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  1. IDontEvenKnow
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    Latest update notes:
    2018/10/07 - 2.0.0 is out; This update will cause your settings to be reset, however no special update procedure is required.

    This update brings forth a considerable number of changes, most notably:
    • Workshop Framework support has now been added. When Workshop Framework (henceforth WSFW) is installed, USS will switch over to a mode where USS's changes are accomplished simply by tweaking some global variables provided by WSFW, instead of using the very complicated scripted system that USS used to require. This mode will both operate more reliably, and imposes a substantial performance improvement compared to the old vanilla, or "legacy" mode, as USS's (fairly heavy) scripts no longer need to run.

      Because of these benefits, using WSFW alongside USS is now my recommendation, and I expect more mods to start recommending or requiring it in the future.
    • I have added a Mod Configuration Menu for this mod. It's set up basically the same way as the holotape, though is obviously a lot more convenient to use.
    • The .esp plugin now has the "ESL" flag, and is set up internally the same way that a lite plugin (.esl) would be. This means that the game engine will now load USS in the same way as it would a lite plugin, so USS will no longer take up a full plugin slot. This change is backwards-compatible with old versions of the game (1.9 and previous), which will load USS the same as a standard .esp.

    I also fixed a few bugs and rewrote a lot of code internally. I think I have ironed out all of the kinks, but as usual there's a chance that a bug or three may have slipped through. Let me know if you have any issues with this version!

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    2017/08/05 - 1.4.6 is out; As usual, no special update instructions for this version.
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    The most notable user-facing change is that this version will now detect when new settlements are added, and reset itself as necessary to accommodate them. Previously, you'd need to fiddle with holotape options or console commands and do this manually. Also, if you have random settlement attacks disabled in the config, attacks should no longer slip past the attack reducer immediately following a reset if the reset occurs at just the right (or, wrong) time.

    I had also meant to remove the old holotape loss prevention code in 1.4.5, but evidently I forgot, so that change is in this version as well - the USS config holotape will no longer spawn in settlement workbenches should you lose yours, and old ones that spawned this way have been cleaned up; if you need a new holotape following this change, you can craft a new one at a chem station under Utility.

    Other changes, mostly for my own benefit, are that I've switched to using Caprica for script compilation, which compiles much faster, generally provides better warnings and errors in case I've written something wrong, provides some handy language extensions (for loops, etc), and, according to the author, produces faster code.

    Additionally, debug logging is a lot better now, and prints information to a separate log file, which is a lot easier for me to skim over to see that everything is running the way it should. This enabled me to let the game sit overnight for about 12 hours unattended (at 200 timescale, so 10x game speed), then check the logs in the morning (everything looked good, by the way). This'll also allow me to troubleshoot other users' issues better, should they arise.
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    2017/04/09 - 1.4.5 is out; As usual, no special update instructions for this version.
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    Polished up some things related to the config holotape, and fixed a bug in the main script that could potentially have caused USS not to work at certain settlements, though I've never found a settlement that could actually trigger this bug.

    The most notable change in this update is that the configuration holotape can be crafted at a chemistry station if lost. Previously it would spawn itself into your settlement workbenches after some time, but that was kind of a stupid solution. Actually I just noticed that I forgot to remove the code that does this, so this feature is still in 1.4.5. I'll remove it for real when I get around to 1.4.6.
    =========
    2017/03/13 - 1.4.4 is out; As usual, no special update instructions for this version.
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    Fixed another handful of bugs, including one where a vanilla function that the attack reducer relies on wouldn't work on some games for some reason. Given how well this version is working for me in testing, and that I don't know of any still-extant bugs, I've dropped the beta tag for this release.
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    2017/03/12 - 1.4.3-beta is out; As usual, no special update instructions for this version.
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    A couple small tweaks to the main USS script this time - on some occasions the attack reducer would malfunction because of a slight timing issue, so hopefully it doesn't do that now. That's pretty much it.
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    2017/03/08 - 1.4.2-beta is out; As usual, no special update instructions for this version.
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    This release includes more fixes and internal optimizations, as well as a system that'll make future updates a bit easier to write.

    Apologies for the repeated updates, but about 70% of the mod has been rewritten now compared to 1.3.x, so I'm bound to miss things. Let me know if you find any issues in this release.
    =========
    2017/03/07 - 1.4.1-beta is out; As usual, no special update instructions for this version.
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    I found an error that made the mod only work correctly when debug mode was enabled. This was caused by me accidentally placing a very important function call on the wrong line. Efforts to find the source of the problem were, understandably, hindered by the nature of the error.

    Anyway, if you were having issues with 1.4.0-beta, this will likely fix them.

    Also, I rewrote the way the attack reducer works internally; as of 1.4.0, USS has a "pre-daily update" in addition to its previous "post-daily update". Previously, the attack reducer would run after the vanilla script does its thing, then set the LastAttackDaysSet (LADS) value to either delay, disable, or increase the chances of an attack, depending on how USS is configured. This meant that that value was rarely accurate to the real day count since an attack happened last, which throws off stat tracking and might potentially break other mods.

