Fallout 4
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16 comments

  1. Nazzz
    Nazzz
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    Was trying to figure it out myself, couldn't quite get it working, and then Google brought me here, to my salvation. Kudos!
  2. jpsimonetti
    jpsimonetti
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    There's a lot of technical stuff that I didn't mention which makes it most efficient to keep all your workshops empty. Let's take water for example. You know that loading screen tip that says your settlement defense should be more than the sum of its food and water production? Yeah, total horseshit. It's more like 10% of the food and water production to prevent that from factoring into raider attacks (10 defense for 50 water and 50 food is fine). But, there is another calculation done that factors everything in your workshop. If you have dirty water, vodka, nuka-cola, spam, potato crisps, or whatever else stored in your workshop, it actually increases raider attacks. Hoarders beware.

    That means the more consumables you have in a workshop, the higher the chance of a raider attack.

    But wait, there's more! Your water pumps and purifiers will shut down entirely once you have more than 5 consumable beverages in your workshop. This includes stuff you can't actually produce, like the aforementioned vodka and dirty water. The cap is 5 beverages + 1 for ever 4 settlers. So in a settlement with 16 settlers, your water productions comes to a dead stop if you have 9 whiskeys in your settlement workbench. So, you're probably thinking

    "But, if there can only be 9 waters in my workbench, how do my 16 settlers get their 1 water per day?" They don't. Those 7 settlers have their happiness plummet to 30% for the next 24 hours. If your settlement has more than 4 people, the only way to avoid that shortage and tanked happiness is to make a supply line to a tiny 4-person settlement that produces more water than it consumes. In a 4-person settlement, there's a +2 water surplus. You'd need four of those 4-person settlements to keep your 16-person settlement juiced up by sending them +8 of their surplus water each day.

    The end result is completely ridiculous: You must keep your workbenches empty to minimize their chance of being a target, and continue Purified Water production. Make 1 well-defended settlement, and store all your junk its workbench to tilt the scales. Or, you know, that 'No Settlement Attacks' mod works pretty well. Or that one to removes the workbench cap for Purified Water. Just whatever.
    1. pokara06
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      interesting... didnt know nothing about it, thanks for explain, endorsed
  3. chillshock
    chillshock
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    Wild question: Would removing all loot in all workbenches speed up a very old savegame load times?
    1. jpsimonetti
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      I've found the loot on your person to cause a lot of interface lag. Like, if you 'player.modav carryweight 100000' and then never empty your stuff, the interface gets pretty jittery. Load times are mostly dictated by having an SSD and keeping mods to a minimum, especially large ones. Frame-rates oddly seem to get worse the more you play the game, for whatever reason, and that fix is obvious - tone down the graphics. You can tell this is happening because a frame rate monitor will say 60fps but you can just 'feel' it's closer to 45-50. Those are the tricks I learned in my 900 hours that I'll never get back.
    2. chillshock
      chillshock
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      Thanks for the reply, and as a gamer for more than 30 years let me say: "Time well spent - unless you didn't enjoy it."
    3. Jack Wow
      Jack Wow
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      "gamer for more than 30 years". Made me do a count, and it's exactly 40 years for me. Writing 'Moonlander' in Fortran 4 on a DEC PDP-8/a.
  4. tuordiel
    tuordiel
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    In response to post #53367878#53369538#53371178 are all replies on the same post.


    Spoiler:  
    Show

    tuordiel wrote:
    I`m doing something wrong?
    Spoiler:  
    Show

    fa699d7e76.png

     
    Spoiler:  
    Show

    39cd317d35.png

    i`m trying transfer all to Dalton Farm (xx038eac)

    Grabstein wrote: **poster deleted**

    jpsimonetti wrote: I just found more. Mechanist's Layer, Longfellow's Cabin, Echo Lake, Nuka-World Red Rocket, and Covenant. I will clean all this up and re-upload it. I can only guess that a patch done after the Wiki page was made shifted the IDs.


