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.
========= 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.
========= 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.
========= 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.
========= 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. ========= 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.
This fixed an issue I was having in my game where my purifiers weren't producing any extra water despite having around 1000 settlement water and an empty workshop.
Mod worked fine until I tried tweaking the caps, now my playthrough is completely borked. Settlements are no longer storing food no matter what I try, and I've tried it all; resetting, uninstalling, reinstalling, emptying every settlement, reassigning settlers, replacing crops, increasing resource production to the extent that there is no way I shouldn't have surplus. I had limited success with water production returning to normal, but that is it, no food production and no scrap production.
Well the uncapped part works, the lowered settlement attacks don't. What happens instead is you just don't get notified of the attacks based on the settings. I noticed this right away when the settlers kept talking about how they survived the latest attack/sure showed them.
I think for me the lowered attacks do work but I cannot be sure. however, the marker to help that particular settlement never goes away even though I killed everyone and eventually it says I have 'failed".... -__-
Try downloading BS Defense. It removes the RNG from settlement attacks and will use the value of you defenses to determine if the settlers will win or not. That way you will no longer need to constantly come to your settlements aid if it is appropriately defended.
Quote: "Basically, I've set it up so that if your Defence value (Safety+Population) is greater than/equal to the Attack value (Food+Water), you will win automatically." https://www.nexusmods.com/fallout4/mods/20137
My attack reducer worked with old version so I can assume they do now EXCEPT I get a Synth attack regardless which also causes everyone to attack more than one synth infiltrator. I have paused playing until this can be stopped. Please help.
I noticed a similar comment from a couple days ago but the game crashes at the start of the main menu and it didn't before I installed this, any chance on an update?
I tend to get a bit ... excessive with settlement defenses. I want to get lots of strong attacks on them. I have disabled the attack limiter, but currently the attacks are fairly easy to handle. Will mods such as "More Settlement Attacks," "Settlement Attacks Improved," or "Attack My Settlements" conflict with this one?
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.)
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.
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.
?Okay seriously WTF. So I started a new game and was looking for a mod to solve my Adhesive problem. In vanilla game, if more than 1 crop is planted in one settlement then it kind of produces unbalanced inconsistent numbers of each. Also I read that it affects water production. Since I use Sanctuary as my water farm; I wanted to plant just one, say Mutfruit there and have Corn and Tato in 2 other settlements in massive numbers. As I rarely visit other settlements after initial setup(except sanctuary), I thought this mod can help me. Big Mistake.
?First of all it actually gives less return from the settlements you visit repeatedly. Usually in vanilla, if I return after any quest, I'll have a fresh harvest of water and crops in my workbench. Plus (Most of the time) if I sleep before 12am and wake up after 8am next day; again there will be a new harvest. But after installing this mod, no such harvests there. Sometimes there is water but no crops at all. No harvest after I return from a quest if that calendar day has not passed.
?Now, THIS IS NOT MY ISSUE. You read that right. This is my 7th new playthrough with all dlcs. I use very few mods that I have tested over and over and have very little impact on game(Mostly bug fixes and quality of life improvements). No ARMORSMITH, No BIG Overhauls or ENBs, NO Settlement changes at all. So I'm sure the problem I'm about to state did not come from anything else.
?In this new playthrough, I changed or added 3 mod related things only. 1. Unofficial Patch had an update. 2. installed Sanctuary Bridge Fix. 3. Installed USS with WSFW. As usual after I started a new game; I got some Tato from Abernathy farm and planted on sanctuary, put Jun and Mama M to work. Did Abernathy quest and Tenpine Bluff quest and got my first 3 settlements. Then I went on adventuring for 20+ hours. Now that I had resources, I went back to building. Put new crops in a different safe location. Lucy Abernathy kept going down fighting Rust Devils while harvesting her melons. So I moved her crops in front of her house and fixed all fences. Also Jun and Mama M got crops in different safer place now as well.
?BUTT(BIG BUT), THEY WONT STOP GOING TO PREVIOUS SITE AND HARVESTING CROPS FROM THIN AIR. That's right. Lucy still goes down cause she's harvesting her invisible Melons that are no longer in the backyard. Mama M won't move from the place where I now have a Trading shop with Vault tech Guy in charge. So often I watch Mama M go down behind the counter and Vault Tech Rep looking like SUS. I don't know What The F is going down there. People at Tenpines Bluff are the same case.
