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File: Readme-Settlement_Equipment--V0-3-0.txt
Version: 0.3.0
Author: Raider480
Date: 2017-05-11

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Nexus Short Description
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Adds some buildable workshop equipment and items, including various stations for processing items and resources, a tool to reset the workshop build size, and more.

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Summary
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Some of the added items include:
Terminal-Driven Stations:
- An "Organics Processing Station" container able to reduce certain plant and food items down to base constituent matter, called "Salient Greens". New items can then be made with these at a configurable reduced efficiency.
- A "Liquid Temperature Station" container that can convert between Ice Cold and standard variants of many supported beverages.
- A "Water Processing Station" that can fill supported Survival Mode bottles with either Purified or Dirty Water, and convert Purified Water to Dirty Water from its inventory.
+ This station must be placed in dirt (like the requirement for a Water Pump).
- A "Trash Incinerator Station" that can destroy all items from its inventory.
A "'The Sicilian' Coffee Machine" activator for packaging coffee into Coffee Tins, and converting between Clean/Dirty Coffee Tins.
A "Workshop Size Reset Tool" activator for resetting the accumulated workshop build size at any given settlement.
- The intention was for this to be able to replace any similar workarounds that alter the base workshop/workbench records.
- This should work with any settlements, be they base-game, DLC or otherwise, that are comprehensively added to the game; as such this may not work with some mods that provide a more temporary workshop system in certain areas.
A "Rad Hazard (Configurable)" activator for selecting from a variety of strength and radius options for it to emit radiation.
Some new generators, and their related workshop recipes.
Several new Container, Static, and Movable Static items, and their related workshop recipes.
- All new Static recipes (which includes containers) and, separately, Movable Static recipes, can be toggled visible/hidden from a new configuration holotape, craftable at the Chem Lab; existing items built remain.
A configuration holotape, which supports:
- Toggling the visibility of both Static and Movable Static recipes independently
- Kickstarting the building of forms in the mod's governing logic quest.

Optional support for DLC and for other mods is handled by script. This currently eliminates the need for separate compatibility patches, but does require that the original names and records of supported remain intact.
- In particular, this means that merged mods are going to break support.
- Currently supports both the official Far Harbor and Nuka-World DLC, as well as content from the Wasteland Imports V1.51 and Vault-Friendly Resources V1.51b mods.

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Description
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Terminal-Driven Container / "Organics Processing Station" (OPS):
Functionally, the operation of this (and other terminal-driven stations) is similar to how builder plants work from the official Contraptions Workshop DLC content.
The actual gameplay mechanics of this station are similar to how the Biological Research Station can be used from the official Old World Blues DLC for Fallout: New Vegas.

Each item available to be produced or broken down is enumerated under the production lists available by interfacing with the powered station from any connected terminal.
Breaking down items will yield the sum of this times the number of each item present, then divided by by the efficiency divisor (rounded down to the nearest integer), so for example:
(100x Tato) [cost 3] + (75x Fresh Mutfruit) [cost 6] = 750 raw cost / 4.0 (default efficiency divisor) => 187 total Salient Greens received upon breaking down the items.
Producing items instead corresponds exactly 1:1 with the listed cost, so for example:
187 / 12 (cost of Food Paste) = 15 remainder 7 => a maximum of 15 Food Paste could be produced, and 7 Salient Greens would be left in the station after producing that many.

The station container locks itself during all operations.
Breaking down items will process all appropriate items present into Salient Greens without prompting for confirmation or a quantity, so be sure this is what you want before doing it!
Producing items will be done according to a global "Production Run" value, which can be configured in the appropriate menu, which is available from a terminal connected to a powered station.
The production run has a minimum value of 1, and a maximum value of 500,000, which the user can decrease or increase in various increments from the appropriate menu.
If the production run is set too high, the the station will instead produce the maximum number of items for which the resources are present.
More information on the specifics of the production run configuration are available from the in-game help terminal entry, accessible from the same terminal root menu.

Configuring the efficiency divisor works similarly, and has lower and upper limits of 1.0 and 100.0 respectively.
More information on the specifics of the efficiency divisor configuration are available from the in-game help terminal entry, accessible from the same terminal root menu.

