Just want to start by saying sorry for letting this mod rot on the side for so long
In all honesty, I lost the desire to play FO4 and mod it, and that reflected here. While I am not currently playing FO4 right now, this mod has always been on my mind, and I always intended to clean it up a little and bring it further forward.
I had a plan in my mind to make these containers respect the supply line rules in the game. I quickly started to realise the performance implications of making such a change. While Papyrus is great for helping us make mods, it is not as effective as the built in engine code. Making a Papyrus script that checks all settlements on a daisy chain, then finds all the containers within said settlements, and then concatenates all the items together into one temporary container so that you can use it, is a lot of work for poor performance. The more items you have in these containers across the commonwealth, the longer it will take. Many seconds will pass before the container menu opens. To make matters worse, when you close the container, it will have to divvy up all the items back into their respective containers. Many seconds will pass just to close the containers.
In the end I decided to scrap that functionality.
While I do not promise more on this mod, since in its current state it is quite stable, I do have more features I would like to see implemented.
For the future: More containers of course! I would like to make a container that, when built, will take all the purified water out of the workbench inventory and place it in a special "Provisioned" Water Container. The mod will check for water once for every in game day for every settlement, and then move water where appropriate. Then I would like to expand that idea for a "Provisioned" Food Container.
Anyway, thanks for you patience people! I hope this update does you justice!
1.0.0 Change Log Fixed a bug where parts of the SanctuaryExt cell were duplicated in this mod. Renamed the "Metal Supply Crate" to "Provisioned Metal Box". Added a new container, "Provisioned Wooden Crate". Added a new container, "Provisioned Ammunition Box". Added a new container with 2 versions, "Provisioned Medkit". The Provisioned Containers now require "Local Leader 1" in order to be built.
I'm late for the party. Almost the end of 2022, and this mod still works well(I installed via Vortex). This mod required Local Leader Perk for it to work, and the same type of "Provisioned" containers inventory link to each others.
i was going to add this to my game but the download takes me to some kind of manual download that looks like its from some other sight so its a no go for me . make it downloadable for nexus and i may try otherwise i wont even recommend this to anyone
Just jumped on to the Nexus after a very long Hiatus so sorry for not responding sooner.
I have no idea what your are talking about however. The file is hosted by Nexus mods directly and clicking the download button for me doesn't take me anywhere. I have no idea what you are doing by this file is hosted here on the Nexus and only here as far as I know.
Just click on the files tab above and select manual download, you will see it is coming straight from the Nexus. Are you sure you dont have any Malware on your machine that could be hijacking you?
I've read that Settlers will get items from containers if there is a raid and they have no weapon (or a bad one), will they get them from these containers? Does anyone know? Ideally I'd like them to leave them alone, I can probably hide the containers from them, but am curious if I need to bother with the effort.
Using this mod since a long time and never witnessed settlers taking stuff from the provisioner containers. That's no 100% proof, alright, but I am pretty sure they are safe.
If you want to be sure they can't get into the provisioner boxes, you can also use "Furniture Owner" to mark the boxes as owned by the player: https://www.nexusmods.com/fallout4/mods/31286
Any chance of getting this to work with the vacuum hopper? Looks like it may not pull from it because it does not act like other storage objects, No option to take directly out of the box.
I was hoping I could use it alongside Quantum Box and use one box for keep for settlers and one box for scrapping in my factory.
The appear to both work alongside each other fine, just neither one will allow vacuum hopper to pull from them.
hi, i was looking for a way to make a mod like this accept instead of linking the container with a container i wanna link it with a specific workshopworkbench. I am able to do that but when i make it craftable the "ref linked keywords r not included in the base object". so i cant figure it out can someone help me ? i am new in modding i prefer without Scripting if its possible .
I added this mod for the purpose of bringing my loot from Far Harbor back to the Commonwealth but it doesn't seem to work. I have a box in my main settlement in each location and both of them only give me the option to "Open" not "Transfer" or otherwise put anything inside. Opening the crate just plays the crate opening animation and does nothing...
Sure, here's my game right after completing Far Harbor: https://www.dropbox.com/s/oo4fawpvqd4ae09/Save19_72A17063_456C7361_Commonwealth_031112_20170912162919_50_2.fos?dl=0 (also just starting Nuka-World... all DLC enabled with no third-party mods however I had the black pip boy from Creation Club...) Just in case the CC content is an issue, here's one from just getting to Far Harbor without it: https://www.dropbox.com/s/fwf91unht21n246/Save17_72A17063_456C7361_DLC03FarHarbor_021743_20170911083733_39_2.fos?dl=0
I should have probably mentioned that I had loaded alongside other mods, but just tested with that save file #19 this time ONLY loading this mod and only putting crates in the Commonwealth... still no luck. It only gives me the option to open the crates and does nothing. Going to check on a savegame early in the game next to see if for some reasons starting the Far Harbor content breaks this. If I have no reply in the next hour, it means I have not found a way for this to work at all.
Try installing manually. I had issues getting this and Uncapped Settlement Surplus to work, and for both NMM failed to install the .ba2 files. Installed the ba2 files from the archive manually and the problem with opening doing nothing (and the medkits appearing invisible) was fixed!
