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  1. IDontEvenKnow
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    So, Sim Settlements 2. Boy oh boy...

    Released here!

    old posts: 
    Spoiler:  
    Show

    2020-11-05: I've just uploaded a very early alpha version of ILS v2.0.0. Please only use this if you want to help look for bugs, because I cannot make any guarantees that it won't blow up your save file or something. My own testing is literally limited to seeing if the first level of plot builds correctly, and can possibly connect between Sanctuary and Red Rocket. This version will still need more development before I can recommend using it on non-throwaway saves.

    ---------

    I'm a recluse when it comes to modding, and so I'm not at all in the Sim Settlements "in-group" that knows about this stuff ahead of time. This does, unfortunately, mean that there's no day-1 SS2 ILS version to upgrade to, and I'm learning about everything right along with you.

    When I started this mod, I very much had it in mind that I wanted a Sim Settlements plot that handled supply lines for me. The very specific reason was that I had "Q" rebound to some other key, and the "Assign Supply Line" key is hard-coded to always be "Q", so I decided to just make a mod that allowed me to set up a full supply line network without ever needing to use that key.

    I accomplished what I set out to do very well, I think. However, I never thought about things like:
    • What if a potential user likes what my mod does, but doesn't like Sim Settlements?
    • What if they can't install SS because of console restrictions? (e.g. file size, stability)
    • What happens when Sim Settlements is abandoned in favor of a replacement mod?

    So, I think my current roadmap looks like Moved to end of post.

    This will mean that ILS v2 will not be save-compatible with ILS v1.x. There will definitely be internal data structure changes that wouldn't survive the transition, and it'll be nice to finally get to cut out a ton of legacy code.

    However, it also means that ILS will work as a standalone mod, and/or with either SS1 or SS2, depending on your load order. Ideally, mixing and matching desks and plots should be a viable option, if desired.

    I've only just begun to work on the update as I'm writing this, so plans may change, maybe. Also, I've been dealing with [the cold/a mild flu/possibly the 'rona] for a solid week now, which is annoying.

    I really don't have any ETA at this time—unforeseen challenges always crop up—but I expect it'll be at least a few days before I have a working version.

    ---------
    Here's a very rough roadmap of update progress. Updated 2020-11-03 5:00 EST

    Listed percentages are very rough estimates of about how far through each step I am.
    Bolded steps must be completed before I make any public versions available.
    • (100%) Replace the old mod entirely—change the file name, and some internal designators:
      • SimSettlements_IDEKsLogisticsStation.esl -> IDEKsLogisticsStation2.esl (plugin name)
      • idek:ils -> idek:ils2 (script names, model directories etc)
      and so on
    • (100%) Update my personal tools (scripts for compiling, decompiling, packaging archives, making backups etc)
    • (100%) Remove the Sim Settlements hard dependency entirely
    • (100%) Excise obsolete code (old update code, unused functions etc)
    • (80%) Avoid premature death via SARS-CoV-2 infection
    • (100%) Get the mod working standalone—probably with a "Logistics Desk" or something that (optionally) replaces the SS plot
      • (0%) Spruce up the Logistics Desk with decorations etc (first version will probably just be a terminal on the desk)

    • (100%) Replace most models with their equivalent SCOL objects, to reduce file size (should've done this ages ago but couldn't be bothered, but now is the right time—will reduce file size to like 1-2MB about 3MB total)
    • (100%) Re-add Sim Settlements 1 as a soft dependency, which works exactly like the original version
      • (100%) Reimplement SS1 features that can't use the native SS1 systems for technical reasons, such as random clutter rotation Dropped the random object rotation instead—randomly picked 'variation' objects are permanent until the plot refreshes, which I think is how it already worked anyway since I don't think it ever quite worked properly.
      • (100%) The settler summoning tools need most of their code rewritten since they used to heavily piggyback off of SS code

    • (60%) Add Sim Settlements 2, also as a soft dependency
      • (90%) Port the old industrial plot over to a new municipal plot
      • (-1%) Who knows what else, I haven't even loaded up a game with SS2 yet lol
    • (50%) Rough testing
    • (0%) Playtesting
    Mod's working standalone and/or with SS1 now. I think I've got the plot fully ported over for SS2 as well, but unfortunately my development version has also gained a hard SS2 dependency.
    Next step is to investigate how to remove this dependency, which means some reverse engineering to work out exactly how SS2 works, and what I can do about this on my end. Best case scenario, that it's even theoretically possible in SS2's current form, I'm sure I'll be able to hack it out. Worst case scenario is that I may have to negotiate some script tweaks to SS2 to support "soft" dependencies, like SS1 can already do. I assume kinggath is even busier than I am, so if it comes to that, it may be a challenge.

