Background for Fallout 4

WorkshopFramework:WSFW_API


Inheritance Tree

No indexed scripts extend this script.

Structs
Properties
Events
Functions
ObjectReferencefunctionCreateSettlementObject(<UNKNOWN_SCRIPT: WorldObject>PlaceMe, <UNKNOWN_SCRIPT: WorkshopScript>akWorkshopRef=NONE, ObjectReferenceakPositionRelativeTo=NONE, boolabStartEnabled=true)Global

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intfunctionRemoveSettlementObject(ObjectReferenceakRemoveRef, FormakRegisterMeForEvent=NONE)Global

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<UNKNOWN_SCRIPT: WorkshopNPCScript>functionSpawnWorkshopNPC(<UNKNOWN_SCRIPT: WorkshopScript>akWorkshopRef, boolabBrahmin=false, ActorBaseaActorFormOverride=NONE)Global

pawns an NPC at the targeted settlement.

Parameters:
WorkshopScript akWorkshopRef - the settlement workshop to spawn at

Bool abBrahmin - Whether this should be a brahmin or a settler

ActorBase aActorFormOverride - Allows you to spawn a custom NPC. Make sure that the Actor form you are sending has the WorkshopNPCScript attached and configured!

Returns:
Created NPC ref

voidfunctionRegisterResourceProductionType(LeveledItemaProduceMe, ActorValueaResourceAV, KeywordaTargetContainerKeyword=NONE)Global

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voidfunctionUnregisterResourceProductionType(LeveledItemaProduceMe, ActorValueaResourceAV)Global

Reverse a RegisterResourceProductionType call

voidfunctionRegisterResourceConsumptionType(FormaConsumeMe, ActorValueaResourceAV, KeywordaSearchContainerKeyword=NONE, boolabIsComponentFormList=false)Global

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voidfunctionUnregisterResourceConsumptionType(FormaConsumeMe, ActorValueaResourceAV)Global

Reverse a RegisterConsumptionResourceType call

boolfunctionIsPlayerInWorkshopMode()Global
<UNKNOWN_SCRIPT: WorkshopScript>functionGetNearestWorkshop(ObjectReferenceakToRef)Global

Grabs closest WorkshopScript reference - with some exceptions. If the object is linked to a settlement, it will grab that workshop. If an object is in a workshop's location, it will grab that. Lastly, it will search in a radius to find the closest.

boolfunctionShowMessage(MessageaMessageToShow, floatafArg1=0.0, floatafArg2=0.0, floatafArg3=0.0, floatafArg4=0.0, floatafArg5=0.0, floatafArg6=0.0, floatafArg7=0.0, floatafArg8=0.0, floatafArg9=0.0, ReferenceAliasaRefAlias=NONE, ObjectReferenceakObjectToAlias=NONE, LocationAliasaLocAlias=NONE, LocationakLocationToAlias=NONE, boolabAutoClearAliases=true)Global

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boolfunctionIsF4SERunning()Global
intfunctionCreateSimpleBatchSettlementObjects(<UNKNOWN_SCRIPT: WorldObject>[]PlaceMe, <UNKNOWN_SCRIPT: WorkshopScript>akWorkshopRef=NONE, ObjectReferenceakPositionRelativeTo=NONE, boolabStartEnabled=true, FormakRegisterMeForEvent=NONE)Global

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Grabs the default AV to expect from the WorkshopFramework:PlaceObjectManager.ObjectBatchCreated event so you can check that the event data matches what your object is expecting

ObjectReferencefunctionGetMapMarker(LocationakLocation)Global

Grabs the map marker from a location

Some locations have multiple map markers within their bounds, this will return them (note this currently only supports 3, additional support would need to be set up on the aliases of the WSFW_FetchLocationData quests.

ObjectReferencefunctionGetLocationCenter(LocationakLocation, boolabGetMapMarkerIfCenterNotFound=false)Global

Grabs the map marker from a location

Used internally by these functions to get simple access to properties

intfunctionCreateSettlementObject_Threaded(<UNKNOWN_SCRIPT: WorldObject>PlaceMe, <UNKNOWN_SCRIPT: WorkshopScript>akWorkshopRef=NONE, ObjectReferenceakPositionRelativeTo=NONE, boolabStartEnabled=true, FormakRegisterMeForEvent=NONE)Global

1.0.5 - Obsolete - This function wasn't actually sending the documented events, and the event it will send doesn't make sense for a single item.

intfunctionCreateBatchSettlementObjects(<UNKNOWN_SCRIPT: WorldObject>[]PlaceMe, <UNKNOWN_SCRIPT: WorkshopScript>akWorkshopRef=NONE, ObjectReferenceakPositionRelativeTo=NONE, boolabStartEnabled=true, FormakRegisterMeForEvent=NONE)Global

1.0.5 OBSOLETE - Use CreateSimpleBatchSettlementObjects instead

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