    You didn't do anything wrong. The code for Dalton Farm is wrong. I got the workbench codes from http://fallout.wikia.com/wiki/Fallout_4_settlements, and that's the 2nd one I've found that was wrong. I will fix it and re-upload the file. For reference, the correct ID is "xx038ea8"


    Try this. I just tested it and it worked fine. The DLC form IDs are already set up for your load order.
    Spoiler:  
    Show


    0006f5c5.removeAllItems 03038ea8 ;; Abernathy Farm
    000b3506.removeAllItems 03038ea8 ;; Boston Airport
    00019956.removeAllItems 03038ea8 ;; Bunker Hill
    00066eb6.removeAllItems 03038ea8 ;; The Castle
    00168945.removeAllItems 03038ea8 ;; Coastal Cottage
    0009b1db.removeAllItems 03038ea8 ;; County Crossing
    000e0505.removeAllItems 03038ea8 ;; Covenant
    001654bd.removeAllItems 03038ea8 ;; Croup Manor
    00164321.removeAllItems 03038ea8 ;; Egret Tours Marina
    0009b19d.removeAllItems 03038ea8 ;; Finch Farm
    0009b18f.removeAllItems 03038ea8 ;; Graygarden
    0009b1f1.removeAllItems 03038ea8 ;; Greentop Nursery
    001f0711.removeAllItems 03038ea8 ;; Hangman's Alley
    00141df5.removeAllItems 03038ea8 ;; Home Plate
    001654cf.removeAllItems 03038ea8 ;; Jamaica Plain
    001654b8.removeAllItems 03038ea8 ;; Kingsport Lighthouse
    0016d28e.removeAllItems 03038ea8 ;; Murkwater Construction Site
    0009b1be.removeAllItems 03038ea8 ;; Nordhagen Beach
    0009b1d1.removeAllItems 03038ea8 ;; Oberland Station
    00024a26.removeAllItems 03038ea8 ;; Outpost Zimonja
    00054bae.removeAllItems 03038ea8 ;; Red Rocket Truck Stop
    000250fe.removeAllItems 03038ea8 ;; Sanctuary Hills
    001e81ea.removeAllItems 03038ea8 ;; Somerville Place
    00161f4b.removeAllItems 03038ea8 ;; Spectacle Island
    0001d0e2.removeAllItems 03038ea8 ;; Starlight Drive-In
    001654d5.removeAllItems 03038ea8 ;; Sunshine Tidings Co-op
    00135a90.removeAllItems 03038ea8 ;; Taffington Boathouse
    0009b1ac.removeAllItems 03038ea8 ;; Tenpines Bluff
    0009b197.removeAllItems 03038ea8 ;; The Slog
    0009b1a5.removeAllItems 03038ea8 ;; Warwick Homestead
    01000e4c.removeAllItems 03038ea8 ;; The Mechanist's Lair (Automatron DLC, 'DLCRobot.esm')
    0302064c.removeAllItems 03038ea8 ;; Longfellow's Cabin (Far Harbor DLC, 'DLCCoast.esm')
    ;; 03038ea8.removeAllItems 03038ea8 ;; Dalton Farm (Far Harbor DLC, 'DLCCoast.esm')
    0300ab20.removeAllItems 03038ea8 ;; National Park Visitor's Center (Far Harbor DLC, 'DLCCoast.esm')
    0301c6aa.removeAllItems 03038ea8 ;; Echo Lake Lumber (Far Harbor DLC, 'DLCCoast.esm')
    05000fef.removeAllItems 03038ea8 ;; Vault 88 (Vault-Tec Workshop DLC, 'DLCworkshop03.esm')
    0600bce7.removeAllItems 03038ea8 ;; Nuka-World Red Rocket (Nuka World DLC, 'DLCNukaWorld.esm')
    ;; --- (note: ensure DLC workbenches have correct form ID prefix: "xx001234")
    ;; --- Moved All Global Workbench Contents to Dalton Farm


    Edit: That code snippet above is corrected to reflect the changes in 1.02, which fixes 4 other DLC locations that had the wrong numbers. It's all good.
     


    Thank you very much. Now works correct! My kudo to you! (already endrosed)

     
  5. mlmlars
    mlmlars
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    thanks for this nice bat file. i looked for such a solution for a long time. now i wonder if this could also be made for serval tribute chests i managed to place around settlements.
    1. deleted7103646
      deleted7103646
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      • 135 kudos
      yes ofcourse, if you have the formid of those chests, you can do the same thing. you need the formid from the in game reference though, so best to get them with the console.
  6. tuordiel
    tuordiel
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    I`m doing something wrong?
    Spoiler:  
    Show

    fa699d7e76.png

     
    Spoiler:  
    Show

    39cd317d35.png

    i`m trying transfer all to Dalton Farm (xx038eac)
    1. Grabstein
      Grabstein
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      • 5 kudos
      **poster deleted**
    2. jpsimonetti
      jpsimonetti
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      You didn't do anything wrong. The code for Dalton Farm is wrong. I got the workbench codes from http://fallout.wikia.com/wiki/Fallout_4_settlements, and that's the 2nd one I've found that was wrong. I will fix it and re-upload the file. For reference, the correct ID is "xx038ea8"


