TS v1.xx
Compatibility, New Features, Performance and Improvements, Fixes
HISTORY
COMPATIBILITY
- v1.93: compatible with game version 1.10.163 and F4SE 0.6.20
- v1.92: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
- v1.91: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
- v1.58: compatible with game version 1.10.138 and F4SE 0.6.17
- v1.57: compatible with game version 1.10.130 and F4SE 0.6.16
- v1.56: compatible with game version 1.10.120 and F4SE 0.6.15
- v1.53, 1.54 & v1.55: compatible with game version 1.10.114 and F4SE 0.6.13
- v1.52: compatible with game version 1.10.111 and F4SE 0.6.12
- v1.51: compatible with game version 1.10.106 and F4SE 0.6.11
- v1.50: compatible with game version 1.10.98 and F4SE 0.6.10
NEW FEATURES



- v1.57: you can turn off Power Grid notifications upon entering Workshop Mode - turn off for the settlement you're working with or turn off entirely
- v1.57: you can turn on or off Power Grid notifications both in the settings holotape under General Settings or in the MCM menu under Main Options
- v1.54: FIXING THE 'SCRAP CRASH' - with permission to include registrator2000's Power Grid Tools, Transfer Settlements now auto-fixes broken power grids of your settlements upon entering Workshop Mode . Read more from kinggath about the Scrap Crash here.
PERFORMANCE AND IMPROVEMENTS
- v1.57: isInterior is a new data in the blueprint header that shows whether the settlement is in an interior (1) or exterior Cell (0)
- v1.57: cell_id, cell_id_dec and cell_plugin are new data in the blueprint header that determine theinterior Cell of the settlement or the exterior Cell of the Workshop reference
- v1.57: for items that are connected to other items with a wire connect_point_posX, connect_point_posY and connect_point_posZ determine the absolute position of the item's connect point
- v1.57: for items that transmit power to other items via a snap connection ConnectedObjectsSnapped is a new string that lists the ids of the other items that are connected
- v1.51: you can export/import the time delay data for delayed switches
FIXES
- v1.92: removed a VATS debug feature (on screen message and creating a savegame upon entering VATS) that was left in the code by accident
- v1.57: fixed notification that said you've entered Pip-Boy Mode from third person view when you actually have not
- v1.57: hexadecimal FormIDs for Forms that originate from ESL plugins are now three digits long as they should be
- v1.57: decimal FormIDs for Forms that originate from ESL plugins no longer show negative values in some cases - this fixes a bug that prevented the export/import of some Sim Settlements plots from Sim Settlements Addons that use ESL format
- v1.55: fixed issue with workshop detection of built-in power grid fix when you enter workshop mode
- v1.54: AVOIDING THE 'SCRAP CRASH' - your settlement's power grids get automatically reset after a Nuking process
- v1.51: fixed issue with items exported as static not being imported with physics removed
- v1.51: removed the slow-time features from the mod as they were causing issues and were no longer needed for stability's sake
- v1.50: fixed issue with complex objects (like Nuka-Cade games or Contraptions DLC elevators) having misplaced parts or not working after a successful import
- v1.50: fixed issue with static items not being exported with the RemoveHavok blueprint flag set to 1
- v1.50: fixed issue with original items (that were not built by the Player) not being exported with the isCreated blueprint flag set to 0
- v1.50: fixed issue with items built by the Player not being exported with the isCreated blueprint flag set to 1
- v1.50: fixed issue with farm animals not being exported with the isFarmAnimal blueprint flag set to 1
- v1.50: fixed issue with turrets not being exported with the isActor blueprint flag set to 1
- v1.50: fixed rare issue with shotguns placed as decor items not being exported at all