'help *subject name* *filter number*' command is great for finding possible variable values, keywords and additional commands ('help workshop 0' and 'help script 1' should point you in the right direction) filters: 0-commands 2-properties 3-globals 4-keywords, values and moreĪt least that's how I approached the problem. 'startPSP *script name*' supposed to start a script (set it to "assigned"), but since the console output says its disabled maybe leaving and returning to the actors cell re-initiates his/hers scripts the 'APS *script name*' command attaches a script to an actor to change script variables use 'setpv *variable name* *value*' to get a companions current script status use 'showvars' command on them in the console If anyone wants to work on this problem too, heres some info. Once again I urge people with pre-bug experience with companions in settlements to come forth and describe each companions available commands. Out of the bunch only Dogmeat and MacCready were assignable in "build mode" (not bugged yet/Dogmeat only could 'move'), so I based my fix on how MacCready workshop script looked. I really hope this works, but make sure to SAVE before trying anything this convoluted.Īt the time of developing this fix I only had Strong, Cods, Piper, Cait, Dogmeat, Hancock, Preston and MacCready. This is in case of something going truly FUBAR in the companion scripts. If it doesn't work for a specific companion then use this first on him/her/it: I would leave out the last one in Strongs and Cods case. The commands are applied exactly like the last ones, but take effect after leaving and returning to the settlement (quick travel worked for me).
So if anyone has any non-bugged settlement-oriented experience with them, please describe it. I can assign them infinite amount of chores (one plant, guard station and scavenging station at a time). HOWEVER, since I noticed this bug long after I had a chance to see Cods and Strong pre-bugged behavior I have to conclude that my next observation is either a result of a lousy patch-up or they were never intended to work, just to have the supply and move option. I even took old Codsworth on a trip and sent him back. Haven't tested it thoroughly, but you keep the ability to give "build mode" commands after returning to the companions settlement.