    Thankfully it's just a handful of keywords, and a couple of script properties (that are also keywords), so it's nothing that can't be fixed:
    Spoiler:  
    Show
    [00:00] Start: Applying script "Report masters"
    Selected masters are required by the following records and elements:
    ILS2_SS2_LevelPlan_Int_LogisticsStation_lvl3 "[ILS2] Logistics Station Level 3" [WEAP:03000BCF] \ KWDA - Keywords
    ILS2_SS2_LevelPlan_Int_LogisticsStation_lvl2 "[ILS2] Logistics Station Level 2" [WEAP:03000BCE] \ KWDA - Keywords
    ILS2_SS2_LevelPlan_Int_LogisticsStation_lvl1 "[ILS2] Logistics Station Level 1" [WEAP:03000BCD] \ KWDA - Keywords
    ILS2_SS2_BuildingPlan_Int_LogisticsStation "[ILS2] Logistics Station" [WEAP:03000BCC] \ VMAD - Virtual Machine Adapter
    ILS2_SS2_BuildingPlan_Int_LogisticsStation "[ILS2] Logistics Station" [WEAP:03000BCC] \ KWDA - Keywords
    ILS2_SS2_LevelPlan_2x2_LogisticsStation_lvl3 "[ILS2] Logistics Station Level 3" [WEAP:03000BC9] \ KWDA - Keywords
    ILS2_SS2_LevelPlan_2x2_LogisticsStation_lvl2 "[ILS2] Logistics Station Level 2" [WEAP:03000BC8] \ KWDA - Keywords
    ILS2_SS2_LevelPlan_2x2_LogisticsStation_lvl1 "[ILS2] Logistics Station Level 1" [WEAP:03000BC7] \ KWDA - Keywords
    ILS2_SS2_BuildingPlan_2x2_LogisticsStation "[ILS2] Logistics Station" [WEAP:03000BC6] \ VMAD - Virtual Machine Adapter
    ILS2_SS2_BuildingPlan_2x2_LogisticsStation "[ILS2] Logistics Station" [WEAP:03000BC6] \ KWDA - Keywords
    ILS2_AddonData "Addon Config Template" [MISC:03000BE8] \ KWDA - Keywords
    ILS2_AddonItems_BuildingPlans_Municipal_2x2 "List of Municipal 2x2 plan bases" [FLST:03000BD1] \ FormIDs
    ILS2_AddonItems_BuildingPlans_Municipal_Int "List of Municipal Int plan bases" [FLST:03000BD0] \ FormIDs
    [00:05] Done: Applying script "Report masters", Processed Records: 1064, Elapsed Time: 00:05


    After that comes testing, and fixing all of the new bugs I've introduced, some final polishing up, and then I should be able to declare v2.0.0 finished. Finally.

    2020-11-11: Annoyingly I keep finding minor bugs that necessitate a new beta release, and getting to the point in SS2, from a fresh save, where I can test the plot legitimately—while so far a well-polished experience—takes a while. Quick tests using console commands only get you so far, and you can never really be sure that everything's working unless you experience it the same way any other player naturally would, after all. So, sorry about the delays, but I want to be sure that everything's as functional as reasonably possible before a full release.

    2020-11-08: I've been playtesting for a few days and the latest prerelease seems to be working quite well. I think I've nailed down most of the existing bugs, but as these things go, you can't really be sure until you've spent some time just playing and seeing how stuff works out. I've promoted the latest prerelease version from alpha to beta, and I've started a fresh playthrough myself, so if nothing major comes up, I'll probably gear up for a full release in a few days or so.

    ---------
    I've made available an alpha beta version to help expedite testing. It's mostly functional, but still needs to be fully playtested to be sure everything still works, the new SS2 integration code isn't broken, etc.

    If you haven't been following my updates here, ILS v2 is a heavily refactored version of the old mod that now supports Sim Settlements 2 in addition to the original Sim Settlements, and also now includes entirely standalone Logistics Desks. So, whatever version of Sim Settlements you're using, or if you want to use this mod without SS at all, I'm eager to hear your feedback.