    Now, LADS gets its value changes made in the pre-daily update function, the vanilla script runs, and then the post-daily update code reverts the changes USS made in pre-daily update... the net result is that LADS is actually accurate about 23 game-hours a day, USS no longer makes any permanent changes to LADS until an attack happens for real, and USS is slightly less intrusive than before. Joy.
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    2017/02/25 - 1.4.0-beta is out; I've tested it pretty thoroughly, but a lot has changed internally so I'm calling it a beta since I may have missed something somewhere.
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    As far as user-facing changes go, the attack reducer can now be configured to actively disable random attacks entirely. Config for enabling this feature can be found in the holotape. The chance-none config is gone since it has no purpose after the logic re-write.

    Internally, I rewrote loads of the internal logic, and it should generally work better than it did before. In particular, there should be less inaccurate production happening (doubling output, or missing a day), especially after waiting a long time or while under very heavy Papyrus load. I mostly did this because another mod I'm working on exposed a very repeatable bug (doubled production every second day), so that shouldn't happen anymore.

    I've moved all of the mod's scripts to their own namespace, which makes managing the loose files a lot easier. If you're using the loose script version instead of the .BA2 one for some reason, make sure you clean all the old scripts out of your data folder, or FO4 will still load them, even if they don't do anything anymore.

    The attack disabler feature works the same way that the normal attack reducer does, by manipulating a number stored on the workbench (LastAttackDaysSince) to trick the game into never sending attacks - admittedly hacky, but has the advantage of never potentially damaging saves. This may minorly conflict with other mods, notably the days-since-last-attack display in Settlement Management Software (it'll always display 5 or 6), but that's not a big deal.

    The mod will need a reset if updating from an earlier version, but USS will do this automatically after loading.

    Let me know if you find any issues after this update - if nothing comes up, I'll stop calling this a beta in a few weeks.


    2016/08/31 - 1.3.1 is out; this is the same as 1.3.0, but does not have every single DLC as accidental dependencies.
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    2016/08/30 - 1.3.0 is out; the base mod should now work DLC settlements by default.
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    If you are updating after installing new DLC on an existing save, you will have to reset the mod (config holotape -> reset/uninstall -> reset -> confirm & reset) if you want USS to work with it.
    =========
    2016/08/27 - 1.2.7 is out; turns out there were two things wrong with the reset feature, and I only fixed one of them. This fixes the other thing that was wrong.
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    The reset feature was actually broken from 1.2.4 to 1.2.6 and would make the mod stop working if you tried to use it - this will no longer happen, and 1.2.7 has some code to fix existing saves this happened to.
    =========
    2016/08/23 - 1.2.6 is out; you may have to manually reset USS (use the holotape) to get Far Harbor compatibility working after installing this update.
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    This fixes two things I broke:
    - The reset feature in the USS holotape was broken because of a broken script property.
    - The Far Harbor patch was broken for the same reason; internally all it does is add the Far Harbor workbench to the list of "workbench types" that USS attaches its scripts to, then resets USS so it actually does attach those scripts. The first part worked, but the reset script wasn't being triggered. I fixed it so it should work again with clean saves/new characters/etc, but existing saves will probably need a manual reset for Far Harbor compatibility to work right.
    =========
    2016/07/21 - 1.2.5 is out. As with most updates, just install over the old one, no special procedures needed.
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    This update fixes an error in the main USS script, specifically I accidentally passed "false", a string, to a function expecting a boolean... casting a non-empty string to a boolean like this evaluates true, so where I meant to send a boolean false to a function, I accidentally sent a boolean true. Hilarity ensues.

    The effects of this bug include but are not limited to:
    - Settlements will attempt to produce resources twice a day, before USS adds its extra resources - this usually does nothing because the vanilla resource cap is so low though
    - Settlements consume resources twice a day, e.g. a settlement with 10 settlers would likely consume 20 water instead of the intended 10
    - Happiness updates twice a day, increasing or decreasing twice as quickly as intended

    The effects of this bug were subtle enough I never noticed in testing, or during gameplay.

