Take control of workshops with over 20 new functions: own/disown any, switch radiants and attacks, bypass the happiness thing, own vassals, switch between outposts, recruit settlers by beds not CHR, spawn settlers, find provisioners, find synths, detect workshop corruptions …
[ less workshop grind, more quality of life action ]
WARNING: DO NOT USE THIS MOD IF YOU CAN’T BE ARSED TO READ THIS DOCUMENTATION.
IT CAN DO COMPLICATED STUFF TO COMPLICATED GAME SYSTEMS.
Created for choice about how much micro management to invest in workshops and settlers, or just to fix some common workshop issues and then leave it alone. Install this mod at any time in any game as it makes no static changes to your world. The player is given a [ .SKK Workshop Utilities ] holotape in MISC inventory after vault exit:
Workshop Utilities
(1) Take ownership of a local unowned workshop, or disown a local owned workshop.
(2) Take ownership of all workshops and enable map markers.
(3) Consolidate all owned workshop inventories to the local workshop.
(4) Deploy a settlement starter pack at owned exterior workshops that have no population.
(5) Disable or enable irritating [ Help Defend ] settlement attacks.
(6) Disable or enable settlement ownership loss due to low happiness, or force maintain a minimum of 70.
(7) Disable or enable Minuteman settlement radiant quests (kidnapping, problem with) at owned workshops.
(8) Disable or enable raider vassal workshop automatic ownership.
(9) Upgrade any workshop to a full settlement menus and markers (does not register).
(10) Convert a workshop to Raider Outpost and back to normal settlement.
(11) Quick repair all damaged workshop resources.
Settler Utilities
(12) Population Manager will manage each workshop population to the number of available beds.
(13) Map mark unassigned settlers and resources at the local workshop.
(14) Map mark and highlight settlers tagged as synths.
(15) Map mark local or global provisioners, pop an actor menu showing route and option to cancel that route.
(16) Recruit any actor that has WorkshopNPCScript as a settler.
(17) Add a settler activation configuration menu to Trade, Exit PA, Unassign, Dismiss.
Workshop Diagnostics
Please read the linked articles before using, because you have been messing with some complicated stuff.
(18) Detect and try to fix corruptions in your WorkshopParentScript list of registered workshops.
(19) Detect issues with workshop keywords.
(20) Detect issues with local workshop resource assignment and production.
(21) Force ResetWorkshop to update resource assignments, stats and counters.
(22) Update stuck Minutemen workshop quest counters.
New workshop build items (can be hidden in menus)
(23) Build a Population Management radio (under Resources:Misc) to spawn settlers and/or recruit and manage population by beds.
(24) Build a Wandering Trader point of sale (under Stores) to convert unwanted stuff into caps.
(25) Build cat bowls (under Decorations:Misc) to recruit idling cats that add happiness if you dont have the workshop DLC.
(26) Workshop summoning speaker (Resources:Misc) brings actors and (optional) provisioners at the run.
(27) Enable or disable workbench construction without local leader perks.
It does all of this without modifying a single base game object or script, it only adjusts configurations and settings that were designed to be adjusted.
User Notes (RTFM)
(1) You can take ownership of any workshop running the base game scripts which can be in any unowned state: neutral, hostile, Raider vassal, BOS farm …
The Castle:
if you accept the Minutemen quest take ownership warning, the mirelurk clutter is cleaned up and armory door is opened. Naturally the quest Taking Independence will not happen.
Finch farm
: if you take ownership, the associated quest DN121 Out of the Fire will not start when you talk to Abraham so talk to him *first* if you want that sword. All other Commonwealth settlement related quests dialog triggers still work OK (The First Step, Troubled Waters, Returning the Favor).
Dalton farm:
if you take ownership the associated quest DLC03FarHarborFF01 Blood Tide can not complete.
