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Found some time to merge a bunch more changes and fixed a few bugs myself! Hoping to get another bug hunting session in tomorrow as well.
Today's addresses the following:
Download Public Beta 1.0.5b here.
-kinggath
Today's addresses the following:
- Sibling Shack building plan will now correctly have NPC beds instead of a player bed. Refresh any plots using this building plan to get the update.
- Fixed visual bugs in the following building plans: Baker’s Library, Building Materials Shed, and Scrapheap Skyrise.
- Refresh any plots using these to see the changes.
- Fixed visual bugs in the follow building plan skins: Dr. Meztli Jone’s Raised Shack, Charles Baker’s Raised Shack, Odette’s Single Window, and Randy Adam’s Raised Shack.
- Refresh any plots using these to see the changes.
- Fixed a bug where Interior Plots with multiple people assigned could no longer be activated to view the ASAM Sensor menu.
- Fixed a large number of mispointed script properties from obsolete items. This should reduce some of the papyrus log chatter on game start.
- Restored several missing model files.
- Fixed a speech check with the character Carne Asada.
- Added new voice type for Protectrons called SS2_VT_ProtectronSettler, which allows protectrons using it to function as settlers, including barter and clinic lines.
- Doc Shock switched to use the new voice type for Protectron settler lines.
- Plot doors can now work with the Door Management system in Workshop Framework. All future built, upgraded, and refreshed plots will gain this ability. (The Door Management system can be turned on in the Workshop Framework options to have doors automatically open upon entering workshop mode).
- Caravan Services fast travel will now correctly work with Level 2 and Level 3 Caravan Services plots. Previously this only worked with Level 2 due to a mistake in the dialogue configuration.
- Vendor factions for custom vendors will now default to the MiscVendorFaction if no other is defined to ensure they have dialogue even if the mod author failed to define one.
- Changed a utility function (WorkshopFunctions.GetPlayerOwnedSettlements) that fetches all player owned settlements to account for misconfigured mod added settlements that were incorrectly flagged as OwnedByPlayer in the script properties.
- Added ProduceItemsArray function to WorkshopProductionManager to allow for bulk production in a settlement workbench.
- UIManager’s Barter Menu system now have several additional optional parameters to increase functionality. Each of the original calls were maintained to ensure backward compatibility and the new parameters were added to a function of the same name with V2 at the end. For example, ShowCachedBarterSelectMenu should now be called as ShowCachedBarterSelectMenuV2.
- Formlist aStartBarterSelectedFormlist: This accepts a formlist with all of the entries that should start as selected options.
- Bool abVendorSideEqualsChoice: This reverses the selection so that the vendor side represents the items the player is choosing instead of the player side.
- Bool abUsingReferences: This flag should be set to true if the items you are sending are unique ObjectReferences instead of just forms.
- Added “AndWait” versions of the Barter Menu system which allow for simpler use cases that don’t require monitoring for events.
- Added Message Selector system, which allows presenting the player with a Message Box that has Next, Previous, Select, More Info, and Cancel buttons. This can be found in the UIManager quest - there are two versions: ShowMessageSelectorMenu and ShowMessageSelectorMenuFormlist.
- Added bEnablePlayerComments field to WorkshopObjectScript. This will allow some workshop items to prevent the player commenting about the item needing power or assignment when the player uses it themselves.
- Added new TaskManager system. This allows for setting up threads that run their code after a timer, and can be set to have that timer and code repeat X number of times.
- Added new StoryEventManager system. This allows for centralizing calls for SendStoryEventAndWait, so that the event manager can handle multiple quests that are set up under the same conditions in the Story Manager for redundancy. It will also ensure that if multiple of the exact same request are made, only one Story Event Quest needs to run.
- Making use of this requires the actual quests that are rigged up to run in the StoryManager use the WorkshopFramework:Library:StoryEventQuest as their extends.
- Adjusted the way the DoorManager quest works slightly to allow doors that are not part of the workshop system, but appear in settlements to be controlled. To take advantage of this in your mod, add the keyword LinkTerminalDoor to your door, if it is within a settlement bounds and the player has the Door Management enabled it will be used with the system.
Download Public Beta 1.0.5b here.
-kinggath
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