?In all my 6 previous playthroughs, I never had this problem. Settlers/Farmers would just move to the new place where I place crops. So I uninstalled both USS and WSFW. The bug didn't go away. I used remove archive option in vortex too. I disabled then enabled the bugged npcs. I used recycleactor. Nothing fixed it. My only choice now is to uninstall everything and spend about 2 days modding all over again and start a new game losing all my progress(I don't trust this save game anymore) cause I get severely frustrated every time I return to sanctuary and watch Jun harvesting ghost corn from inside a Power Armor. All farmers keep traveling from new crop spot to the old one repeatedly. And I can't stop them. Oh I also tried assigning them to a new job like scrap collecting BUT they are still stuck farming. It's showing that they are on scrap collecting job in workbench mode but they are stuck in farming animation at the old farming spots.
This mod will never cause fewer resources to be produced, it strictly only ever adds resources.
Anyway, settlers wandering somewhere and playing an animation in an inappropriate spot will be because there's an idle marker there. They're probably set up to be disabled when the corresponding harvestable (melons or whatever) is disabled via storing/scrapping, but because you moved them instead of storing and then replanting, the idle marker never got the message that anything happened and is still in its original location. It's also possible that Bethesda got extra lazy with the placement of the idle markers and didn't even bother enable parenting them, so nothing you do (without mods) could ever possibly make them go away, e.g. those damn hammer markers in Sanctuary. Would have to open the settlement up in the CK and examine how the markers are set up to know.
Install a mod that lets you see idle markers and it'll probably make sense: https://www.nexusmods.com/fallout4/mods/46453 https://www.nexusmods.com/fallout4/mods/28645 (note that I have not personally used either of these) I think Sim Settlements has an option in its holotape somewhere to toggle marker visibility on too, but I'm pretty sure it only works with markers placed by SS.
Sorry but I didn't move the harvest-ables. Specially in Abernathy farm, I removed all Melons and Tatos. I planted only Carrots. Then I set Lucy and the father on farming job. Lucy is still going back to the place where the Melons were (by default behind the house). Also I assigned the Mother to a Shop as she was already a trader. But she is still stuck in farming animation. In workbench mode it is showing that she is assigned to the shop but no caps are accumulating so it's clear that she is not doing her job.
I don't know if the new unofficial patch screwed up the game for me or this one; but seriously there is no solution for it. No matter what new job I assign to them or plant an entirely different crop, all the initial farmers are stuck in their now non-existent crop farming spot. May be it's just good ole Bethesda and things got screwed up for me for no apparent reason. I would have understood this happening at one settlement as a minor bug but it has affected every single settlement. If any settlement had settlers assigned to some crops and later I place completely different crop at a different location; they'd still go to farm at the previous location even if there is nothing there and all old crops type are removed. Assigning them to scrap collection yields no scrap and assigning them to shops make no money. They can only harvest food but their animation is stuck at old spots.
Finally I didn't say that the mod was reducing resource production; I said that the frequency at which harvestables got deposited into workbench got reduced if I visit that settlement too often. It's fine for those I visit rarely. For example WITHOUT MOD: I do a quest, return to Sanctuary, I find a certain number of food and water. Now Wiki says that it happens every 24 in game hour or 8 real time minutes if I'm away from that map cell. But I have found that if I'm in workbench mode or even used any weapon/armor or other crafting stations; new harvestables get deposited after 24 in game hours even if I haven't left that settlement. I've collected resources 2-3times without even moving from a settlement like that many times and I kind of know how it works. So basically I return from quest, Collect a batch of resources from workbench; then do some crafting or building, sleep till 8am the next day, BOOM, a new batch at the workshop. Now WITH MOD: Say I left Sanctuary at 8 am, did a quest, returned at 8pm, NOTHING at workbench. Then I slept till 8am next day, NOTHING again. Now if I had returned after passing that entire day, say 2am next day, then there is a batch at the workshop. Also that crafting and sleeping trick does not work anymore. Now if I return after say 3-4 days, then there is a lot of resources stored. That kind of counter balances it I guess. But If I return frequently and specially within the same day, then it becomes a serious loss over time.
Well, in that case it's definitely because Bethesda left some idle markers over by the original melon plot. My recommended solution is still the same, install a mod that lets you interact directly with idle markers and you should be able to move/remove the old ones.