      Try this. I just tested it and it worked fine. The DLC form IDs are already set up for your load order.
      Spoiler:  
      Show

      0006f5c5.removeAllItems 03038ea8 ;; Abernathy Farm
      000b3506.removeAllItems 03038ea8 ;; Boston Airport
      00019956.removeAllItems 03038ea8 ;; Bunker Hill
      00066eb6.removeAllItems 03038ea8 ;; The Castle
      00168945.removeAllItems 03038ea8 ;; Coastal Cottage
      0009b1db.removeAllItems 03038ea8 ;; County Crossing
      000e0505.removeAllItems 03038ea8 ;; Covenant
      001654bd.removeAllItems 03038ea8 ;; Croup Manor
      00164321.removeAllItems 03038ea8 ;; Egret Tours Marina
      0009b19d.removeAllItems 03038ea8 ;; Finch Farm
      0009b18f.removeAllItems 03038ea8 ;; Graygarden
      0009b1f1.removeAllItems 03038ea8 ;; Greentop Nursery
      001f0711.removeAllItems 03038ea8 ;; Hangman's Alley
      00141df5.removeAllItems 03038ea8 ;; Home Plate
      001654cf.removeAllItems 03038ea8 ;; Jamaica Plain
      001654b8.removeAllItems 03038ea8 ;; Kingsport Lighthouse
      0016d28e.removeAllItems 03038ea8 ;; Murkwater Construction Site
      0009b1be.removeAllItems 03038ea8 ;; Nordhagen Beach
      0009b1d1.removeAllItems 03038ea8 ;; Oberland Station
      00024a26.removeAllItems 03038ea8 ;; Outpost Zimonja
      00054bae.removeAllItems 03038ea8 ;; Red Rocket Truck Stop
      000250fe.removeAllItems 03038ea8 ;; Sanctuary Hills
      001e81ea.removeAllItems 03038ea8 ;; Somerville Place
      00161f4b.removeAllItems 03038ea8 ;; Spectacle Island
      0001d0e2.removeAllItems 03038ea8 ;; Starlight Drive-In
      001654d5.removeAllItems 03038ea8 ;; Sunshine Tidings Co-op
      00135a90.removeAllItems 03038ea8 ;; Taffington Boathouse
      0009b1ac.removeAllItems 03038ea8 ;; Tenpines Bluff
      0009b197.removeAllItems 03038ea8 ;; The Slog
      0009b1a5.removeAllItems 03038ea8 ;; Warwick Homestead
      01000e4c.removeAllItems 03038ea8 ;; The Mechanist's Lair (Automatron DLC, 'DLCRobot.esm')
      0302064c.removeAllItems 03038ea8 ;; Longfellow's Cabin (Far Harbor DLC, 'DLCCoast.esm')
      ;; 03038ea8.removeAllItems 03038ea8 ;; Dalton Farm (Far Harbor DLC, 'DLCCoast.esm')
      0300ab20.removeAllItems 03038ea8 ;; National Park Visitor's Center (Far Harbor DLC, 'DLCCoast.esm')
      0301c6aa.removeAllItems 03038ea8 ;; Echo Lake Lumber (Far Harbor DLC, 'DLCCoast.esm')
      05000fef.removeAllItems 03038ea8 ;; Vault 88 (Vault-Tec Workshop DLC, 'DLCworkshop03.esm')
      0600bce7.removeAllItems 03038ea8 ;; Nuka-World Red Rocket (Nuka World DLC, 'DLCNukaWorld.esm')
      ;; --- (note: ensure DLC workbenches have correct form ID prefix: "xx001234")
      ;; --- Moved All Global Workbench Contents to Dalton Farm

      Edit: That code snippet above is corrected to reflect the changes in 1.02, which fixes 4 other DLC locations that had the wrong numbers. It's all good.
  7. deleted7103646
    deleted7103646
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    • 135 kudos
    cool, saves me from running around, now i can transfer all my s#*! to Oberland, nice and centrally located..
  8. elleonblanco
    elleonblanco
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    • 5 kudos
    Nifty. I see you could actually set this up to move the items anywhere your hub is by simply changing the target code. Don't forget to swap Sanctuary back into the mix. Thanks for this.
  9. NikosKrhtikakhs
    NikosKrhtikakhs
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    Thank you.! I didn't even know that this was actually possible, but will save us from a lot of grind. Downloaded immediately