Fallout 4
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spacefiddle

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  1. spacefiddle
    spacefiddle
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    Locked
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    Version 3.0 is up and resolves all issues.
    IF UPGRADING FROM A PREVIOUS VERSION:


    You must purge the old running quest from your save (preferably with fire....). Uninstall and completely remove all traces of the old version: the .esp in Data, and the scripts in Data\scripts, Data\scripts\Fragments\Quests, and Data\scripts\Fragments\Terminals. All old files from this mod will start with HomeDespot. Make sure all the loose files are gone first.

    Then make a "clean save" by loading up your game, clicking past the warning about the missing mod, and making a new save in a new slot. Then install the new version (which is packed in an archive, no loose files). It will work normally from there. If you don't do this, the old broken version will still be running in your game. Won't hurt anything, but it will keep this from working right.
  2. cronodevir
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    So it was working for me a week or so ago but I started a new game and now it is not. I get all 0's for linked settlements and even my current settlement is reporting some things wrong. For example I have 657 steel but it says I have 250, yet I have 51 copper and it says I have 51. So some times its correct and sometimes its not.
    1. spacefiddle
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      It sounds like you might have an older version, as these were all issues with anything before 3.0 - I re-wrote the whole thing and added some sanity checks, etc.

      You should never get zeroes on linked, now, even if there are no links, because it adds the local totals to it. Make sure you're using the current version - which should be easy to check since it's the only file on the Files page now, I removed the buggy ones. Also note big letters in sticky above about upgrading, as you can have the old broken code still running otherwise. Won't hurt anything, just makes the terminal wrong.
    2. esoterical
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      So, I know it's been quite some time since you worked on this mod, but I wanted to report that I have a fresh install (as in, I completely reinstalled fallout 4, fresh tree, with a new mod manager), using Home Despot 3.0, and I'm also getting 0s for the totals for linked workshops. It appears to show correct totals for the local workshop junk, but somehow those totals aren't being added to the linked workshops results.

      I can be confident I don't have any old broken code running, since nothing previous to 3.0 has been anywhere near my install directory, and this is a fresh save (started after UFO4P 2.0.4 was released)
    3. esoterical
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      Since my last post, even the local totals are returning 0 in a settlement the home despot terminal previously worked in. I haven't moved the terminal or anything. Very strange.
    4. spacefiddle
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      Hi, thanks for reporting this! I've started a new job recently and have been up to my eyebrows, but I'd like to take a look at this. What settlements were showing what results? And which was the one that broke after previously working?

    5. NiftyPower
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      I'm having a similar issue with a new game showing 0s for the linked workshops.
    6. NiftyPower
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      I noticed that this issue happened when I started a new game with the mod enabled, but not when I installed it during an existing game, so I deleted the despot terminal, saved and quit, uninstalled the mod, went back into the game, saved and quit again, then reinstalled the mod.  This mod seemed to work after that.  I'm not sure when it is safe to install this mod, but I would recommend after the intro sequence which occurs before you leave the vault.
  3. Septpas
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    All is well displayed. Thank you for this practical mod.
    1. spacefiddle
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      Thanks!
  4. pfarthing6
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    Yeah, not sure the deal, but doesn't work for me. Not even accurate for local settlements and the linked option shows the same results as local. It's not the zero total problem either. The results are just wrong. Ah well.
  5. FalloutIII2013
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    Awesome concept in keeping tabs for building purposes! How do I know (for example using your 3rd image of linked workshops = Wood: 2014), which settlement has the most wood as I wouldn't want to travel to one that has the Wood: 1 when I could've went to the settlement with Wood: 2013? Is their a further breakdown by component per settlements in this mod? To support the lore of the game I would assume that your trading settlers would input total amounts of junk in computer terminals that can be used in a quick glance with your pip-boy, or even better when you open your settement container you automagically dock your pip-boy (i.e. vault entrance) with it in order to download the inventory list?
    1. spacefiddle
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      Well remember, if you're looking at workshops that are linked, it doesn't matter which settlement has what - they will all pull from the total pool when building :).

      This script is already kind of a monster and if it tracked and displayed individual workshop components separately, your CPU would either start laughing hysterically or just explode.
  6. prgh1212
    prgh1212
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    esl file?
    1. spacefiddle
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      Yeah, I'm back now and need to figure out how to do that. Not sure what qualifies to become an ESL and what doesn't.
  7. zootofzoot
    zootofzoot
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    ADHESIVE: 1

    lol
  8. spacefiddle
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    I feel bad that not everyone who downloaded this may be tracking it, and not know it's now fixed... as I didn't realize how badly broken it was until recently... oh well :|
    1. Kronix420
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      Is this compatible with mods like Sim Settlements, AWKCR/AE, etc?
    2. spacefiddle
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      Sure is, I use those myself!
  9. slygeezer
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    This is a most useful mod, thank you!

