фоллаут 4 мод workshop framework
Workshop Framework (RUS)
Workshop Framework раскрывает систему функциональности поселений в игре Fallout 4 таким образом, чтобы многие авторы модов могли внести свой вклад. Есть множество вещей, которыми может воспользоваться даже самый зеленый автор мода. Workshop Framework имеет непосредственные преимущества для игроков, описанных ниже в списке «Особенности для геймеров». Для игроков: новые элементы управления и более быстрые, более стабильные скрипты работы Мастерской. Для моддеров: добавление новых типов ресурсов, переопределение настроек и как правило, изменение способа динамической работы Поселений.
Обновление:2.0.16
* Список изменений автор еще не опубликовал.
Обновление:2.0.15а
* Исправлена ошибка с функционалом UIManager.ShowMessageSelectorMenuFormlistAndWait, которая приводила к сбою.
* Параметры UIManager.ShowMessageSelectorMenuAndWait и UIManager.ShowMessageSelectorMenuFormlistAndWait теперь могут правильно принимать ObjectReferences в качестве аргумента aMessageTitleNameHolder.
* Исправлена ошибка, которая могла препятствовать правильному сбору контура лома во время экспорта плана поселения.
* Исправлена ошибка при использовании системы бартерного меню UIManager со ссылками на объекты.
* Функции меню сообщений и бартера UIManager теперь имеют дополнительный параметр, доступный за счет использования новых версий этих функций V2 или V3, которые заставят UIManager удерживать вызов функции в цикле, если другой вызов все еще решается. Это действует как своего рода виртуальная очередь, поэтому в систему можно сделать несколько запросов до того, как завершится предыдущий, она просто будет ждать завершения предыдущего вызова перед тем, как представить меню игроку.
Журнал изменений:
— Все изменения от предыдущих версий читайте в текстовом файле в архив если это интересно.
ОСОБЕННОСТИ (для геймеров)
• Более быстрые и стабильные скрипты Мастерской
• Система импорта / экспорта Поселений
• Автоматическая защита категорий в меню Мастерской от поломок
• Исправление проблем с экраном данных Пипбоя
• Исправляет проблему «Спектакл Айленд»
• Нет требований DLC
• Новые опции через меню MCM / Голозапись:
> Управление автоназначениями
> Регулируемое количество еды и защиты, производимое одним поселенцем
> Изменяемое базовое счастье робота (отмените штраф, если хотите)
> Исключение роботов при подсчёте максимального населения
> Инструмент «Заявить права на все поселения» разблокирует все населенные пункты и необходимые точки быстрого перемещения, в том числе из DLC.
> Автоматическая система открывания/закрывания дверей, которая может быть включена в настройках, чтобы двери автоматически открывались и закрывались при входе/выходе из режима Мастерской.
> и другое!
Новая система Планировки поселений 2020:
* ИМПОРТ (смотрим видео)
* ЭКСПОРТ (смотрим видео)
Простые в использовании передовые системы:
* В дополнение к открытию доступа скриптов, я добавил несколько расширенных систем, представленных простым способом, так что даже люди без большого опыта программирования могут вносить новые моды и функциональные возможности, которые вносят очень мощные изменения в поселения. Например, большая часть кода, который делает работу Sim Settlements City Plan, теперь является базовой системой в Workshop Framework, так что любой, имеющий небольшой опыт программирования, может динамически размещать большие массивы объектов в поселении на лету!
Открытый исходный код и разрешения:
* Несмотря на то, что это открытый исходный код, и любой имеет право использовать фрагменты кода, найденные внутри этих скриптов, пожалуйста, не выпускайте новые версии скриптов с точно такими же именами и не выпускайте то, что основано на коде, который мог бы помешать тому, что делает данный мод. Идея заключается в том, что этот «Framework» станет главным основным продуктом (ядром), с которым мы все сможем строить в игре без проблем совместимости.