Taking ownership will count towards the MinutemenOwnedSettlements quest trigger (for taking and defending the Castle) if there is at least one settler when the next MM radiant quest is handed in to Preston which updates the quest counters. Or run option (2w) Update Minutemen quest counters.
After taking ownership of a workshop, you still need to clear hostiles or you will be attacked by the locals (Croup, Jamaica etc). You can hide from the hostiles, take ownership from a distance then build turrets so the settlement cleans itself out which is amusing and saves ammo. If you do not clear hostiles and allow radient workshop quests (option 5 and option 7) then one of the remaining LocRefType “boss” hostiles may be picked as the settlement spokesperson. LOL.
(2) Own All Workshops should only be used if you are not doing quests any more as some are dependent on unowned workshops. For example (but not limited to): DN121 Out of the Fire (Finch), MIN02 Taking Independence (Castle) DLC03FarHarborFF01 Blood Tide (Dalton). The option to deploy a starter pack will hop the player to each workshop under cover of invulnarability so map markers enable, resources can load and counters update cleanly. That process takes around 5 minutes for all base game workshops and returns to the starting point.
(3) Consolidating workshop inventories collects and moves everything from owned workshops to the current workshop, not just crafting components. With settlement attacks disabled your ever useless settlers will not need to steal stuff out of that workshop, so miniguns and ammo should be safe (for total safety use Workshop Access Monitor). To include interior (player home) workshops like Home Plate they must be registered with WU by consolidating to them when you are in their interior spaces. This is similar to the basic function of SKK Global Stashwhich dynamically links workshops and all workbenches, but does not conflict with this.
(4) The starter package includes a settler, sleeping bag, water pump, food plant and a turret to ensure zero hassle happiness if you don’t want to enforce it with option 6.
(5) This disables the base game [ Help defend <alias=mylocation> ] attacks by configuring an existing Workshop.AllowAttacks setting which does not modify the base game in any way, or affect any quest lines. Use option (7) to disable Minuteman [ Defend | Build Defenses | Help defend ] radiant attacks. There are also attacks that are originated by DLCs and other sources which ignore the base game Workshop.AllowAttacks flag that this mod can not stop.</alias=mylocation>
(6) The workshop happiness or morale mechanic is complex and easily broken. It affects the possibility of losing workshop ownership plus the rate of resource production and new settler recruitment. If you are not using recruiting beacons and don’t care about resources there is no need for beds, food or anything with loss disabled. Some quest related workshops can NEVER be lost through low happiness. Enforced happiness maintains it at 70, the value can be set in the console.
(7) Disabling Minuteman settlement radiant quests (kidnapping, problem with) may slow down your progress on the Minutemen quest line because your count of MinutemenOwnedSettlements will not be updating. Running option (20) will keep the quest counters lined up to trigger Take/Defend Castle.
(9) This unlocks all build options at any workshop and generates the relevant Center/Spawn/Attack markers. Perfect for Airport, but it does NOT register standalone workshops like Home Plate with WorkshopParentScript so settlers will not be recruited by the base game beacon and bed/food/safety/vendor resources can not be assigned or produce or manage happiness. Recruit settlers using (12) Population Manager, but they won’t actually do anything. As a vital keyword (LocTypeWorkshopSettlement) can not be added to the location record, trying to force that WorkshopParent registration will break your game.
(10) To convert to a NukaWorld raider outpost the player must be a member of a raider faction. If any original raider gang are still around when converting back to a normal settlement they may be hostile and killing may temporarily trash happiness if it snot being enforced with option (6). You will be warned if the workshop is tagged with WorkshopType02AlwaysExclude for quest safety to stop or continue.
(11) Quick repair damaged workshop resources only repairs items that are auto repaired by the daily update process without using any resources. That covers Power, Food, Water, Turrets.
(12) The per workshop population maanger matches the count of “actors assigned to a workshop” to the number of “things counted as covered beds” at a workshop, up to a maximum of 127. This includes robots, even though they do not need a bed, as beds are being used as the control count. This does not depend on recruitment beacons at all. Any that are active are automatically switched off to avoid fighting with their excess recruitment.