    I only have two settlements linked at this point (Sanctuary and the Abernathy Farm). In Sanctuary, when I select all linked workshops, I only see the Farm's inventory. At the farm, when I select all linked workshops, I only see the Sanctuary numbers. In neither location can I get the total of the two. Both sets of individual inventory numbers are correct no matter how I check them; they just don't show in total.

    Neither FO4Edit nor Wrye Flash (my MM) identify any conflicts between this mod and any other mod in my game.

    I only mention this because it does not seem to be what you intended. Personally, I don't think it's a big deal, since I have all the data I want and it is correct. Data that I had no way of obtaining before. (Without manually scrapping all junk and keeping notes on each settlement....)

    Happily endorsed. Many thanks
    1. spacefiddle
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      Edit: fixt. I didn't realize how badly this script was written until I had to decompile the .pex (deleted the source...) and look at it, and go, what the !ing ! was I thinking? Ripped apart and put back together and does what it oughtta.

      Thanks again for the heads-up!
  10. Stephrodas
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    Awesome idea, will download this mod right now

    One thing I would have loved even more though is if it would have worked on a holotape that I could load on any existing terminal in my settlements instead of having to build a specific extra terminal just for this but it's a very minor thing.
    1. scotty9090
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      +1 - A holotape would be a great edition - understanding of course that it wouldn't work properly in the Pip-Boy.

      I just added one into my local copy (5 mins of work).
    2. spacefiddle
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      Sad but true. My first idea was to run it on the Pip-Boy. There's a function called OnHolotapePlay() which everyone logically assumed would fire when, well, guess. It does. It returns the terminal you play it on. Oh, except the Pip-Boy, which they decided should have no reference. None. Literally: comes up None. And you can't do text replacement on None.

      The best option would be to turn this whole thing into a Flash interface, since my SECOND idea that would make this really outstanding would be so you could access the component tag / untag feature right from the thing. "Oh, I'm low on copper..." The only barrier to this is me not knowing the first thing about Flash, or having any means to create it.
  11. eventHandler
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    Well it would be easy to (near, depending on font) align the left column, just by setting the colon at a uniform position. Then put the numbers for the right column on the left hand side and it might look cleaner even though it will be misaligned still. You could assume steel/wood to have four digits, fiber optics to have 2, et cetera, to get a close match for most cases. Another option would be four columns with numbers on a second row, and abbreviations as necessary, with | dividers along columns...

    If you want to get fancy, you could add hmm thirty-one resources times five cases, so 155 comparisons plus 31 fallback cases. It's a terminal script though, so that isn't a problem. If < 10, else if < 100, else if less < 1000, else if < 10,000, else if < 100,000, else it's 5six digits or hacks. Or just make it read "100,000+" as the end case if you don't want to risk them breaking a million and ruining the alignment. You could also have it add another page when any are 100k+, and if the user goes to the second page, it shows the full amount in one column (and a third page add if somehow someone has more than sixteen resources at over 100k and cares to know exact number). That either avoids more comparisons since single-column "detail" pages mean it can be any length, positioned after a uniform distance colon. And if you want a two-column detail page that is the "enhanced report" with all of them then it at least pushes those comparisons a second optional stage. Not that 31/62/93 more comparisons are going to be that costly. I have no idea the cap, but a billion should be a good place to assume no one will exceed during normal gameplay.
    1. spacefiddle
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      Can't align because you can't pad leading zeroes. It doesn't matter where I put the colon on the first column: there is no column. It's line by line, and the numbers you see in the left "column" will always change where the right column - which is really just each individual line - shows up.

      As in, if I have all the colons on the left lined up: 4 will push the rest of the line one space. 15 will push the rest of the line two spaces, 234 three spaces. There's no way around this. You'd have to pad the first values on the line with leading zeroes - 00004 or suchlike - and then the rest of the line would be consistent. But the damn globals store values, not strings.

      As for your second option:

      1) I'm crazy, but not that crazy
      2) My gargantuan Linked function already takes a long time to run - so much so that I have text lines stalling for time across two screens, and you STILL sometimes hit a race condition. To do what you describe, it would almost be faster to go count them all by hand