    SS1 users, please see:
    The mod should work exactly the same as the old version did. If you have any existing saves that already have Logistics Stations set up and would like to expedite testing, follow this:
    • Install ILS v2.0.0 — do not uninstall ILS v1.3.5a
    • Load the save you want to convert with both ILS 1.x and ILS v2 installed
    • Answer "Yes, migrate from ILS 1.x" to the prompt that will appear
    • Wait for the "migration complete" message
    • Save the game
    • Uninstall ILS v1.x
    This is not technically safe, as it will leave a fair amount of junk data in your saves—in practical terms though, I've done this plenty of times myself and it should be fine. Cleaning later with FallrimTools/Resaver probably wouldn't hurt, though.

    You can also try mixing some Logistics Desks in with your regular plots and see what happens.

    SS2 users, please see: 

    • Install IDEKsLogisticsStation2.esl
    • Also activating ILS_SS2_Patch.esp is recommended, but not strictly required—a few SS2 features just don't work 100% without it.
    • Try using the mod just like the old SS1 version
    I'd like to get rid of the patch entirely in the future, if possible, but it'll take some tweaks to SS2 to enable this, and I haven't tried asking the devs yet.

    The station now uses the Municipal plot type, which is locked a fair way into SS2's questline, so it may take some time before you can actually use the SS2 station. In the mean time, you may try standalone Logistics Desks, which can be upgraded into full stations whenever it's convenient by physically moving the desk onto a municipal plot in build mode.

    Users without Sim Settlements:

    • Build a Logistics Desk (see "special" settlement menu) and assign a settler to it.
    • Go do the same thing in a few more settlements.
    • Check if supply lines work.
    • Fiddle with menus.
    You know, beta tester stuff.

    When I'm confident enough 2.0.0 is good enough for a full release, I intend to make a new mod page for it. This way I can redo documentation, clearly segregate new bug reports, and maybe catch the attention of users who might have already seen this mod page but just weren't interested in a Sim Settlements addon.
  2. IDontEvenKnow
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    2020-08-28: I've just uploaded 1.3.5. This mostly focuses on improving the Logistics Locker.

    I've added two features:
    • The Logistics Locker now has a button that will relink all local workbenches (i.e. weapons, armor, chem stations etc) to your Logistics Storage container, provided you've placed your Logistics Storage Designator in a Workshop as recommended.
      For player homes (i.e. Home Plate), this means that accessing local workbenches will work the same as those in your "designated" settlement, with access to everything that settlement has access to. No fussing with manually grabbing stuff from the locker anymore.
      This also redirects the Transfer button on those workbenches to access Logistics Storage instead, complete with a working Store All Junk button.
      This operation is totally reversible, and if you decide you don't like it, just hit the undo button in the locker menu, or scrap/store one of the affected workbenches and all changes to the settlement will revert.

      I think this feature is really handy (no more placing a locker next to every workbench!), but as always you're free to ignore it.
    • In "incomplete" settlements such as Home Plate, the Logistics Locker also has a button to temporarily transfer components from Logistics Storage to the local workbench. It will attempt to move 750 of each component type, which will automatically return to Logistics Storage when you leave the settlement.
      This is to cover Workshop mode building, which the first new feature doesn't affect.

    I also fixed the old bug where you'd see two sets of lockers in certain settlements (e.g. Mechanist's Lair), and I made the distinction between standard and "interior" (i.e. supply line incompatible player home-specific) lockers more obvious.

    ---------
    Older patch comments live here:
    Spoiler:  
    Show

    2020-07-03: I've just uploaded 1.3.4. This version contains yet more refinements.

    The biggest user-facing feature is the option to select a different supply line routing algorithm. I left a comment lower down with screenshots of the new algorithms, in case you're curious.

    On the back end, I completely rewrote the "redist" routine, which is the code that handles subtracting surplus food/water production from settlements with surplus, and adding to settlements with a deficit. It is no longer randomized, meaning that surplus will be subtracted from stations precisely proportionally to their ability to supply, and added to stations proportionally to their need, rather than just being determined by a lottery. Most importantly, the old code was pretty slow on my save, taking up about 60% of the total time to run the redist/recalc routines, and the new code is so fast I can hardly measure it.
    Oh, and I'm not a communist, by the way, but I suppose this code is...

    Also, I fixed the bug where SS occasionally spawns overlapping terminals, and by request it's now possible to set provisioner rename/travel settings on a per-settlement basis, in case you want to control that for whatever reason.