    Anyway the fix was to remove 4 errant quotation marks to turn string false into boolean false and recompile. That was a stupid error on my part.
  2. NiftyPower
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    Does this conflict with "Enable Production Fix" or anything else in Workshop Framework?  I'm trying to figure out what each mod does specifically, and avoid mod conflicts.
    1. AxlVandamnit
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      Yes it does, just turn it off. For me at least, Enable Production Fix seems to equate to 'Break Production.'
  3. dbs156
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    This modifies settlement attacks, is it compatible with Diziet's No Settlement Attacks? There are no conflicting records in FO4Edit but I haven't the slightest idea on how to check conflicts between scripts.
    1. rjwaters
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      Its possible that it might work, but Diziets is redundant if you use this one, this mod has an option to disable attacks
  4. Vandeick
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    I wonder if this mod will work with the mods "Northland Diggers" (a mod for the production of various resources by settlers) and the mod "Better Settlement Defense" (a mod for properly protected settlements), how will this affect?
    1. RevvEmUp
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      I play with Northland Diggers with a Wasteland Chef station in Vault 88. After using this mod, emptying out old stock and waiting away for about a day, 25 stacks of Deathclaw Steaks appeared. Usually I get maximum 20 stacks. I can confidently say this works with Northland Diggers, but I’m unsure about Better Settlement Defense.
  5. lautasantenni
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    If you are using Workshop Framework like me, and have the issue with uncapped not working, a solution I've found is to open the WorkshopFramework.esm in FO4Edit, and under Global, change these setting to something like 9999999:


    • WSFW_Workshop_maxStoredFertilizerBase
    • WSFW_Workshop_maxStoredFoodBase
    • WSFW_Workshop_maxStoredFoodPerPopulation
    • WSFW_Workshop_maxStoredScavengeBase
    • WSFW_Workshop_maxStoredScavengePerPopulation
    • WSFW_Workshop_maxStoredWaterBase
    • WSFW_Workshop_maxStoredWaterPerPopulation
    1. Treadwheel
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      What you're doing works because you're just manually setting the globals that USS tries to set via a script. Depending on how thoroughly it's broken, you might actually be running into a lot of settlement attacks now, because USS's attack reducer isn't covered by your overrides.

      I think the bug between WSFW and USS is it trying to overwrite the globals improperly - instead of an actual float, it tries to use the value 2.0e+9 as the float. I don't know what the proper scientific notation is for Papyrus, because I couldn't find any reference to papyrus accepting scientific notation at all, but it's the only bug I can find.
    2. lautasantenni
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      I haven't noticed any increase in settlement attacks.
  6. josh1002
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    Seems to be working as it fixed my game where it wasn't spawning Purified Water no matter how many purifiers I set up. Thanks!
  7. casualgamer74
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    Thanks for the great mod. I use this mod before and it works well like few years ago but when i try to play recently, the mod doesn't work anymore. Even after reinstalling, uninstalling, remove, download and reinstall newest version, I still wont get the holotape in my old or new save file. Not sure what cause it. I even uninstalled all other mods but still it wont give me the  holotape...
  8. CreedDrangleic
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    I cant seem to get the settings to save in mcm, is anyone else having this problem? thanks!
  9. SatyricL
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    Does this mod come with options for the capped resources?
    I mainly want it to remove the cap on scavenging stations, but I don't want it to cause food and water to go wild.
    1. mred1602
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      The MCM has a separate control for the scrap collection cap
      https://ibb.co/7Ww0V8v
  10. Davenukem385
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    Hey IDEK, I've been using this mod and your logistics mod for a couple of years now.  They are must-haves for me.  However, when I get late in a save and have tons of developed settlements, the water and food really start to pile up in the logistics locker... like over 100k purified water.  I'm about to start a new save and I have a plan for some of it, but it will take a lot of player interaction.  I would love to be able to manufacture something with all of it.  I guess I'm just looking for a suggestion or some values that I can tweak in xEdit or something.  Thanks for your mods and keeping up with them over the years.  You always appear to be active and responsive to us plebs.

    Edit:  I know I can put them all in my inventory and console delete them but I was looking for something useful for them or to be able to slow it down enough that I can sell them in reasonable amounts. (my merchants are modded and will have around 10k caps.)
    1. IDontEvenKnow
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      Haven't got any specific suggestions, I usually end up with absurd surpluses too after a save has been going for 100+ hours. I think massive hoards are just natural consequence of this sort of game.

      To slow it down, best bet is probably to find WorkshopProduceWater, and WorkshopProduceFood/[Carrot|Corn|etc] leveled items and scale the Chance None value up some, so for example, going from 0 to 50, or 25 to ~63, would cut by half.
    2. Davenukem385
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      That would help out a ton.  Thanks again.
    3. BoromiRofGeo
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      i have no idea how to do what you've just described but if you add optional plug in or something with those changes i would download instantly.
      many people have that kind of problem, resource abundance. 
    4. MrBaloneyPony
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      I made a difficulty mod that takes the uncapped surplus into account.  Meaning, it doesn't make sense they'd just stop producing at an arbitrary number, but they also produce too much, so I hobbled workshop production.

      I need to get around to posting it, again.. but I'm trying to figure out how to hamstring this mod.  I don't want the player to be able to adjust difficulty when it's "too hard", what is this, oblivion?

      But every time I edit the JSON or the .esp, I get errors out the wazoo..
  11. GermanCheetah
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    after installing it, it gives me the holotape, but one of my settlements, which has multiple water purifiers, still only has a few purified water in the storage at a time