The management update cycle for each workshop is on a configurable [ 1 | 6 | 12 | 24 ] game hour timer, but it only triggers when the player is on site within 4096 game units of the workshop to ensure all objects are loaded and counters are correct. WARNING: If you are running default Timescale 20 then 1 game hour is only 3 real time minutes. As the population update cycle triggers ResetWorkshop to keep stats aligned which can take up to script intensive 2 minutes to run on a busy workshop, that time may be too aggressvie.
The rate of adjusting any shortfall or over population per update cycle can be set at [ 2 | 4 | 8 | All ] actors. Normal workshops recruit WorkshopNPCs, DLC04 outposts recruit DLC04 raiders. Actors are only picked for dismissal if they are not potential companions, unique or assigned to work objects. To unassign actors from work objects so they can be dismissed, destroy their work objects (storing will not unassign them), use the [ Settler Command Menu ] or give them a [ SKK Workshop Actor Menu Note ].
Note that NukaWorld raider assigned workshops automatically recruit raiders up to [10 + CHR] limit every game day. To totally disable all base script raider recruitment console [ SetPapyrusQuestVar DLC04WorkshopParent bAllowRaiderRecruitment 0 ].
(15) The provisioner add activate menu allows them to be unassigned from a route and return to home workshop no matter where they are. It will conflict with any other mods that add activate menus to provisioner actors (like Quick Trade).
(16) The Recruit Settler activation only works with actors that have WorkshopNPCScript attached and are not assigned to a workshop. The menu warns if an actor is unique, essential or quest bound before recruiting. This will not conflict with the provisioner menu but it will conflict with any other mods that add activate menus to actors (like Quick Trade or FCOM).
(17) Settler Command activation menu enables Trade, Exit Power Armor, Unassign from workshop resource, Dismiss from workshop, Recruit to workshop and Reset Actor. This will not conflict with the provisioner menu but it will conflict with any other mods that add activate menus to workshop actors (like Quick Trade, Combat Settlers or FCOM). Alternative is craft a [ SKK Workshop Actor Menu Note ] at Chemlab and trade or pickpocket onto an actor to pop the same menu. It is returned to the player after every use.
(18) If workshop list problems are reported, check this article: SKK Workshop Utilities – Corrupt Workshop Lists https://www.nexusmods.com/fallout4/articles/1343 If you are offered the option to TRY TO REPAIR and want to use it, save your game first as there is no guarantee things will get better. The workshop system is complex and fragile, poking it with low quality mods is foolish. For the full diagnostic on PC Debug Logging must be enabled and then examine … \Documents\My Games\Fallout4\Logs\Script\User\SKK_WUTestWorkshopList_NNNNN.log
(19) If workshop keyword problems are reported, check this article SKK Workshop Utilities – Workshop Keyword Test https://www.nexusmods.com/fallout4/articles/2094 before panicking as some base game workshops already come with errors. For the full diagnostic on PC Debug Logging must be enabled and then examine … \Documents\My Games\Fallout4\Logs\Script\User\SKK_WUTestALLWorkshopKeywords_NNNNN.log
(20) Workshop resource allocation is managed by WorkshopReset whenever the player enters an owned workshop location and depends on a function GetWorkshopFromLocation. Read articleSKK Workshop Utilities – Workshop Resource Test (why resources are reported wrong). If the workshop is not correctly registered, has been moved or buggered about with this function will not fire so your settlers don’t work and resources don’t produce. This option will force a WorkshopReset and shows stats to help you understand whats happening and will map mark problem objects. For the full diagnostic on PC Debug Logging must be enabled and then examine … \Documents\My Games\Fallout4\Logs\Script\User\SKK_WUTestWorkshopResources_NNNNN.log
(21) Force ResetWorkshop: Trying to convert a standalone workshop into a WorkshopParent registered settlement in game, it is impossible to add the vital LocTypeWorkshopSettlement keyword to the location record. This means that ResetWorkshop resource cacluations will never trigger so workshop stats will not be correct. As a workaround, use this function manually every time you visit the workshop.