Terminal-Driven Container / "Liquid Temperature Station" (LTS):
Another station controlled from a terminal, once powered. Operations include:
- Chilling all supported beverages to Ice Cold variants
- Warming all supported Ice Cold beverages back to their standard variants

Terminal-Driven Container / "Water Processing Station" (WPS):
Operations include:
1. Filling all bottles from the HC_FillableWaterBottlesList [FLST:00249F56] FormList with either Purified or Dirty Water
- This should work even if not playing with the new Survival difficulty
2. Converting all Purified Water from its inventory to Dirty Water, at a 1:1 ratio
3. Counting the number of supported empty bottles (from the HC_FillableWaterBottlesList FormList) in the inventory available for filling.
- This should even work with most modded content that affects this FormList

Terminal-Driven Container / "Trash Incinerator Station" (TIS):
Another station controlled from a terminal, once powered. Operation includes:
1. Completely emptying its inventory of anything deposited into it, as a way to dispose of unwanted items. Be careful not to destroy anything important!

Activator / "'The Sicilian' Coffee Machine":
The Coffee Machine works by checking against all items in the user's inventory, and performing the selected operation based on what is carried.
- There is no sort of production run setting for this, and instead, the machine prepares the maximum possible amount of items possible for any given operation.
- Any components necessary that are part of existing inventory junk items (for example, Aluminum from an Alarm Clock) will be extracted by automatically scrapping those items, and returning any leftover components.

Activator / "Workshop Size Reset Tool":
This can be placed at any workshop. Using it brings up a short message box to allow the user to confirm its use.
This finds the parent workbench for the current workshop settlement, and resets the workshop size there, without the mod altering any existing records.
- The tool _should_ work with settlements added by ESP/ESM files other than the base game, particularly if they are added to the base game's record keeping appropriately.

Activator / "Rad Hazard (Configurable)":
Activating this brings up a menu with a variety of options available for it to emit radiation, including an "off" setting.
1. When choosing an active radiation option, this will ring a single bell when it starts, and ring two bells after finishing the operation.
- Choosing an active rad hazard while this is currently turned off will add a slight delay before the double-bell sound, giving you time to get to safety.
2. Choosing the turned off state will give only a triple-bell sound, once finished with that operation.
3. If the rad hazard should erroneously stop working for whatever reason, this can be fixed by doing one of the following:
- Selecting an option from the menu again
- Entering and exiting workshop mode

Activator / "Rad Hazard - Personal (Configurable)":
This functions exactly as the standard variant does, but only affects the player.

[Technical]:
These are the slots for the COBJ records added to the workshop menu, with the leading numbers indicating the priority in any given category header.
A trailing [A] indicates an Activator item, [C] a container, [M] a Movable Static, and [S] a Static item:

---Furniture->Containers---
136 Ammo Box [C]
137 First Aid Box [C], Pharmaceutical Box [C]
138 Chem Box [C]
139 Wall-Mounted First Aid Box [C], Wall-Mounted Pharmaceutical Box [C]
140 Wall-Mounted Chem Box [C]
141 Clean Refrigerator (Blue) [C], Clean Refrigerator (Green) [C]
142 Institute Ammo Box (Green) [C], Institute Ammo Box (Red) [C], Institute Medkit [C]
143 Institute Trash Can [C]

---Furniture->Miscellaneous---
5 Chemical Shower [S]
6 Radiator [S]
7 Clean Water Cooler [S]
8 Dolly [S]
9 Flatbed Cart [S]
10 Industrial Cart [S]
11 Foundry Cart [S]

---Decorations->Vault->Miscellaneous---
5 Coat Rack [S]
6 Plastic Bin [S]
7 Cardboard Box [S]
8 Waste Bin [S]
9 Coat Rack (Movable) [M]
10 Plastic Bin (Movable) [M]
11 Cardboard Box (Movable) [M]
12 Waste Bin (Movable) [M]

---Decorations->Misc---
5 Traffic Cone [S]
6 Construction Barrier [S]
7 Shopping Cart [S], Trash Can [S]
8 Trash Can Lid [S]
9 Traffic Cone (Movable) [M]
10 Construction Barrier (Movable) [M]
11 Shopping Cart (Movable) [M], Trash Can (Movable) [M]
12 Trash Can Lid (Movable) [M]