The surplus generation code runs every 24 game hours, or approximately 1.2 real-hours. This happens regardless of where you are or what cells are loaded. This code does not reliably run if you pass time by sleeping or waiting, in most cases time will have to pass naturally or nothing will generate. There are exceptions to this, and it's down to which IDs your settlements were randomly assigned when you first started the save: each settlement has an ID between 0 and the max number of settlements in your game. Surplus generation is run sequentially starting at ID 0, then 1, 2, 3, and so on. The code that generates surplus is very slow (like 30 seconds per settlement is normal), and if you fast-forward time by sleeping another day, the sequence will reset starting at ID 0. So, workshop ID 0 will generate stuff most reliably from sleeping, ID 1 will take a little longer, and so on to ID 30 or whatever that's not unlikely to take 15 minutes of the game running after sleeping for the script to finally get around to generating stuff for. Also, just by the nature of how the mod works, it'll probably take a little longer for the script to process each settlement while the mod is installed, because it's having to run the item generation code for every settlement rather than skipping most of them like it would do otherwise.
The easiest way to find out a workshop ID, I think, is to click a workshop workbench in the console, and enter: sv workshopid Somewhere in the output (you may have to PageUp to find it) should be a line like "workshopID = x".
I was wondering why my settlements produced so little stuff and just now I realized that versions older than 2.0 are incompatible with Workshop Framework. If I hadn't seen a YouTube video where this mod was mentioned I might never have thought to check for an update. whoops
Yep. It's entirely on WSFW's end, it completely removes some critical functions that older version of USS relied on. Not too big of a deal though since USS 2+WSFW works way better than USS 1.x alone ever did anyway.
624 comments
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:
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 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!
Older:
Quote: "Basically, I've set it up so that if your Defence value (Safety+Population) is greater than/equal to the Attack value (Food+Water), you will win automatically."
https://www.nexusmods.com/fallout4/mods/20137
EXCEPT I get a Synth attack regardless which also causes everyone to attack more than one synth infiltrator. I have paused playing until this can be stopped. Please help.
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.)
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.
many people have that kind of problem, resource abundance.
?First of all it actually gives less return from the settlements you visit repeatedly. Usually in vanilla, if I return after any quest, I'll have a fresh harvest of water and crops in my workbench. Plus (Most of the time) if I sleep before 12am and wake up after 8am next day; again there will be a new harvest. But after installing this mod, no such harvests there. Sometimes there is water but no crops at all. No harvest after I return from a quest if that calendar day has not passed.
?Now, THIS IS NOT MY ISSUE. You read that right. This is my 7th new playthrough with all dlcs. I use very few mods that I have tested over and over and have very little impact on game(Mostly bug fixes and quality of life improvements). No ARMORSMITH, No BIG Overhauls or ENBs, NO Settlement changes at all. So I'm sure the problem I'm about to state did not come from anything else.
?In this new playthrough, I changed or added 3 mod related things only. 1. Unofficial Patch had an update. 2. installed Sanctuary Bridge Fix. 3. Installed USS with WSFW. As usual after I started a new game; I got some Tato from Abernathy farm and planted on sanctuary, put Jun and Mama M to work. Did Abernathy quest and Tenpine Bluff quest and got my first 3 settlements. Then I went on adventuring for 20+ hours. Now that I had resources, I went back to building. Put new crops in a different safe location. Lucy Abernathy kept going down fighting Rust Devils while harvesting her melons. So I moved her crops in front of her house and fixed all fences. Also Jun and Mama M got crops in different safer place now as well.
?BUTT(BIG BUT), THEY WONT STOP GOING TO PREVIOUS SITE AND HARVESTING CROPS FROM THIN AIR. That's right. Lucy still goes down cause she's harvesting her invisible Melons that are no longer in the backyard. Mama M won't move from the place where I now have a Trading shop with Vault tech Guy in charge. So often I watch Mama M go down behind the counter and Vault Tech Rep looking like SUS. I don't know What The F is going down there. People at Tenpines Bluff are the same case.
?In all my 6 previous playthroughs, I never had this problem. Settlers/Farmers would just move to the new place where I place crops. So I uninstalled both USS and WSFW. The bug didn't go away. I used remove archive option in vortex too. I disabled then enabled the bugged npcs. I used recycleactor. Nothing fixed it. My only choice now is to uninstall everything and spend about 2 days modding all over again and start a new game losing all my progress(I don't trust this save game anymore) cause I get severely frustrated every time I return to sanctuary and watch Jun harvesting ghost corn from inside a Power Armor. All farmers keep traveling from new crop spot to the old one repeatedly. And I can't stop them. Oh I also tried assigning them to a new job like scrap collecting BUT they are still stuck farming. It's showing that they are on scrap collecting job in workbench mode but they are stuck in farming animation at the old farming spots.