(22) Update Minutemen quest counters option bumps the MinutemenCentralQuest to update recruitment quest based progress (MinutemenRecruitmentAvailable + MinutemenOwnedSettlements) as they don’t always register when handing quests in to Preston, so you end up recruiting a stack of settlements without MIN02 Taking Independence starting or MIN301 Form Ranks completing.
(23) You can spawn up to the population limit of 127 per workshop, but the population manager (12) will also dismiss any unassigned over the bed count if that function is active. As only one can be built at each workshop, if it is stored in the workshop, it wont register in the build menu to redeploy until you exit and enter workshop build mode.
(24) One Wandering Trader cash register per settlement. If you don’t like the first offer, leave the stuff in the register and traders will stop by every couple of game hours whilst you are on site to make an offer. Offers are indexed to CHR, but generally lower than a normal vendor to reflect the low effort your investing in the sale. There is a legendary offer chance ker-CHING ! Do NOT kill the traders. As only one can be built at each workshop, if it is stored in the workshop, it wont register in the build menu to redeploy until you exit and enter workshop build mode.
(26) The Workshop Summoning Speaker (Resources:Misc) will call at the run all workshop assigned actors that count for population and can be found in the loaded area. Optionally teleport home based provisioners. Actors are automatically released back to jobs or loafing after 2 minutes. Menu options to relase early and to open each actors inventory in sequence for theft inspections.
(27) Rather than hacking base objects, this just adds and removes the LocalLeader perks if the player does not already have them. And yes it remembers what you had before enabling to switch back to that state on disable.
Compatibility
This solution has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. It is 100% pure new Creation Kit forms and scripts which means that it works on PC , Xbox and GamePass. As it does not touch any other stuff in your save-game, there should be no load order issues or mod conflicts.
Known Issues
(1) Do not rename or compact this mod, scripts use GetFormFromFile with hardcoded ESP file names.
(2) The optional quick workshop consolidate menu will conflict with any other mods that add a third [Space] activation menu option to Workshops. Only one additional menu option can be active on an object, so choose wisely.
(3) The optional recruit any settler or settler activation menu will conflict with any other mods that add a third [Space] activation menu option to Actors (like quick trade or quick inventory). Only one additional menu option can be active, so choose wisely.
(4) Version 021 removes the survival oriented utilities that have been published separately in SKK Survival Utilities. IF YOU ARE USING UPDATE 020 OR EARLIER disable all functions in the holotape before installing later updates.
FAQ
> Why is there no ESL version ? Because life already contains sufficient hassle.
> Why holotape rather than MCM ? Because 90% of SKK mod users are on Xbox. Go on, count ’em.
PC manual installation & disable
Copy SKKWorkshopUtilities.esp and SKKWorkshopUtilities – Main.BA2 to your…\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.
Whilst this mod does not make any changes to existing scripts or game objects, do not disable or remove it at all ever from a savegame you want to persist. You need to understand that removing mods which have anything to do with WorkshopParentScript, like new workshop settlements or those mods that happily hack base game Workshop scripts will fuck your savegame because your actions have consequences.
Change Log
Version 024
UPDATE NOTES: If using 020 or earlier, disable all functions in the holotape before installing this update. For newer version this update is transparent. Requires Fallout4.exe 1.10.162.0 (or later).
Fix: Keyword test fails to find a valid map marker from location (quest lookup alias fill error).
Change: added more UI error mesages to the workshop parent list test.
New Holotape option to set target happiness for management (50/75/100).
New: Unified settler command menu activation option replaces separate Provisioner and Recruit settler activation menus.
