I found an issue when trying to use the "Shipment Of x - 10" items. When you put the shipment into your workbench, it is actually basing the quantity on the ShipmentScript / FormID that the modded item is based from. In other words, if you look at the mod in FO4Edit, you'll see that under the VMAD - Virtual Machine Adapter section for the "shipment_Wood_10" it calls ShipmentScript for the Object "shipment_Wood_small "Shipment of Wood - 50" [MISC:001EC152]", which I think is why when you add shipment_Wood_10 into your Workbench you will actually receive 50 wood. Likewise with every shipment of 10 in the mod, some are based on the vanilla Shipment of 25, so you will get 25 of that item. The mod does have CVPA - Components defined as Count 10, but for whatever reason that is being ignored. It's got something to do with ShipmentScript but I don't have a decompiler set up to look at that further. (But see below edit for how to fix this)
My solution is going to be to look at the pricing of these items in the base game, and then give it a markup if the general vendor wouldn't normally have the item (for example, Balistic Fiber shipments tend to be sold by unique vendors like Lucas, so maybe it would be more expensive for Daisy or Carla to get them), and change the name of the item to the correct quantity. Since it's being added by the mod it shouldn't conflict with the base game item of the same name, as it will be listed separately in the vendor even if they already sell Shipment of Wood - 50.
I just wanted to document the issue here in case anyone else is noticing the problem, that it's not an issue with your load order.
Cheers
Edit:
I think I've found the solution to fix it so that it will give 10 of the item in your workbench just like the normal shipments, I just tested this and it worked:
Open FO4Edit Deselect all, search for Settlement Construction Kits, select mod, click OK Click Misc. Item Click the first "Shipment of" item In the right side pane, you'll see VMAD - Virtual Machine Adapter Look for Property propertyName nAmount Type int32 Flags Edited ChangeInt3210 Click through each shipment and change the above int32 value to 10 and save by clicking the 3 lines in the upper left corner If you want to change the amount of caps the item will be sold for you would need to scroll down to the bottom of the same window to where it says DATA - Data Value = the number of caps you want it to sell for (will change based on perks + charisma) You can even make it so that the shipment has a weight value :p
The other thing I edited was to limit the amount of shipments are on the vendor, to make it a little bit harder. You can change under Leveled Item, click LL_Vendor_Componants_Misc, and you will see in the Leveled List Entries under Count, that is the Qty that is on the vendor at one time. So if you want to limit the number of "shipments" that the general vendors have, for example if you want oil to be a tiny bit more scarce, change the count from 3 to 1
Thanks for the mod, endorsed. I'm playing with low charisma character, so no supply lines etc. And I'm also using Immersive Teleportation (https://www.nexusmods.com/fallout4/mods/26118/?). I have always been irritated that I have to manually pick the right components, and then, upon arrival, to find out that I forgot something or missed. Now I used your mod as a sample and created construction kits for such items.
Thanks for a very convinient mode, especially in the light of establishing Nuka World raider settlements. Is there any progress on moving seed creation to salvage station?
As it is I've hit a problem with repairing damaged crops, workshop script insisting on using seeds vs plants. If there is no way to change that, then switching to salvage station would be the solution. Meanwhile maybe a warning in mod description?
I never quite figured it out, but may I recommend this amazing mod? [The Mobile Mechanic] would let you carry out small but necessary tasks like that without having to build an entire chem station at each settlement.
that be great i really dont want to waste 6 points for less annoying settlement management, i mean i searched for an app that tells me what junk is needed for the items but i could not find one.
Hi AlturDrake! I've installed your mod and can craft the kits except the 2 and 6 persons settlements though I've got enough ressources. Despite the fact that I've read twice the description and the whole forum, I couldn't figure out how it works and what it's really supposed to do! I've crafted "small power generator" and "corn seed" I can drop them inside or outside a settlement, but nothing happens apart from dropping said stuff. Is this some kind of "container" to uncluter the junk list? Sorry for my dumbness Cheers!
You should simply be able to deposit the kits into the actual settlement workshop, or into any crafting station's inventory. That will make its resources accessible, but they should also be available for crafting if they're in your personal inventory.
If you drop the kits on the ground, you can still scrap them like any piece of junk and you'll get a menu like [this]
FYI, there might be an issue with compatibility with NX Pro farming, or possibly Homemaker. I was getting frequent CTD booting up the game and loading saves when I had this installed. I removed the seeds manually with FO4Edit, and my game is stable again. I do run an embarrassingly large amount of mods, but I noticed that when some of my tato planters at Abernathy farm were damaged they required tato seeds for repair instead of regular tatos. I'm only guessing it's NX Pro Farming since it's the only mod I can think of that alters any of those resources.
Anyhow I'm not 100% sure, but that's been my experience. Love the mod though. Guess I'll just have to forgo the convenience of having the seeds pre-packaged with the kits and just grab a few raw vegetables on my own when starting a new settlement. Great work though.
Interesting! Thanks for the feedback, I'm glad you got it worked out on your end but I'll release a couple patch files before long, one for 'Settlement Shipments' and I could do one without seeds for compatibility with any farming mods like those.