---Power->Generators---
91 Generator - Improved Windmill [A]
92 Generator - Improved 2-Stack Windmill [A]
93 Generator - Improved 3-Stack Windmill [A]

---Power->Miscellaneous---
5 Liquid Temperature Station [C], Organics Processing Station [C], Trash Incinerator Station [C], Water Processing Station [C]

---Resources->Miscellaneous---
1 "The Sicilian" Coffee Machine [A], Rad Hazard (Configurable) [A], Rad Hazard - Personal (Configurable) [A], Workshop Size Reset Tool [A]

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Compatibility
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This doesn't alter any game records, so it should be fairly compatible with most mods. As such, the load order shouldn't matter too much For example, something like this:
Fallout4.esm
[...other DLC...]
DLCCoast.esm
[...other DLC...]
[...other ESMs...]
[...other ESPs...]
Rdr-SettEquipment01.esp
[...other ESPs...]

Any mod that adds custom items, like ingestibles or beverages, won't be compatible without either a compatibility patch or explicit support via scripting.
- Any mods that directly edit the HC_FillableWaterBottlesList FormList should be compatible with the Liquid Temperature Station without any other patching necessary.
If you have a mod that you really want added you can add a comment or PM me and I can have a look.
- Adding support for beverages to the LTS via plugin is a special case that I accounted for, with six paired supplementary FormLists. Adding matched standard/Ice Cold beverages to this should work via plugin.
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Disclaimers
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As always, in order to ensure that this mod functions properly, try not to break the scripts, and consider avoiding some of the following:
- Trying to use very remote stations (i.e. for which the 3D would have been unloaded)
- Trying to use multiple different stations at the same time; this might work as expected, but the logic for finding the station reference backwards from the terminal is somewhat temperamental (and one station should be enough)
- Installing/uninstalling the mod or supported mods/DLC, or saving and exiting, while the station is running. Saving and exiting should work, but is not recommended (especially between updates to the mod)
Also, try to:
- Remove everything from the OPS when you are done using it. This shouldn't be strictly necessary, but there is a possible edge case regarding a linked ref chain of terminals for which this could help in preventing issues.

There is a delay of at most six seconds on the most routines of the various stations, but this is not dependent on number of items processed, and so one station should be more than enough for any given settlement.
Most of the terminal entries regarding access to the OPS production lists are scripted, and so there might be a delay (at least for the first access) on some of the entries.
- It is best to just let them appear on their own, after which they should work normally.
- In particular, upon first accessing any of the "Review [...] Items" entries, there is a moderate delay proportional to the number of items to enumerate.
- If the list does not display correctly the first time it is reviewed (e.g. there are blank entries) then just exit the terminal and review it again after a few seconds; it should then work normally

This mod has had some light testing to ensure that it functions as expected, but keep in mind that this is an early release and bugs are definitely possible.
Please send any suggestions/bug reports my way, and I will do my best to address them.

The usual warnings for mods apply - I am not responsible for anything bad that may happen to your saves/game/computer/etc., use at your own risk, ...

Please do not upload this elsewhere.

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Changelog
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*****Version 0.3.0 (2017-05-11)*****
NOTE: This version includes significant changes to the quest script that holds logic for this mod. Be sure to reset the forms from the kickstart option in the config holotape, if upgrading from a previous version.

General:
Reorganized and cleaned up many different plugin records, and most scripts.
Previous compatibility patches are now obsolete, with patching now done via script. Particularly, this affects DLCCoast and DLCNukaWorld content. Note that referenced plugin names and records must be intact!
Added Science01 perk requirement for building the improved windmill generators.
Added an entry to the config holotape to kickstart the logic quest forms. Useful for mid-game upgrades, or for more-troublesome updates.
Removed the radiation barrels from V0.2.0.x point releases -- use the new activator instead.
Moved the new radiation barrels to the "Static" display switch (accessible from the config holotape), and removed the now-unused "Dangerous" display switch from the config holotape.

Organics Processing Station (OPS):
Significantly rewrote and simplified the most of the script framework, and integrated the scripted support for DLC and mods.

Workshop Size Reset Tool:
Reduced the build cost.

