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This is a mod I made mostly for SimSettlements troubleshooting, but also to have some tools.
Mostly it runs some checks on the plots you have, and allows you to update only these.
See the nexus page for more infos:
https://www.nexusmods.com/fallout4/mods/30500
I'd also like to ask @kinggath for some infos here. Like, can I trigger automatic assignment for a specific settlers? Also, I can send you the source code of the quest which does the whole work.
I'd pack the source of all my scripts into the ba2 by default, if there was a way to do this automatically...
Edit: I have another question:
I used this line in my "Call Unemployed/Call Homeless":
SimParentScript.WorkshopBellEvent.SendStoryEvent(akDestinationTarget.GetCurrentLocation(), akDestinationTarget, None, 0, 0)
It's taken from the Town Meeting Gavel script... It causes everyone to come to the player. I have no idea how these "story events" work. Is there a way to make only specific NPCs come to you?
Mostly it runs some checks on the plots you have, and allows you to update only these.
See the nexus page for more infos:
https://www.nexusmods.com/fallout4/mods/30500
I'd also like to ask @kinggath for some infos here. Like, can I trigger automatic assignment for a specific settlers? Also, I can send you the source code of the quest which does the whole work.
I'd pack the source of all my scripts into the ba2 by default, if there was a way to do this automatically...
Edit: I have another question:
I used this line in my "Call Unemployed/Call Homeless":
SimParentScript.WorkshopBellEvent.SendStoryEvent(akDestinationTarget.GetCurrentLocation(), akDestinationTarget, None, 0, 0)
It's taken from the Town Meeting Gavel script... It causes everyone to come to the player. I have no idea how these "story events" work. Is there a way to make only specific NPCs come to you?
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