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[AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19)


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[AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19)

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PREMABLE (aka Important Information To Note Ahead of Downloading)

 

This mod is NOT intended for ongoing games where you already have all settlements claimed, not if you wish to use modified settlements functionality. You can disable that upon the mod being installed and thus only have access to player farming, if that is your wish. But you should not install this mod for use on ongoing games with settlement outposts enabled. My whole-hearted recommendation is for new games only. It should also be said, as advisement, that I have modified a few of the vanilla scripts relating to Minutemen Radiant Quests and how they interact with owned settlements. All modifications are tested and function as expected. This warning is given so that you are aware that 1) I have modified core game scripting to allow this mod to work as written and 2) so that you are aware there will be scripts you need to ensure are removed should you ever uninstall this mod. There is a section below that highlights the modified script names and where to find them. Don't worry - I am a seasoned pro with this game's scripts and engine - the modifications are sound, tested and will not break your game.

 

NOTE: You do NOT need to have RSE II's Advanced Needs installed to use Settlement Solutions.

 

About Settlement Solutions:

 

This mod came into being to expand upon those brave souls who once demoed Survival Mode on Youtube, where they did not take settlements or settlers and tried to survive in that way. While those survival mode playthrough vids were an inspiration for what I am doing with this mod, you are most definitely not limited to using it in survival mode - it can be used in ANY game mode. I expanded upon this idea by allowing you to take five settlements where only one of them can be an actual settlement with settlers summoned via a radio beacon tower. You will only be allowed to build ONE recruitment beacon and this settlement build item will be locked off from your menu for the rest of your game with that character, so it is important to choose your settlement location carefully, for once the transmitter is placed, you need to keep it in the settlement - if you scrap it, you will not be able to build another one. This was done to prevent people from having five settlements, as the intent was to have one and have four private places to do what you need to do whilst running around the Commonwealth, such as restocking, crafting, tending your crops and to sleep in safety. You can assign supply routes to these outposts so that your workbenches are linked, sharing resources. After you reach five owned settlement locations, all remaining Commonwealth locations are locked and you will not be able to activate them to claim ownership. If you have Automatron DLC installed, this mod will account for The Mechanists Lair as well. Suffice it to say, the note below about using the Removal Tool is very important should you wish to continue a saved game after removing this mod!

A note about settlements and outposts. Should you opt to not claim Sanctuary when you come down from the vault and just go to rescue Preston and company from the Museum, their quest automatically assigns Sanctuary Hills upon speaking to Preston once he arrives there when they leave the Museum. So... if you do not want Sanctuary as one of your five allocated outposts, simply never go back there to talk to him. If however, you claim it or allow it to be auto-owned upon speaking to Preston, it will count as one of your five allocated outpost locations but it will NOT count as your settlement - just because the five of them are there does not qualify it as your settlement. Placing the recruitment beacon is what proclaims a settlement and forever blocks further beacons from being built. Just a headsup on that aspect of the mod and the games quests.

This mod also gives you, the player, the ability to farm your own crops! No more do you need settlers to have produce items growing. Using the FARMING settlement build menu, you can place player farmed crop items. When placed, you will need to TEND to your crop in order for it to produce an item of food. Each planted crop item has its own need of being tended and has its own cycle of replenishment. You can adjust the length of time it take between tending and harvesting via the MCM. Crop items are not linked to the workshop, so do not generate happiness or food. They are also immune from settlement attack damage. The workshopobjectsscript was not altered in any way for these crop items - I simply removed it from my cloned food items and created my own script. Sadly, I could not link this script to the WorkshopParent script for the above resource tracking and damage as the WSParent script calls back directly to workshopobjectsscript and would not recognize my custom script on compiling. No big deal.

This mod includes a custom Random Events script that will, at intervals, potentially start up some small random events, like raiders coming into your outposts to demand things from you or critters infesting your player farmed crop items. More will be added as the mod grows.

It is very important that you use the Removal Prep Tool in the MCM should you wish to remove this mod after trying it out, so that it can unlock any workbenches that have been blocked and also to correct the settlement build menu.

