definitely can use literally anything as a workshop for your custom settlement. I've done it a few times with various tool chests in some of my player home-type mods.
However, I think the original question was referring to, whenever you could change individual workshops, of existing settlements, at runtime. Fairly certain THAT isn't possible. Not even sure if it can be done via mod properly. You would need to change the base object of the individual refs. No idea if that even works retroactively on persistent refs.
 
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