* Пожалуйста, вносите все свои предложения и сообщения об ошибках здесь: Workshop Framework Forums https://www.simsettlements.com/site/index.php?categories/workshop-framework-forums-questions-suggestions.158/
* Если вы являетесь разработчиком и хотели бы участвовать в будущем Workshop Framework, например, в улучшении / исправлении кода или добавлении входных данных, перейдите в репозиторий Github https://github.com/kinggath/WorkshopFramework
* Я буду немедленно обрабатывать ошибки и конфликты по мере их поступления. Либо путем корректировки фреймворка, либо путем обращения к авторам модов конфликтующих модов, чтобы найти решение проблем.
Требования:
Fallout 4 версия 1.10.163.0 и выше
Mod Configuration Menu
Этот мод не имеет каких-либо известных зависимостей, кроме основной игры.
Совместимость:
Unique NPCs
Better Settlers
Spawnable Unique Settlers
Orphans of the Commonwealth
Lots More Settlers and Enemies
Beautiful Female Settlers
Моды которые требуют наличие данного мода:
* Смотрите на главной странице мода у автора на Нексусе в разделе » Requirements » (их много)
Порядок загрузки этого мода:
DLC (любые из всех официальных)
UFO4P
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About this mod
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This author has not provided any additional notes regarding file permissions
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This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
ОСОБЕННОСТИ (для геймеров)
• Более быстрые и стабильные скрипты мастерской
• Исправляет проблемы с данными экрана Пип-Бой
• Исправляет проблемы «Спектакл Айленд»
• DLC не требуются
• Новые настройки поселений через меню MCM / Голозапись:
> Управление автоназначениями
> Регулирование количества очков еды и защиты, от одного поселенца
> Изменение базового счастья робота (отмените штраф, если хотите)
> Исключение роботов при подсчёте максимального населения
> и другое!
СОВМЕСТИМОСТЬ:
Любые моды, которые изменяют скрипты мастерской, вероятнее всего будут не совместимы.
ДОКУМЕНТАЦИЯ:
Для получения полной документации перейдите в Github. (ENG)
ТРЕБОВАНИЯ:
• Fallout 4
УСТАНОВКА:
1) Скачать и установить основной мод по ссылке (Желательно с помощью NMM, Vortex)
2 ) Переместить содержимое архива с переводом в папку «Data», которая располагается в корневой папке с вашей игрой.
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Workshop Framework
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Framework to open up the settlement system to editing by the community.
For Players: New controls and faster, more stable workshop scripts.
For Modders: Add new resource types, override settings, and generally change the way settlements work dynamically.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
You are free to reuse sections of code found in this framework, so long as it does not interfere with this framework. Please check the top of the file you are borrowing from for a list of contributors and credit the appropriate people. While much of this was written by kinggath, the basis of the WorkshopScripts was built upon the work of the Unofficial Fallout 4 Patch team, the core idea for the threading engine and much of the code for the locking system was created by 1000101 (yes that’s his username. ).
File credits
Arthmoor, Sclerocephalus, and the rest of the UFO4P team for the workshop scripts which the Workshop Framework core is based on (Permission received from Arthmoor)
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 2.0.3
Version 1.1.10
Version 1.1.9
Version 1.1.8
Version 1.1.7
Version 1.1.6
Version 1.1.5
Version 1.1.4c
Version 1.1.4b
Version 1.1.4a
Version 1.1.4
Version 1.1.3
Version 1.1.2
Version 1.1.1
Version 1.1.0
Version 1.0.8a
Version 1.0.8
Version 1.0.7
-Fixed a bug where some players would stop recruiting new settlers beyond 10 at their settlements.
-Added a new option called “Consume Basic Resources Only”.
—This makes settlers only consume Purified Water and vanilla crop foods daily. By default, settlers are allowed to eat any type of food or water, which can lead them to consume rarer resources.
-Added a new option to enable/disable the Workshop Tutorial Messages.
