Suggestion If it's even possible...

Discussion in 'Workshop Framework (Mod Suggestions Here)' started by ImmortalAbsol, Jun 8, 2019.

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Do you think this would positively impact your gameplay experience?

  1. Yes.

    0 vote(s)
    0.0%
  2. No.

    50.0%
  3. Yes but I'm not too fussed.

    0 vote(s)
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  4. No but I can see how it could.

    50.0%
  1. ImmortalAbsol

    ImmortalAbsol New Member

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    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.
     
    Last edited: Jun 8, 2019
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  2. Whisper

    Whisper Well-Known Member Community Rockstar Vault Librarian Verified Builder

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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.
     
  3. pra

    pra Well-Known Member Staff Member Verified Builder

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    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
     
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  4. ImmortalAbsol

    ImmortalAbsol New Member

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    Would it be possible to change the appearance of the workshop?
    Normal/Vault/Diagnostics cart?
     
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  5. pra

    pra Well-Known Member Staff Member Verified Builder

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    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.
     
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