New: Workshop summoning speaker (Resources:Misc) brings actors and (optional) provisioners at the run for 2 minutes, then release.
Version 023
UPDATE NOTES: If using 020 or earlier, disable all functions in the holotape before installing this update. For newer version this update is transparent. Requires Fallout4.exe 1.10.162.0 (or later).
New: Find Uncovered & unassigned beds
Change: Population:Beds recruitment holotape function is disabled. Replaced with multi-function Population Management Radios crafted at each managed workshop (Resources:Misc) which can also spawn settlers on demand.
Change: workshop Spawn Settler radios can not longer be crafted, replace with Population Management Radios.
Change: Find unassigned moved to separate SKK_WUFindUnassignedScript to allow for ResetWorkshop latency
Change: Find unassigned settlers & resources highlights in Orange so they can be seen in workshop mode.
Change: All calls to WorkshopParentScript.ResetWorkshop test for EditLock and are timed for update messages.
Version 022
UPDATE NOTES: If you are using 020 or earlier disable all functions in the holotape before installing this update as some functions have been removed. Requires Fallout4.exe 1.10.162.0 (or later)
Fix: Update message validation testing wrong setting: was SKK_WUForcedMinimumHappiness should be SKK_WUAllowUnownedFromLowHappiness
Version 021
UPDATE NOTES: If you are using 020 or earlier disable all functions in the holotape before installing this update as some functions have been removed. Requires Fallout4.exe 1.10.162.0 (or later)
Change: Survival Utilities removed. Published in “SKK Survival Utilities” mod including Sleeping Bag save, Deployable cooking pot, Survival fast travel, Full Save, Quick Loot, Personal Stash.
New: Find settler synths
Version 020
UPDATE NOTES: All updates so far are additive, do not affect the current game so fine to update in place at any time. Requires Fallout4.exe 1.10.162.0 (or later)
New: Workshop resource diagnostic test triggers WorkshopReset to validate population, resources, assignments and production.
Change: Recruitment/Beds system strengthened to trigger WorkshopReset before adjusting settler count to ensure stats are correct.
Change: Find unassigned settlers also marks unassigned resources.
Version 019
UPDATE NOTES: All updates so far are additive, do not affect the current game so fine to update in place at any time. Requires Fallout4.exe 1.10.162.0 (or later)
New: clear DLC04 raider outpost state from a workshop.
Change: Exclusions for configuring interior workshops using WorkshopWorkbenchInterior (attacks, happiness & etc) have been removed.
Change: Mobile workshop function disabled/removed, use standalone mod [ Mobile Workshop by SKK ] https://www.nexusmods.com/fallout4/mods/43493 which should take over any built objects when deployed.
Version 018
UPDATE NOTES: All updates so far are additive, do not affect the current game so fine to update in place at any time. Requires Fallout4.exe 1.10.162.0 (or later)
New: Hotkey item to auto loot corpses in a 4096 unit (cell) radius.
New: Mobile workshop for unlimited redeployments.
New: Recruit any non unique actor running WorkshopNPCScript with an activation menu.
Change: WorkshopParent problem detection logic considers WorkshopParentScript vs WorkshopScript vs WorldLocation
Version 017
UPDATE NOTES: All updates so far are additive, do not affect the current game so fine to update in place at any time. This update onward requires Fallout4.exe 1.10.162.0 (or later)
New: Convert a workshop to Nuka raider outpost (no Nuka quests required).
Change: Recruitment bed management recruits Nuka faction raiders if an outpost.
Change: Spawn radio recruits a Nuka faction raider if an outpost.
Change: to avoid page scrolling, all workshop management options moved to the Workshops sub-menu.
Change: diagnostic functions log outputs to separate \Logs\Script\User\SKK_WUTestWorkshop…Log files
Version 016
UPDATE NOTES: all updates so far are additive, do not affect the current game so fine to update in place at any time.