—Note that once disabled, enabling again will reset all of the tutorial messages as if you haven’t seen them yet.
Version 1.0.6
-Thread_ScrapObject now tests objects before deleting them to ensure they don’t have the keywords/AVs that could potentially include them in the power grid.
-This safe method will also apply to the API function WSFW_API.RemoveSettlementObject, so that other mods may easily take advantage of this and avoid causing issues.
-Added new argument to AssignmentRulesOverridden CustomEvent, the new 4th argument includes the last item to be assigned. This will allow handlers to decide if they want to prioritize maintaining the last requested assignment or not.
-Argument 0 of AssignmentRulesOverridden will now be WorkshopCaravanKeyword instead of None when the rule is for overriding caravan unassignment. Handlers will need to test casting as a keyword or a WorkshopObjectScript to determine what was overridden.
-Added new function UnassignActor_Private_SkipExclusionsV2, which replaces UnassignActor_Private_SkipExclusions (old version now points to the new for backwards compatibility). The new version adds a field to accept the last assigned form (either the workshopObjectScript or WorkshopCaravanKeyword), so that if an unassign exclusion is triggered, the AssignmentRulesOverridden event will have the information it needs.
Version 1.0.5
Version 1.0.4
Version 1.0.3
-The same temporary fix used for the mod Unique NPCs, will now also apply to the mod Better Settlers.
-Reduced log output during production in WorkshopFramework.log to make it easier to analyze.
-Fixed a bug with the Food and Water detection which could result in happiness penalties.
-Fixed a bug in food and water production.
-Fixed a bug with the Robot Happiness code, you will likely need to visit each settlement that was affected for the fix to take place. Though first try sleeping 24 hours to see if it resolves itself remotely.
-Fixed several issues with Interior workshops in player homes.
-Fixed compatibility issue with the mod Basement Living.
Version 1.0.1
— Eliminated all vanilla edits to forms. Now the only edits are to the Workshop Scripts, this should fix incompatibilities with multiple mods that were editing the WorkshopParent quest properties.
— Adjusted Settler injectable Actor record to inherit the Base Data and Spell List from NPCs sent to it. This will allow mods to inject named settlers and handles a corner case introduced by Far Harbor.
— Fixed an issue where assigning an NPC to a vanilla crop would fail to assign them to additional crops forcing you to assign each crop one at a time.
— Fixed an issue that could prevent items from being consumed which would negatively affect happiness.
— Put in a temporary fix to allow the mod Unique NPCs to work. Will add a better method for a mod like it to be injected in the future.
TLDR: Workshop Framework attempts to open up the settlement system in a way that many mod authors can contribute (and not just coders either! There are tons of things even the greenest mod author can take advantage of). It has immediate benefits to players outlined in the Player Focused Features list below.
Player Focused Features
Mod Author Focused Features
The goal of Workshop Framework is to open up the settlement system so we can do more interesting things with it.
No more! Workshop Framework completely rewrites many of the base workshop scripts and introduces tons of hooks, new options, and eliminates most hard-coded variables so that tons of mod authors can release mods editing just the part of the settlement system they want to change.
Easy-to-Use Advanced Systems
On top of opening up the scripts, I’ve added several advanced systems presented in a simple way, so that even people without a massive programming background can contribute new mods and functionality that add very powerful changes to settlements. For example, much of the code that makes the Sim Settlements City Plan’s work is now a core system in Workshop Framework so that anyone with a little bit of coding experience can dynamically place large swathes of objects in a settlement on the fly!
When designing this, it was important to me that the core gameplay functionality of settlements is completely unaltered by this framework. If you install this in your game, you should notice no difference other than the few bugs it fixes and an overall performance increase with settlement related activities. All gameplay options are left intact, and always will be.
— I will never alter property names or function signatures of anything in Workshop Framework now that it is released. Any time I’m forced to adjust a function, I will leave the original version in tact and simply point it to the updated version. This way you can be confident your mods based on WSFW will continue to work from version to version.
