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Question Auto-assignment still happening after disabling in MCM

Tron91

New Member
Messages
1
@kinggath
Found this block of code in WorkshopParentScript.psc
Code:
Bool Property AutoAssignBeds
    Bool Function Get()
        return (WSFW_Setting_AutoAssignBeds.GetValue() == 1)
    EndFunction
   
    Function Set(Bool aValue)
        if(aValue)
            WSFW_Setting_AutoAssignBeds.SetValue(1)
        else
            WSFW_Setting_AutoAssignBeds.SetValue(0)
        endif
    EndFunction
EndProperty       

Bool Property AutoAssignFood
    Bool Function Get()
        return (WSFW_Setting_AutoAssignFood.GetValue() == 1.0)
    EndFunction
   
    Function Set(Bool aValue)
        if(aValue)
            WSFW_Setting_AutoAssignFood.SetValue(1)
        else
            WSFW_Setting_AutoAssignFood.SetValue(0)
        endif
    EndFunction
EndProperty   

Bool Property AutoAssignDefense
    Bool Function Get()
        return (WSFW_Setting_AutoAssignDefense.GetValue() == 1.0)
    EndFunction
   
    Function Set(Bool aValue)
        if(aValue)
            WSFW_Setting_AutoAssignDefense.SetValue(1)
        else
            WSFW_Setting_AutoAssignDefense.SetValue(0)
        endif
    EndFunction
EndProperty
Is that intentional? I mean the return values assigned to 1?

Edit:
Seems auto-assignment problems got fixed after I deleted the "== 1" entries and recompiled the script.
 
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return (WSFW_Setting_AutoAssignBeds.GetValue() == 1)

Means if everything inside the parentheses is true, return true, otherwise return false. == means to check if both things are the same.

So all in all this says

if WSFW_Setting _AutoAssignBeds is 1, then return true, otherwise return false.
 
I too have a problem with Auto-assignment still happening even though it's disabled from MCM, from both ss2 menu and workshop framework.
 
New settlers arriving at the settlement are still auto assigned when both SS2 and WSFW auto-assign is turned off.
However! Once settlers have been removed from assignment auto-assign does not kick in anymore and leaves settlers untouched.
 
I don't know. When I have WSFW Auto Assigns off when I take a populated settlement, they won't even be assigned to their crops or beds until I do it. New settlers don't build anything when showing up for me. I have to tell them too. They wander Unassigned until I assign them with SS2 Auto Assign off.
 
I don't know. When I have WSFW Auto Assigns off when I take a populated settlement, they won't even be assigned to their crops or beds until I do it. New settlers don't build anything when showing up for me. I have to tell them too. They wander Unassigned until I assign them with SS2 Auto Assign off.
Basic resources. Keep in mind that the game base assignment normally works with the basic resources, the basic game assignment takes precedence outside the working plots (or at least I have noticed that in some previous tests). For example: New settlement, and you leave an agriculture or martial plot, and you have plantations or guard post, with wsfw and ss2 auto assign off, the basic assignment always chooses its basic resources first, having you assign them manually to the plots
 
I'm not talking about plots. I am say when I first take a settlement and everything is off the vanilla base settlers won't even be assigned to their vanilla beds or crops until inre assign them to them. Example Finch Farm, Greentop, County Crossing, etc.
 
If I then drop guard posts new settlers will NOT auto assign them unless I tell them to. Otherwise auto assign off everywhere works 95% right for me. Always a quirk now and again.
 
Bare in mind I use the Settler Summoning button to get new settlers. When they arrive they get auto assigned no matter what. And as far as I understand it WSFW = Vanilla Assignment System. So there are only 2 systems I believe.
Using a vanilla recruitment beacon might prevent them from being assigned at all. Who knows.
To be honest I REALLY REALLY REALLY hope SS2 comes with a recruitment centre concept, where you can handpick who to add to your settlements (as opposed to the SS2 recruitment beacon municipal plot). Come on Chapter 2! :)

To micro manage settlements, this is by far the best tool to do it with imo. Also hope KG or the SS Team comes up with an improved version of this:
Settlement Management Software V2 - For Rename AnyThing at Fallout 4 Nexus - Mods and community (nexusmods.com)
 
The only problem I see in the scripts is calling the function WorkshopParent.TryToAssignBeds in NPCManager.AddNewActorToWorkshop without checking the MCM settings
 
Sounds like you hit the nail on the head. I think my settlers are only assigned to beds when they arrive. Not a big deal really. Espacially if there are no vanilla beds in the settlement.
 
Okay, this has been my experience with the vanilla settlement system. This is some very limited auto assignment that can take place. All beds will be auto assigned.
So for example I import a settlement blueprint for Sanctuary, the recruitment beacon is on. I leave the settlement for 2 in-game days as suggested by the mod. author.
Upon return I will usually find between 1-3 settlers and they will be in the following possible states.
1) No settlers assigned to any jobs. All 3 wonder around and I have to manually assign them.
2) 1 settler auto assigned to food, other 2 unassigned.
3) 1settler auto assigned to guard post, other 2 unassigned.
4) 1 settler auto assigned to food, 1settler auto assigned to guard post, other 1 unassigned.
Keep in mind that the food, and guard post are the only possible auto assigns that can take place. Stores, or any other type of work must be manually assigned. I have no real idea as to what triggers the auto assignment other than possibly for settlers that auto assign to guard post this a setting in their traits that is slightly different from the other settlers.
As for the states of the settlers you should see 1 as being the most frequent, with 2, then 3.
 
I like to plan my settlements with no city plans. I lay out my plots and then manually choose each building for the plot. I have turned off auto assign in SS2. It seems random, but some (not all) settlers will assign themselves and start building before I have a chance to select my building.
 
I only just thought to look over at this section of the forums, since we were discussing it in the SS2 section/s; from my own testing, whenever someone new joins a settlement (either a fresh spawn, or being relocated from elsewhere), they automatically receive assignments for bed and job regardless of what those settings are (hobby, too, with SS2 plots in the settlement, but it still applies to vanilla beds and crops/stations). It's only the 'joining the settlement' phase that seems to do it, not any other time afterwards.
 
For me, I disable all auto assign in WSFW and SS2. If I import a settlement plan through WSFW or SS2, the settlers presents wont auto assign themselve, I have to do it manually. But if I recruit an NPC settler outside a settlement, (either SS2, or other mods) then it will auto assign him/herself to available houses, work and hobby plots.
 
I disable all auto assign in WSFW and SS2. If I import a settlement plan through WSFW or SS2, the settlers presents wont auto assign themselve, I have to do it manually. But if I recruit an NPC settler outside a settlement, (either SS2, or other mods) then it will auto assign him/herself to available houses, work and hobby plots.
It works this way for me as well, since v1.0.0 (when I started doing full manual assignment)

I'm positive I found what caused this in the WSFW code and a solution (add a setting to turn this on and off) but I can't seem to find my notes... CRS is real... the search continues...

Edit: I think I found a bug in the SS2 code. Submitted as issue #596, still sifting through WSFW...
 
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The only problem I see in the scripts is calling the function WorkshopParent.TryToAssignBeds in NPCManager.AddNewActorToWorkshop without checking the MCM settings
I reported this here:
I also found a bug in the SS2 code. It is submitted as issue #596
 
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