    ---------
    2020-06-24: I've just uploaded 1.3.3. This version contains yet more bug fixes, some optimizations (that went better than expected), and minor refinements to various systems.

    The one new feature in this release is the ability to define a "Master" station—many of you may have noticed that the logistics network always has one more station than it does supply line, so one (1) settler will always be at their station, rather than...provisioning. In prior versions, the station selected for this was always semi-randomly chosen, usually being the station that's gone the longest without refreshing or upgrading. In this version, you may manually choose the "Master" station by hitting the relevant button on the [Utilities] terminal page.

    This has no specific benefit other than flavor at the moment. The settler assigned to this station will also now be renamed "Provisioner Administrator" to reflect their more...clerical occupation.

    Additionally, I've tweaked some of the mod's old multithreaded code to use CallGlobalFunctionNoWait, instead of the old CallFunctionNoWait for spawning independent threads, which was apparently a vast improvement, and has knocked the execution time of some of the mod's longer scripted operations down to about a quarter of the time of the previous version.

    ---------

    2020-06-10: I've just uploaded 1.3.2. This, along with v1.3.1, should fix several long-standing bugs. Notably:
    • The global resource redistribution system toggle didn't work (I just never remembered to add a check for it)
    • There were some issues with the redistribution routine that would wonk the numbers up a bit, all now fixed
    • The numbers shown after e.g. "Total network food surplus:" are now more accurate: if there's a surplus, every single settlement is the network should really be guaranteed to be fed/watered now.
      Previously, a surplus (particularly a small one) wouldn't guarantee that all settlers are covered, because I didn't take into account export penalties when tallying up these numbers.

    I also justified the [Information] terminal page, which looks a lot nicer, and went through and made a bunch of (obvious) script optimizations to several Papyrus functions.

    ---------

    2020-05-19: I've just uploaded v1.3.0. The focus of this version is to correct a few minor issues that have cropped up over the >2 years since my last update.

    Newly featured in this version is the remote workbench access menu, which may now be found in any Logistics Locker's "Options" menu. This allows you to manually access the contents of any specific Workbench connected to your supply line network. The menu's a little clunky, but coming up with an implementation that worked at all was brutal, so in the end I'm happy with the results.

    Also added is support for kinggath's Canary Save File Monitor.

    I haven't got anything else planned for this mod in the near future, but I've been playing the game a bit recently and so ideas may or may not occur, and those ideas may or may not congeal into new features, so we'll see.

    I've just uploaded 1.2.3. The most notable change in this version is improved compatibility with UFO4P v2.0.4; that version of the unofficial patch made some questionable (imo) changes to WorkshopParentScript that badly broke compatibility with my mod. To work around these changes, I had to come up with a system so that I could make settlers act the same as normal provisioners without using the standard vanilla system. Ideally you shouldn't be able to tell the difference, but only time will tell if this new system creates any new issues.

    Additionally, I tweaked the Logistics Locker a bit, and fixed a few bugs as explained in the patch notes.

    ---------

    I've just uploaded 1.2.1. This version adds two new features:
    • ILS Provisioners will now be renamed e.g. "Provisioner: Sanctuary to Abernathy Farm", instead of just "Provisioner". This setting is the new default, however you can cycle it back to the old "simple" renaming system under [Miscellaneous Settings].

      Thanks to pra for pointing out how to make this feature work, since I didn't know that text replacement worked on actors too.
    • Added integration with Salvage Beacons. This feature is disabled by default (the toggle is also under [Miscellaneous Settings]), however when enabled, it will make level 2 and 3 Logistics Stations count as an operational Communications Station, provided the Logistics Station is operational as well.

      Note that there might be some minor problems if you have both an operational Communications Station and Logistics Station at the same settlement. Specifically, if both are operational, and then one is removed, the other one might stop counting as a Communications Station too. Refreshing the ILS plot, or reassigning someone to whichever thing isn't working should clear this up. This is because this feature is a huge hack on the back-end, however it works well enough.


    ---------

    I've just uploaded 1.1.2. The most notable change for this version is that I've multithreaded a few previously slow tasks, so now the supply line recalculation and resource redistribution routines should both run substantially faster. You can configure the maximum number of allowable threads in any LS terminal under the new [Misc. settings] screen. I've chosen a default value of 15, but so far I've had no problems with this cranked all the way up to 50, so if you want to speed up these routines a little more, you're welcome to try increasing that number.