— I will do everything in my power to keep this code bug-free, and am open to suggestions and improvements to the code base so that we can all have a flexible, powerful core to work from.
For complete documentation, head to the Github repo.
The optional file is a demo mod, not meant for widespread usage. It is designed to show the potential of certain parts of the code, and allow people who want to see these features expanded on and improved test them out quickly to help give me feedback and bug reports.
Open Source and Permissions
While this is open-source, and anyone has permission to make use of pieces of code found inside of these scripts, please do not release new versions of the exact same named scripts, or release things based on the code that would interfere with what this mod is trying to achieve. The idea is that this framework will become a central staple we can all build on without compatibility issues.
— Continue Improving the speed and stability of the Workshop scripts.
— Flesh out and expand the API.
— Add more hooks to allow doing other things the community dreams up (drop by the Github repo to join in the discussion or even get in on the development!).
— Add additional advanced systems that more mod authors can take advantage of to add extra functionality to their mods without the need for a programming background.
Woodfuzzy, Krazyhorse, and Moonbeam for testing the crap out of this so I could feel comfortable releasing it.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Workshop Framework
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Framework to open up the settlement system to editing by the community.
For Players: New controls and faster, more stable workshop scripts.
For Modders: Add new resource types, override settings, and generally change the way settlements work dynamically.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
You are free to reuse sections of code found in this framework, so long as it does not interfere with this framework. Please check the top of the file you are borrowing from for a list of contributors and credit the appropriate people. While much of this was written by kinggath, the basis of the WorkshopScripts was built upon the work of the Unofficial Fallout 4 Patch team, the core idea for the threading engine and much of the code for the locking system was created by 1000101 (yes that’s his username. ).
File credits
Arthmoor, Sclerocephalus, and the rest of the UFO4P team for the workshop scripts which the Workshop Framework core is based on (Permission received from Arthmoor)
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 2.0.3
Version 1.1.10
Version 1.1.9
Version 1.1.8
Version 1.1.7
Version 1.1.6
Version 1.1.5
Version 1.1.4c
Version 1.1.4b
Version 1.1.4a
Version 1.1.4
Version 1.1.3
Version 1.1.2
Version 1.1.1
Version 1.1.0
Version 1.0.8a
Version 1.0.8
Version 1.0.7
-Fixed a bug where some players would stop recruiting new settlers beyond 10 at their settlements.
-Added a new option called “Consume Basic Resources Only”.
—This makes settlers only consume Purified Water and vanilla crop foods daily. By default, settlers are allowed to eat any type of food or water, which can lead them to consume rarer resources.
-Added a new option to enable/disable the Workshop Tutorial Messages.
—Note that once disabled, enabling again will reset all of the tutorial messages as if you haven’t seen them yet.
Version 1.0.6
-Thread_ScrapObject now tests objects before deleting them to ensure they don’t have the keywords/AVs that could potentially include them in the power grid.
-This safe method will also apply to the API function WSFW_API.RemoveSettlementObject, so that other mods may easily take advantage of this and avoid causing issues.
-Added new argument to AssignmentRulesOverridden CustomEvent, the new 4th argument includes the last item to be assigned. This will allow handlers to decide if they want to prioritize maintaining the last requested assignment or not.
-Argument 0 of AssignmentRulesOverridden will now be WorkshopCaravanKeyword instead of None when the rule is for overriding caravan unassignment. Handlers will need to test casting as a keyword or a WorkshopObjectScript to determine what was overridden.
-Added new function UnassignActor_Private_SkipExclusionsV2, which replaces UnassignActor_Private_SkipExclusions (old version now points to the new for backwards compatibility). The new version adds a field to accept the last assigned form (either the workshopObjectScript or WorkshopCaravanKeyword), so that if an unassign exclusion is triggered, the AssignmentRulesOverridden event will have the information it needs.