IMPORTANT NOTE:

 

This mod alters the scripting on a few quest fragments for Minutemen radiant quests. This in no way hampers the quests nor breaks them. These small edits simply 1) prevent auto-ownership of workbenches upon completing a quest, so you have the choice to take it or not, and 2) on quests where you must place a radio beacon when defeating all of the hostiles in the location, it now skips this stage of the quest and proceeds straight to the stage where you update Preston that the quest is completed. In total, this comprises two single line edits on two scripts. The quest line involving the Castle is not interfered with in any way and the Castle (as well as Home Plate) are exempt from the settlement limiter scripting. The modified scripts are included in this download, so be sure you remove them should you uninstall the mod down the road. One will be found in your scripts folder, named "minrecruitquestscript.pex" and the other in your Scripts\Fragments\Quests\ folder called "QF_MinRecruit06_0015F040.pex", and "MinutemenCentralScript.pex". They has been modified to allow Defend the Castle to begin without worrying about the player owning 75% of the available settlements in the game. Please note that you will need to ensure this script is removed as well, should you ever uninstall the mod. All this edited script does is bypass the settlement count and never start up the Form Ranks quest that requires 75% settlement ownership.

 

 

Available Mods That Use RSE II's ESM:

 

Requirements:

 

A functioning install of AAF.

 

MCM -> https://www.nexusmods.com/fallout4/mods/21497

 

 

Legal:

 

The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Advanced Needs Settlement Solutions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.


 

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Repeating this in case people dont read the download page.

 

IMPORTANT NOTE:

 

This mod alters the scripting on a few quest fragments for Minutemen radiant quests. This in no way hampers the quests nor breaks them. These small edits simply 1) prevent auto-ownership of workbenches upon completing a quest, so you have the choice to take it or not, and 2) on quests where you must place a radio beacon when defeating all of the hostiles in the location, it now skips this stage of the quest and proceeds straight to the stage where you update Preston that the quest is completed. In total, this comprises two single line edits on two scripts. The quest line involving the Castle is not interfered with in any way and the Castle (as well as Home Plate) are exempt from the settlement limiter scripting. The modified scripts are included in this download, so be sure you remove them should you uninstall the mod down the road. One will be found in your scripts folder, named "minrecruitquestscript.pex" and the other in your Scripts\Fragments\Quests\ folder called "QF_MinRecruit06_0015F040.pex", and "MinutemenCentralScript.pex". They has been modified to allow Defend the Castle to begin without worrying about the player owning 75% of the available settlements in the game. Please note that you will need to ensure this script is removed as well, should you ever uninstall the mod. All this edited script does is bypass the settlement count and never start up the Form Ranks quest that requires 75% settlement ownership.

 

Why is this important?

 

So that if you ever uninstall the mod, you can manually remove the above three noted .PEX files from FALLOUT 4\DATA\SCRIPTS, which will return workbench claiming and the Minutemen quest line to their Besthesda defaults.

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  • 2 weeks later...

Hello brother.

 

Did you get rid of the slider to allow for more than 5 settlements?  Last I played this, I believe I could change up to 10?  I remember it worked well, just been awhile since I used it.

 

 

Custom settlements dont count towards the 5. But not to have more settlements,  just more places to sleep safely.  But this protection as well as the infestations only occur at the 5 vanilla settlements?  

 

I am setting up a new roleplay game and still in vault and just curious before I installed and exited vault.

 

Thanks.

John

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1 hour ago, MrCruelJohn said:

Hello brother.

 

Did you get rid of the slider to allow for more than 5 settlements?  Last I played this, I believe I could change up to 10?  I remember it worked well, just been awhile since I used it.

 

 

Custom settlements dont count towards the 5. But not to have more settlements,  just more places to sleep safely.  But this protection as well as the infestations only occur at the 5 vanilla settlements?  

 

I am setting up a new roleplay game and still in vault and just curious before I installed and exited vault.

 

Thanks.

John

Yep, that slider is still there :)

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1 minute ago, Flashy (JoeR) said:

Yep, that slider is still there :)

I should qualify. Not so much as bases for sleeping.  Recuperation is probably more accurate.

 

Some nutjob has amp'd up this thing called CSA, and not sure if fast travel is available or not yet, I have this impending doom feeling...  my character will need alone time...

 

I know, imagine that.  :)

 

John

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23 minutes ago, MrCruelJohn said:

I should qualify. Not so much as bases for sleeping.  Recuperation is probably more accurate.

 

Some nutjob has amp'd up this thing called CSA, and not sure if fast travel is available or not yet, I have this impending doom feeling...  my character will need alone time...

 

I know, imagine that.  :)

 

John

Yeah, I removed all fast travel related things from CSA if it detects Advanced Needs is installed and Fast Travel is blocked in it. But of course, that doesn't prevent other mods from mucking it up.

You mentioned gearing up for a new role-play. I'd suggest if Advanced Needs and CSA are going to be a part of that, that you hold off for a few days. CSA will release likely today or tomorrow, depending on my impatience to release 2.4 and I really want to push out an update to Advanced Needs to ensure Fast Travel blocking is working - it is in my build, but my build doesn't match the one for download right now, so...