Change: SKK Auto Save Item changed to a Full Save (sleeping bag will do auto save)
Change: Unroll Sleeping bag holotape option no longer pops sleep dialog to save, activate the bag.
New: Diagnostic to detect issues with mandatory workshop keywords.
New: option to upgrade limited workshops to full settlement menu (e.g. Airport)
New: Buildable cat bowls [Construct under Decorations:Misc] to recruit idling cats that add happiness.
New: holotape option to enable/disable items in the craft and build menus (Recruitment radio, Cooking pot, Wandering Trader point, Cat bowls, foods)
Update: new holotape submenu for diagnostic options
Version 015
New: Holotape option to find unassigned settlers in loaded workshops.
New: Option to pay % of player caps fee to fast travel
New: Constructable WorkshopNPC settler spawning radio [ Construct under Resources:Misc ]
Version 014
New: Option to limit beacon recruited settlers to the number of beds (minus 1 for the player). Will remove unassigned excess at one per game day (not companions, robots, kids).
New: Provisioner map marking, provisioner actor menu shows the route and can cancel it.
Version 013
New: Settings option to create a regenerating [ AID: SKK Auto Save Item ] that can be quick access favourited to autosave in survival.
Change: Fill all water bottles at once function removed (use SKK junk Scrapper)
Change: Real time player junk scrapping removed (use SKK junk Scrapper)
Version 012
New: Build wandering trader containers to convert unwanted stuff into caps. Passing traders make offers every couple of hours with the chance of a legendary offer ker-CHING !
Version 011
New: Taking ownership of The Castle cleans up the mirelurk clutter and opens the armory door.
Update: Workshop autorepair includes damaged resources and damaged turrets (no components used or fees charged)
Fix: Container transfer menu respects locks
Version 010
New: Add a Container transfer all contents to Sanctuary Workshop option to object activation menus.
New: Option to auto repair any damage in the local settlement when consolidating workshops.
New: Setting to maintain settlement happiness at minimum of 60 with zero effort on food, water beds and such.
New: Detect Workshop ownership issues also bumps the MinutemenCentralQuest to update recruitment quest based progress (MinutemenRecruitmentAvailable + MinutemenOwnedSettlements)
Change: Some option variable names have changed to avoid confusing double negatives, check your settings after updating to 010 see https://www.nexusmods.com/fallout4/articles/972
Version 009
Fix: Remove persistent spawned sleeping bag if the sleep menu is cancelled.
New: deploy a settlement starter pack at owned exterior workshops with no settlers. Includes a settler, sleeping bag, water pump, plant, turret
New: Own all workshops option to include a settlement starter pack.
New: Disown all workshops (except Sanctuary & Castle) console cqf SKK_WU “SKK_WUMainScript.DisownAllWorkshops”
Change: A number of global variables in the console configuration document have been renamed see https://www.nexusmods.com/fallout4/articles/972
Version 008
New: Option to try and repair corrupt WorkshopParent workshop and location lists
New: Add a Workshop inventory consolidate option to the object activation menu.
Version 007
New: Enable/Disable workbench construction perks (LocalLeader)
New: Automatically detects any local Interior (player home) Workshop for inventory consolidation
New: Enable full survival fast travel or only between owned workshops
Version 006
New: Disown owned workshop function (why not ?)
Version 005
Recognises HomePlate Interior workshop for inventory consolidation (hardcoded, will not recognise other mod interior player homes)
Corrupt workshop list error report enhanced with location information
Version 004
Performance update for detect workshop location (take ownership / consolidate inventory)
Version 003
Sleepsave survival mode only restriction removed, works for any game setting
Added option to disable the default loss of workshop ownership on low happiness
Added option to deploy a cooking pot when not in a workshop location, removes itself when 3d unloads.
Incorporates SKK Workshop Validator report
Version 002
Minor performance updates
Version 001
Public
Version 000
Private