    Other changes include:
    • Some new constructible Logistics Lockers, which you can place around your settlements as you please, and function the same as the locker inside of an LS station. Note that these require that the settlement they're used in is either an interior settlement, or is connected to the logistics network.
    • If you ignore my advice and try building more than one station inside of the same settlement then that shouldn't cause problems anymore... you'll get a little surprise if you do, though.
    • Added an option to assign provisioners without having them actually travel between settlements and being assigned a brahmin.
    • Tweaked the interior LS building plan a bit to eliminate some clipping issues. You'll have to refresh interior stations for some of these changes to take effect.
    • Internally, rewrote my RNG library, and tweaked lots of bits of code here and there.
    • Fixed supply lines calculating kind of weird when crossing worldspace boundaries (Far Harbor or Nuka World <-> Commonwealth)
    • Added an FOMOD installer to allow choosing between ESL and ESP. I will note that I still exclusively test the and recommend only ESL version, but if you're stubborn about updating FO4 and/or your mod manager, you can use the ESP anyway.
    • Fixed the ceiling fan animations
    • Probably some other tweaks that I can't remember. Who knows, it's been two weeks and I forget things.


    Anyway, let me know if anything weird happens with this version. A lot of code changed substantially, and while it's working great in testing, it's always possible for me to miss things.

    ---------

    I've just uploaded 1.1.1. This update focuses on improving the accuracy of supply line calculations. Most notably, settlements in interior cells should behave substantially better now, and won't just try linking to whatever's closest to the center of the map.

    There are also some tweaks that apply to any settlement in the Far Harbor and Nuka-World worldspaces to make the calculation handle these better. While the cross-worldspace supply lines generated in this version do actually make sense mathematically speaking, I didn't think to take the world map's rendering into account, so I'll look into improving this more in a future release.

    Lastly, if you know of any mods that add new worldspaces with settlements in them, please let me know and I'll add them to the worldspace database so supply lines will work better in them as well.

    ---------

    I've just uploaded 1.1.0. This includes a rather hastily-made interior variant of the title plot. I still think it looks pretty good considering I cranked it out in one day, but I'll probably add additional random clutter variants to the plot at some point in the future since it's still not quite as varied as the standard plot.

    Other changes include:
    • The Logistics Locker version of the Store All Junk button will no longer take certain quest items (any misc quest item that had component tags), however the way I had to go about doing this required I make a manual blacklist of affected quest item types. If you find any that I missed, please let me know. Additionally, any of the affected quest items will be returned to your inventory if they're still in Logistics Storage when you load the update.
    • If you designate a workbench as Logistics Storage, you'll now get a menu to ask whether you'd like to leave attacks enabled at that settlement. This is because if a random attack succeeds at your settlement, vanilla game mechanics will take a substantial percentage of all food, water and scrap stored there. This is made worse by the fact that A) attack chance is increased as more resources are stored in the workbench, up to 100% per attack roll, and B) there are several attacks that can trigger that come with no warning message and no quest log entry, so if when those happen then it'll seem like you sometimes lose resources for no reason at all. I doubt anybody wants to just periodically lose 80% of their resources on random occasions.
    • There's now a version of the Logistics Locker that can be built in interior settlements in workshop mode. This is to allow access to Logistics Storage at settlements like Home Plate and The Mechanist's Lair, where either a plot wouldn't fit, or cannot be built.
    • Tweaked a couple of places in the Logistics Terminal script that were causing some of the caching my mod does to behave oddly, which would cause issues if you changed a former Logistics Station plot into something else without fully removing it (supply lines still auto-linking there for a bit, even if the plot wasn't a Logistics Station anymore).

    There might be a couple of things I missed since I forgot to keep a change log, but that's the meat of it.

    ---------

    I've just uploaded 1.0.2; this addresses a small array of minor bugs, and retroactively fixes saves that one of the functions in 1.0.0 may have made a mess of (the raider thing I uploaded 1.0.1 for).

    ---------

    I've just uploaded 1.0.1; this is a minor hotfix to correct a typo I made in a script that was supposed to ensure compatibility with the Nuka World DLC. Because of this typo, some code wasn't running when it was supposed to.