Anyway, settlers wandering somewhere and playing an animation in an inappropriate spot will be because there's an idle marker there. They're probably set up to be disabled when the corresponding harvestable (melons or whatever) is disabled via storing/scrapping, but because you moved them instead of storing and then replanting, the idle marker never got the message that anything happened and is still in its original location.
It's also possible that Bethesda got extra lazy with the placement of the idle markers and didn't even bother enable parenting them, so nothing you do (without mods) could ever possibly make them go away, e.g. those damn hammer markers in Sanctuary. Would have to open the settlement up in the CK and examine how the markers are set up to know.
Install a mod that lets you see idle markers and it'll probably make sense:
https://www.nexusmods.com/fallout4/mods/46453
https://www.nexusmods.com/fallout4/mods/28645 (note that I have not personally used either of these)
I think Sim Settlements has an option in its holotape somewhere to toggle marker visibility on too, but I'm pretty sure it only works with markers placed by SS.
I don't know if the new unofficial patch screwed up the game for me or this one; but seriously there is no solution for it. No matter what new job I assign to them or plant an entirely different crop, all the initial farmers are stuck in their now non-existent crop farming spot. May be it's just good ole Bethesda and things got screwed up for me for no apparent reason. I would have understood this happening at one settlement as a minor bug but it has affected every single settlement. If any settlement had settlers assigned to some crops and later I place completely different crop at a different location; they'd still go to farm at the previous location even if there is nothing there and all old crops type are removed. Assigning them to scrap collection yields no scrap and assigning them to shops make no money. They can only harvest food but their animation is stuck at old spots.
Finally I didn't say that the mod was reducing resource production; I said that the frequency at which harvestables got deposited into workbench got reduced if I visit that settlement too often. It's fine for those I visit rarely. For example WITHOUT MOD: I do a quest, return to Sanctuary, I find a certain number of food and water. Now Wiki says that it happens every 24 in game hour or 8 real time minutes if I'm away from that map cell. But I have found that if I'm in workbench mode or even used any weapon/armor or other crafting stations; new harvestables get deposited after 24 in game hours even if I haven't left that settlement. I've collected resources 2-3times without even moving from a settlement like that many times and I kind of know how it works. So basically I return from quest, Collect a batch of resources from workbench; then do some crafting or building, sleep till 8am the next day, BOOM, a new batch at the workshop. Now WITH MOD: Say I left Sanctuary at 8 am, did a quest, returned at 8pm, NOTHING at workbench. Then I slept till 8am next day, NOTHING again. Now if I had returned after passing that entire day, say 2am next day, then there is a batch at the workshop. Also that crafting and sleeping trick does not work anymore. Now if I return after say 3-4 days, then there is a lot of resources stored. That kind of counter balances it I guess. But If I return frequently and specially within the same day, then it becomes a serious loss over time.
The surplus generation code runs every 24 game hours, or approximately 1.2 real-hours. This happens regardless of where you are or what cells are loaded. This code does not reliably run if you pass time by sleeping or waiting, in most cases time will have to pass naturally or nothing will generate.
There are exceptions to this, and it's down to which IDs your settlements were randomly assigned when you first started the save: each settlement has an ID between 0 and the max number of settlements in your game. Surplus generation is run sequentially starting at ID 0, then 1, 2, 3, and so on. The code that generates surplus is very slow (like 30 seconds per settlement is normal), and if you fast-forward time by sleeping another day, the sequence will reset starting at ID 0. So, workshop ID 0 will generate stuff most reliably from sleeping, ID 1 will take a little longer, and so on to ID 30 or whatever that's not unlikely to take 15 minutes of the game running after sleeping for the script to finally get around to generating stuff for.
Also, just by the nature of how the mod works, it'll probably take a little longer for the script to process each settlement while the mod is installed, because it's having to run the item generation code for every settlement rather than skipping most of them like it would do otherwise.
The easiest way to find out a workshop ID, I think, is to click a workshop workbench in the console, and enter: sv workshopid
Somewhere in the output (you may have to PageUp to find it) should be a line like "workshopID = x".
Obedient Concord Group at Fallout 4 Nexus - Mods and community (nexusmods.com)