Version 1.0.5
Version 1.0.4
Version 1.0.3
-The same temporary fix used for the mod Unique NPCs, will now also apply to the mod Better Settlers.
-Reduced log output during production in WorkshopFramework.log to make it easier to analyze.
-Fixed a bug with the Food and Water detection which could result in happiness penalties.
-Fixed a bug in food and water production.
-Fixed a bug with the Robot Happiness code, you will likely need to visit each settlement that was affected for the fix to take place. Though first try sleeping 24 hours to see if it resolves itself remotely.
-Fixed several issues with Interior workshops in player homes.
-Fixed compatibility issue with the mod Basement Living.
Version 1.0.1
— Eliminated all vanilla edits to forms. Now the only edits are to the Workshop Scripts, this should fix incompatibilities with multiple mods that were editing the WorkshopParent quest properties.
— Adjusted Settler injectable Actor record to inherit the Base Data and Spell List from NPCs sent to it. This will allow mods to inject named settlers and handles a corner case introduced by Far Harbor.
— Fixed an issue where assigning an NPC to a vanilla crop would fail to assign them to additional crops forcing you to assign each crop one at a time.
— Fixed an issue that could prevent items from being consumed which would negatively affect happiness.
— Put in a temporary fix to allow the mod Unique NPCs to work. Will add a better method for a mod like it to be injected in the future.
TLDR: Workshop Framework attempts to open up the settlement system in a way that many mod authors can contribute (and not just coders either! There are tons of things even the greenest mod author can take advantage of). It has immediate benefits to players outlined in the Player Focused Features list below.
Player Focused Features
Mod Author Focused Features
The goal of Workshop Framework is to open up the settlement system so we can do more interesting things with it.
No more! Workshop Framework completely rewrites many of the base workshop scripts and introduces tons of hooks, new options, and eliminates most hard-coded variables so that tons of mod authors can release mods editing just the part of the settlement system they want to change.
Easy-to-Use Advanced Systems
On top of opening up the scripts, I’ve added several advanced systems presented in a simple way, so that even people without a massive programming background can contribute new mods and functionality that add very powerful changes to settlements. For example, much of the code that makes the Sim Settlements City Plan’s work is now a core system in Workshop Framework so that anyone with a little bit of coding experience can dynamically place large swathes of objects in a settlement on the fly!
When designing this, it was important to me that the core gameplay functionality of settlements is completely unaltered by this framework. If you install this in your game, you should notice no difference other than the few bugs it fixes and an overall performance increase with settlement related activities. All gameplay options are left intact, and always will be.
— I will never alter property names or function signatures of anything in Workshop Framework now that it is released. Any time I’m forced to adjust a function, I will leave the original version in tact and simply point it to the updated version. This way you can be confident your mods based on WSFW will continue to work from version to version.
— I will do everything in my power to keep this code bug-free, and am open to suggestions and improvements to the code base so that we can all have a flexible, powerful core to work from.
For complete documentation, head to the Github repo.
The optional file is a demo mod, not meant for widespread usage. It is designed to show the potential of certain parts of the code, and allow people who want to see these features expanded on and improved test them out quickly to help give me feedback and bug reports.
Open Source and Permissions
While this is open-source, and anyone has permission to make use of pieces of code found inside of these scripts, please do not release new versions of the exact same named scripts, or release things based on the code that would interfere with what this mod is trying to achieve. The idea is that this framework will become a central staple we can all build on without compatibility issues.
— Continue Improving the speed and stability of the Workshop scripts.
— Flesh out and expand the API.
— Add more hooks to allow doing other things the community dreams up (drop by the Github repo to join in the discussion or even get in on the development!).
— Add additional advanced systems that more mod authors can take advantage of to add extra functionality to their mods without the need for a programming background.
Woodfuzzy, Krazyhorse, and Moonbeam for testing the crap out of this so I could feel comfortable releasing it.