    This would only potentially cause problems if all of these were true:
    • You had logistics stations built,
    • you had active raider settlements
    • you had manually run the [Unassign All Provisioners] terminal option

    If all of these are true, the [Unassign All Provisioners] command probably unlinked your raider settlements from the master raider workshop. 1.0.1 prevents this from happening in the future, however you'll have to wait a bit for 1.0.2 before I can get some code in to retroactively fix saves that this may have affected. My apologies.
  3. IDontEvenKnow
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    If the mod isn't loading for you (you'll get a notification when loading a game if it installed properly), chances are that your game or mod manager isn't loading the .esl properly.

    NMM-specific information:
    Spoiler:  
    Show

    • If you're running a version of NMM older than 0.65.2, update it! <-- Latest "official" releases, see also the GitHub releases which are generally newer. NMM versions earlier than 0.63.17 do not support the new ESL format, and I think that the auto-updater for the older 0.63.14 version is broken.

      It is worth mentioning that NMM is no longer officially supported, so if possible you should consider transitioning to a newer, developer supported mod manager such as Mod Organizer 2, or NMM's official replacement, Vortex.
    • If you don't want to update NMM for one reason or another, you can manually add the plugin to Fallout4.ccc, which will force the game to load it the same way it would an official Creation Club plugin. Just open Fallout4.ccc in a text editor (it's in the same folder as Fallout4.exe) and add the name of the plugin (SimSettlements_IDEKsLogisticsStation.esl) on a new line.
    • If you're using NMM to install this mod, reportedly you must restart NMM before the plugin (SimSettlements_IDEKsLogisticsStation.esl) will show up in your load order. You must then manually enable it in the plugin list before the game will load the plugin.
    • If that still doesn't work, you can try manually enabling the .esl in the in-game Mods->Load Order manager. It'll be somewhere between your ESMs and ESPs in that list.

    I haven't heard as many issues with MO2/Vortex/manual installs, however:
    • Light plugins are only supported by FO4 version 1.10.x or newer, so if you are still using a pre-CC version for whatever reason, you'll need to use the .esp version of the mod included in the FOMOD installer.
    • If you're at the 254 .esp limit, you'll need to deactivate a single .esp to allow .esl mods to work properly. This is because all .esls share the second-to-last mod slot FE/254, so a regular plugin also occupying that slot will cause terrible problems.
  4. Stillgar2
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    Little unclear on a couple of things:

    Is it possible to have all my provisioners in one central settlement? I'm guessing no.

    If I put the locker designator in a random container instead of a workshop will building materials still be shared across settlements and will SS plots still use it for upgrades?

    Also wondering if the game treats this as a vanilla provisioner? I was reading that the level 4 merchant's population requirements can be fulfilled by your trade network rather than just 1 settlement. Just want to make sure that will still work (if it is in fact the case, only saw it mentioned here and there).

    Edit - The answers are no, yes, yes.
  5. g0jira
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    so if im using auto assignment in settlements, i need to creat plot so SS2 will assign settler to it? cuz i tried to build logistic desk in settlement but could not reassign settler as all there was on auto
  6. VanCardboardbox
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    I nave been using ILS since it first appeared and have countless hours with it in my load order with out any issues. Super stable, always works. 

    This playthrough ILS is misbehaving. Settlers assigned to an ILS station show the raven icon as though they were scavengers, and walk the settlement as a scavenging settler would. No pack brahmin appear. A supply line is created, however, showing on the map and reflected in shared workbench resources. ILS station terminal shows stats as usual, etc.. After a few hours of play the ILS plot will become unassigned, the supply line will break, and I have to manually re-assign a settler to it. The newly assigned settler shows the raven icon, wanders the settlement, and so on. 

    I made a major change to my customary load order this playthrough, ejecting AWKCR/AE/VIS and loading Crafting Framework/Armour & Clothing Overhaul/Simple Sorter instead. So this seems like a good place to check first.

    ILS itself has not been included in the the patch for Crafting Framework, but is included in the patch for Simple Sorter. Sim Settlements itself has also been included in Simple Sorter patch, and I have used IDEK's own xEdit script to remove tags from SS plots, downloadable in a post he made in the Simple Sorter entry on Nexus Mods here.

    In an effort to fix this I did some testing, running with ILS in neither patch, in only the SimpSort patch, in only Crafting Framework patch (not desirable  as it moves SS crafting to CF's own workbench), and in both patches. Same result each time. So, looks like the culprit is not these new mods after all?  Or at least not a consequence of including them or omitting them from the respective patches. 

    Does this error ring a bell with anyone? Grateful for any light that can be shed. This is one of the most useful, valuable mods for FO4. Can't imagine running a settlement system without it.