It's odd though, I made entirely new plants so other mod's plants shouldn't be affected unless they're changing the default crops.
Well I may have been wrong about the stability issues. I think my current load order may just hate the last mod loaded/changed now. I've been running stable for days, made a couple of incredibly minor edits to Wasteland Scarves to allow for mods to show up in the name and my whole game went kablooey. CTD on bootup and while loading saves. Granted I have over 200 mods installed with many small mods/patches/leveled item lists merged into comprehensive ESPs. Even with all the merges I made, I have something on the order of 210ish plugins still active o.O I'll poke around in NX Pro and see if I can take a look at what they did. It's a pretty extensive crop/farming overhaul so I wouldn't be surprised if the default crops were tinkered with.
That could definitely be it, let me know what you find :)
Running 200 mods might also be too much for NMM since I think its stops being as stable after 150 active plugins or so, you might consider making your own private combinations of simpler mods if you know how to use FO4Edit. (I'm down to 57 plugins! :D)
Yeah, I've been gradually combining a lot of the AWKCR/AE patches for clothes and armor into one file and another for weapons. Same deal with a lot of the little bug fix patches and leveled list stuff. I'm probably going to wait for the CK and try and do a major overhaul and start another play through.
30 comments
My solution is going to be to look at the pricing of these items in the base game, and then give it a markup if the general vendor wouldn't normally have the item (for example, Balistic Fiber shipments tend to be sold by unique vendors like Lucas, so maybe it would be more expensive for Daisy or Carla to get them), and change the name of the item to the correct quantity. Since it's being added by the mod it shouldn't conflict with the base game item of the same name, as it will be listed separately in the vendor even if they already sell Shipment of Wood - 50.
I just wanted to document the issue here in case anyone else is noticing the problem, that it's not an issue with your load order.
Cheers
Edit:
I think I've found the solution to fix it so that it will give 10 of the item in your workbench just like the normal shipments, I just tested this and it worked:
Open FO4Edit
Deselect all, search for Settlement Construction Kits, select mod, click OK
Click Misc. Item
Click the first "Shipment of" item
In the right side pane, you'll see VMAD - Virtual Machine Adapter
Look for Property
propertyName nAmount
Type int32
Flags Edited
Change Int32 10
Click through each shipment and change the above int32 value to 10 and save by clicking the 3 lines in the upper left corner
If you want to change the amount of caps the item will be sold for you would need to scroll down to the bottom of the same window to where it says DATA - Data
Value = the number of caps you want it to sell for (will change based on perks + charisma)
You can even make it so that the shipment has a weight value :p
The other thing I edited was to limit the amount of shipments are on the vendor, to make it a little bit harder. You can change under Leveled Item, click LL_Vendor_Componants_Misc, and you will see in the Leveled List Entries under Count, that is the Qty that is on the vendor at one time. So if you want to limit the number of "shipments" that the general vendors have, for example if you want oil to be a tiny bit more scarce, change the count from 3 to 1
I hope that helps someone :)
(Do we FINALLY have a GECK release date? :D)
Thanks for a very convinient mode, especially in the light of establishing Nuka World raider settlements.
Is there any progress on moving seed creation to salvage station?
As it is I've hit a problem with repairing damaged crops, workshop script insisting on using seeds vs plants.
If there is no way to change that, then switching to salvage station would be the solution.
Meanwhile maybe a warning in mod description?
Thanks
The Mobile mechanic does seem very promising
I'll give it a try for sure
I haven't actually played the Workshop DLC yet, but once I do I'll probably make CKs for it too.
Your mod really save my time to build settlement.
Thank you so much
Endorsed!
Just updated with new stuff, by the way :)
I've installed your mod and can craft the kits except the 2 and 6 persons settlements though I've got enough ressources.
Despite the fact that I've read twice the description and the whole forum, I couldn't figure out how it works and what it's really supposed to do!
I've crafted "small power generator" and "corn seed" I can drop them inside or outside a settlement, but nothing happens apart from dropping said stuff.
Is this some kind of "container" to uncluter the junk list?
Sorry for my dumbness
Cheers!
You should simply be able to deposit the kits into the actual settlement workshop, or into any crafting station's inventory. That will make its resources accessible, but they should also be available for crafting if they're in your personal inventory.
If you drop the kits on the ground, you can still scrap them like any piece of junk and you'll get a menu like [this]
Thx and keep up the good work!
Cheers
Anyhow I'm not 100% sure, but that's been my experience. Love the mod though. Guess I'll just have to forgo the convenience of having the seeds pre-packaged with the kits and just grab a few raw vegetables on my own when starting a new settlement. Great work though.
It's odd though, I made entirely new plants so other mod's plants shouldn't be affected unless they're changing the default crops.
Running 200 mods might also be too much for NMM since I think its stops being as stable after 150 active plugins or so, you might consider making your own private combinations of simpler mods if you know how to use FO4Edit. (I'm down to 57 plugins! :D)
This is much closer to what I originally had in my head, just had to build it up for a few days.