Liquid Temp Station (LTS):
Introduced.

Water Processing Station (WPS):
Introduced.

Trash Incinerator Station (TIS):
Introduced.

"The Sicilian" Coffee Machine:
Minor script rewrite and optimizations.
Rotated the model to default to an orientation with the filling end facing the player. This will affect instances of the coffee machine already built!

"Rad Hazard (Configurable)":
Introduced, as a new implementation for the previous radiation barrels from V0.2.0.x point releases. This is a more sophisticated, scripted solution, and should better resist any disappearing hazard issues.
Rotated the model, shared with the previous radiation barrels, to default to an orientation with the radiation label facing the player.

"Rad Hazard - Personal (Configurable)":
Introduced. Has the same functionality as the "Rad Hazard (Configurable)" but only affects the player.

*****Version 0.2.0.2 (2016-10-15)*****
General:
Collapsed some COBJ records into shared forms.
Moved radiation barrels to "Decorations->Misc", and gave them a new preview transform.
Added separate config holotape option for toggling dangerous COBJ records, which currently includes just the new radiation barrels.
Modified some details of mod containers for consistency and conformity.
Added new "Clean Refrigerator (Green)" container.

*****Version 0.2.0.1 (2016-09-18)*****
General:
Swapped COBJ priorities between "Industrial Cart" and "Foundry Cart" records.
Revised failure message for the Workshop Size Reset Tool to indicate the possibility that the workshop scripts may not have yet registered the new buildable.
Introduced COBJ records for radiation barrels; this currently includes three different strengths across each of two different ranges (very short/radius=256, short/radius=512).

*****Version 0.2.0 (2016-08-22)*****
General:
Corrected mod category from old build.
Introduced three workshop new windmill generators, "Improved", "Improved 2-Stack", and "Improved 3-Stack", which produce 4, 8, and 12 power, respectively.
These, like the base-game "Generator - Windmill", are only only able to be built at exterior settlements, i.e. not one like Home Plate in Diamond City.
Introduced several static and non-static, non-functional (unscripted) decorative items.
These are special copies of some specific props already present in vanilla (like the Radiator, Trash Can, or Clean Water Cooler) but not originally craftable.
Most are available in both static and movable variants, and each is labelled to indicate of which type it is a part.
The Institute variants of some specific new items require having completed "The Molecular Level", and thus having entered The Institute for the first time, before they become available.
Added craftable "[Settings] Sett. Equipment - Configuration" holotape, craftable at a chemistry station when none are held.
This can disable/enable visibility of, separately, the static and non-static decorative item recipes introduced in this mod.
The visibility of static recipes also controls the visibility of the new, buildable containers introduced in this mod.
Added "Unrefined Coffee", able to be produced at the Organics Processing station.
Reduced "Salient Greens" caps value by 50% and healing magnitude by 75%, and doubled the weight.

Coffee Machine:
Introduced.
The workshop-craftable ""The Sicilian" Coffee Machine" can produce Clean Coffee Tins at a cost of 1 Unrefined Coffee and 3 Aluminum each (which are automatically scrapped as necessary from junk in the user's inventory).
This is also capable of converting between dirty and clean Coffee Tins, which costs nothing in both directions.
Note that there is no option to configure how many Coffee Tins are produced, or how many are made dirty/clean; instead, the machine does all that are possible based on the user's inventory.

Workshop Size Tool:
Introduced.
The workshop-craftable "Workshop Size Reset Tool" resets the accumulated "Current Draws" and "Current Triangles" at the workshop for the settlement in which it was built.
This functionally extends the build size cap indefinitely, without altering any original workshop/workbench records.
This shoud also work with all DLC content and mod content that goes through the full process of adding workshops, like how the "Mechanist's Lair" settlement is added in DLCRobot (via a special script).

Organics Processing Machine:
Now able to produce and break down "Unrefined Coffee"

*****Version 0.1.1 (2016-08-02)*****
!!!(This update will unfortunately remove any stations/resources already in place, but you can add in any missing salient greens with the item code "xx000F99")
Updated plugin structure and name from old build, and corrected readme file.
Corrected behavior in machine script to properly error on null routines, and produce short alarm sound.

*****Version 0.1.0 (2016-08-01)*****
Initial release.