I have a stupid noob question. If I were to poke around in Creation Kit, would it be even remotely possible to make the shared storage of the workbenches function the same as this, or alternatively, allow the content of these containers to be accessed by the workbenches? I'm unfortunately suffering from the unassailable settlers bug, but the only thing I miss is being able to set up supply lines and am looking for a workaround.
It's a tough question as I don't know enough about the workbenches to give you a straight answer.
I will tell you what I know.
All the benches from a settlement share inventory, so your weapons bench and your chem lab share the same inventory as your workbench in order to allow the instantaneous sharing of junk.
From what I know, these objects are all connected to 1 storage container usually found within the given settlement.
It should be possible then to point them to a universal container for all settlement. I just don't know how to do that specifically.
Thanks, I completely forgot I asked this question since it was due to one particular corrupt save. There's actually a global workshop mod out there already that I'll use if I'm ever in that position again, but thanks for the reply none the less.
163 comments
Just want to start by saying sorry for letting this mod rot on the side for so long
In all honesty, I lost the desire to play FO4 and mod it, and that reflected here. While I am not currently playing FO4 right now, this mod has always been on my mind, and I always intended to clean it up a little and bring it further forward.
I had a plan in my mind to make these containers respect the supply line rules in the game. I quickly started to realise the performance implications of making such a change. While Papyrus is great for helping us make mods, it is not as effective as the built in engine code. Making a Papyrus script that checks all settlements on a daisy chain, then finds all the containers within said settlements, and then concatenates all the items together into one temporary container so that you can use it, is a lot of work for poor performance. The more items you have in these containers across the commonwealth, the longer it will take. Many seconds will pass before the container menu opens. To make matters worse, when you close the container, it will have to divvy up all the items back into their respective containers. Many seconds will pass just to close the containers.
In the end I decided to scrap that functionality.
While I do not promise more on this mod, since in its current state it is quite stable, I do have more features I would like to see implemented.
For the future:
More containers of course!
I would like to make a container that, when built, will take all the purified water out of the workbench inventory and place it in a special "Provisioned" Water Container. The mod will check for water once for every in game day for every settlement, and then move water where appropriate. Then I would like to expand that idea for a "Provisioned" Food Container.
Anyway, thanks for you patience people! I hope this update does you justice!
1.0.0 Change Log
Fixed a bug where parts of the SanctuaryExt cell were duplicated in this mod.
Renamed the "Metal Supply Crate" to "Provisioned Metal Box".
Added a new container, "Provisioned Wooden Crate".
Added a new container, "Provisioned Ammunition Box".
Added a new container with 2 versions, "Provisioned Medkit".
The Provisioned Containers now require "Local Leader 1" in order to be built.
I imagine that the answer will be no, but if you decide to pick up this mod again for further development, could we please have a provisioned mailbox?
Thanks.
I have no idea what your are talking about however. The file is hosted by Nexus mods directly and clicking the download button for me doesn't take me anywhere. I have no idea what you are doing by this file is hosted here on the Nexus and only here as far as I know.
Just click on the files tab above and select manual download, you will see it is coming straight from the Nexus. Are you sure you dont have any Malware on your machine that could be hijacking you?
It's a stupid bot spamming mod posts.
Thanks in advance, love this mod!
Looks like it may not pull from it because it does not act like other storage objects, No option to take directly out of the box.
I was hoping I could use it alongside Quantum Box and use one box for keep for settlers and one box for scrapping in my factory.
The appear to both work alongside each other fine, just neither one will allow vacuum hopper to pull from them.
i was looking for a way to make a mod like this accept instead of linking
the container with a container i wanna link it with a specific workshopworkbench.
I am able to do that but when i make it craftable the "ref linked keywords r not included in the base object".
so i cant figure it out can someone help me ?
i am new in modding i prefer without Scripting if its possible .
I was never a big fan of FO4 like I have been on past titles so I never actually got to Far Harbour.
I'm going to need a vanilla saved game to test this.
https://www.dropbox.com/s/oo4fawpvqd4ae09/Save19_72A17063_456C7361_Commonwealth_031112_20170912162919_50_2.fos?dl=0
(also just starting Nuka-World... all DLC enabled with no third-party mods however I had the black pip boy from Creation Club...)
Just in case the CC content is an issue, here's one from just getting to Far Harbor without it:
https://www.dropbox.com/s/fwf91unht21n246/Save17_72A17063_456C7361_DLC03FarHarbor_021743_20170911083733_39_2.fos?dl=0
If I were to poke around in Creation Kit, would it be even remotely possible to make the shared storage of the workbenches function the same as this, or alternatively, allow the content of these containers to be accessed by the workbenches?
I'm unfortunately suffering from the unassailable settlers bug, but the only thing I miss is being able to set up supply lines and am looking for a workaround.
I will tell you what I know.
All the benches from a settlement share inventory, so your weapons bench and your chem lab share the same inventory as your workbench in order to allow the instantaneous sharing of junk.
From what I know, these objects are all connected to 1 storage container usually found within the given settlement.
It should be possible then to point them to a universal container for all settlement. I just don't know how to do that specifically.
There's actually a global workshop mod out there already that I'll use if I'm ever in that position again, but thanks for the reply none the less.