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5 minutes ago, Flashy (JoeR) said:

Yeah, I removed all fast travel related things from CSA if it detects Advanced Needs is installed and Fast Travel is blocked in it. But of course, that doesn't prevent other mods from mucking it up.

You mentioned gearing up for a new role-play. I'd suggest if Advanced Needs and CSA are going to be a part of that, that you hold off for a few days. CSA will release likely today or tomorrow, depending on my impatience to release 2.4 and I really want to push out an update to Advanced Needs to ensure Fast Travel blocking is working - it is in my build, but my build doesn't match the one for download right now, so...

Oh I have been waiting since 1.7. Haha.  

 

So,, yeah.  A new roleplay.  Minimal settlements that grow and support me... settlements are also dangerous (MCG/sexual harassment/fpe), combat stalkers, snipers of commonwealth, pack attack.  Plus RSE2 suite)...

 

Role play is unfrozen, kidnapped and placed at Survivalist Cabin.  My"captor" keeps me for things.  Safe at this cabin for him, bounties on me if I leave.  Body mods. Tats piercings and drugged addicted during my stay, pipboy reprogrammed to limit abilities, etc.  SPECIALs removed, etc.)

 

Keeps me away from Concord and sanctuary.  I can leave but have yo have a keeper companion tag along to keep my character online.  (Install companions such as Mistress Passion, desire,, exotic, Darlene, ivy, Aurora, Amy etc. Have about 10 ish)

 

My character is not allowed to have a settlement for safety (from combat stalkers) unless a keeper is there.  So not really along, but the keeper is there to harass my character plus companion services, etc...

 

Kind of drawn out... helpless girl situation.  Institute wants my PC back while I run to Diamond city (since my keeper told me to go there or through minutemen route), but told not to go to Concord, sanctuary etc... 

 

Lol... thanks brother.

John

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Well then, given your scenario, this mod, Settlement Solutions, may just be up your alley for sure, what with the player farming plants and all - no need for settlers or companions to grow food for you. Kind of important in a Survival Mode / Advanced Needs scenario. :)

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41 minutes ago, Flashy (JoeR) said:

Well then, given your scenario, this mod, Settlement Solutions, may just be up your alley for sure, what with the player farming plants and all - no need for settlers or companions to grow food for you. Kind of important in a Survival Mode / Advanced Needs scenario. :)

Just curious, is there a way to toggle chnace of which infestations occur?

 

Meaning, having the raiders show up more than bugs would be... more useful.  Especially if become hostile. Haha.

 

Or gunners. Or supermutants?  Just musing.

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  • 4 weeks later...
  • 2 weeks later...

Thanks for nice mod. All works fine for me except raiders event. After talk to them (any conversation route taken) dialog starts from beginning. After some time they start attack and quest is failed. Main base is red rocket truck stop in my case (not sure about other bases). Anyone else have same problem or its only me? :)

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  • 4 months later...
  • 1 month later...

Could anyone elaborate on " This mod includes a custom Random Events script that will, at intervals, potentially start up some small random events, like raiders coming into your outposts to demand things from you or critters infesting your player farmed crop items. "? What kind of events? Also that sounds pretty cool if it works the way I think it does, but damn the rest of the changes sound a bit too radical.

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  • 3 weeks later...
  • 9 months later...

Interesting set of changes.  They seem pretty specific.  OP must have a pretty good idea of what kind of play he wants to have.

 

It isn't so clear to me though.   I can see that now, a 'living alone' style will be possible, maybe something along the lines of 'Hearthfires'. 

 

But Im still struggling to understand what the impulse for settlements is.  I want to play with them, but I havent played the game that much, and I dont know how they are supposed to be fun.  Are they like a stockpiling location for NPCs with whome to have more potential relationships, then?  Is that part of it? 

 

That said, I would also like to know if Sim Settlements 2 and this mod together are going to a)work and b) be a good idea. 

 

Thanks OP your stuff is well received.  Im especially interested in this one, though, because of the potential to bring 'settlements' and 'adult content' together, in some shape.

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  • 4 months later...
  • 2 weeks later...
  • 3 months later...

Release_BadEnd_v01_05.zip
Data/DLCworkshop03.esm referenced in Data/Scripts/Source/User/Flashy_01_SettlementScript.psc as DLCWorkshop03.esm has wrong case

8 times  and in Data/Scripts/Source/User/Fragments/Perks/PRKF_Flashy_OwnWorkBenches_0100361B.psc 2 times.

(the w should be lowercase), edit: the last one is in a commented out code section.

Edited by picobyte
Autism
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  • 6 months later...
  • 2 weeks later...

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