    EDIT: Is the scavenging thing a stop-gap in ILS for when a provisioner accepts the assignment but does not yet have another settlement to connect with? 
    1. VanCardboardbox
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      Replying to my own post to say:

      1) I am running SS1 (waiting for more development on SS2 to try it again) and failed to notice that the newer ILS2 works with both SS1 and SS2. Should have loaded the newer one, but I'm too far into it to start over. Next time. 

      2) Appear to have largely solved this. Originally installed the .esl version. Rolled back to a save prior to building my first ILS, installed the .esp version instead and placed it well towards the end of my load order. It is the last SS addon to load. A few hours of play later and the provisioners are behaving correctly. Still getting re-assignments but this is certainly a SS issue. Working around it by turning auto-assignment off. 
    2. IDontEvenKnow
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      The scavenger icon is because SS1 industrial plots have a small inherent scavenge bonus, which works the same way as the vanilla scavenger station thing. If a settler is also assigned a supply line, the icon for that takes priority.

      Patches probably make zero difference, all that exist that I am aware of (including dynamically generated patches) are exclusively for renaming items for custom tags and stuff. They aren't likely to affect behavior outside of that at all.

      Anyway, yeah, this won't be useful but this version isn't supported anymore. I made some tweaks recently to ILS2 to handle random unassignments better, no intention of backporting though because it would be pointless. ILS2 has some code to support migration from this version to the new one, instructions for that are in a spoiler in the sticky in the comments—I'd recommend just biting the bullet and updating, it should only take like 10 minutes.
  7. Sparticulous
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    Where is the logistics locker?  I deployed the desk. I can get the logistics storage designator. But IDK where the locker is or what it looks like. I just see the desk.  I haven't put it into a sim settlement plot yet as I just restarted the game

    edit
    nvm. It was a separate item that you build
  8. assasinxtg
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    Can I install this mid game with several level 1 city? and existing manual provisioner assigned?
    1. IDontEvenKnow
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      There's no reason you couldn't. There are a few tools to help migrate manual assignments to my stuff.
    2. assasinxtg
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      Okoay. gonna give this one a try
  9. darinlh
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    Love the mod really increasing the enjoyment of my playthrough BUT.....   :)

    I use the MOD "Provisioners New Dog" and would like all the provisioners to use the dog with backpack model but unable to get it working.

    Any help would be great.
    1. IDontEvenKnow
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      Make sure your provisioner mode is on "Travelling" and not "Travelling (alt)". Standard "travelling" mode should use the standard pack brahmin, or whatever a mod replaces it with. Or, at least the code to assign a provisioner with that mode on should be indistinguishable from a manually-assigned supply line. Alt mode will probably always use a brahmin.

      It's it's not on alt mode and it's still not working, I've got no idea. I've been told it works with other replacers, like the Enclave Eyebot one.
    2. darinlh
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      Global is set to traveling and local set to use global traveling
    3. IDontEvenKnow
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      In that case, ILS provisioners are getting the same pack animal as everyone else. Fix your load order, or load everything up in xEdit and resolve conflicts manually. The edit that mod makes to WorshopParent\VMAD where it changes EncBrahminPack "Pack Brahmin" [NPC_:0014055E] to ProvisionerDog "Pack dog" [NPC_:FE000801] is being overridden by some other mod.
  10. rapphaelfs
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    First of all, congratulations on the mod: it's simply amazing! I already use your Gatling Laser mod, another superb creation by the way! I'm currently using the Home Plate Workshop as my Logistics Storage container since I believe it's the most secure place to store my precious items (no settlers, no raider attacks). I also like to use Home Plate as my "Wasteland Museum" where I display my bobbleheads, magazines, unique weapons and apparel. I've set the mod to collect everything from the other settlements' workshops. So, with this arrangement, the "temporarily transfer components from Logistics Storage to the local workbench" function isn't necessary at Home Plate, but it would be very helpful at any other "normal" settlement to cover Workshop building mode (the "relink all local workbenches" function already covers crafting mode). Would it be possible to extend this "borrow" feature to all workshops? For the moment I'm manually transferring scrap between the Locker and the Workshops before/after going into building mode. I know I could use any other "complete" Workshop  as Logistics Storage and the problem would be solved, but I don't trust my settlers and have a bit of OCD: I like the idea of having everything hidden at Home Plate. Well, I know you are very busy at the moment with SS2 so good work and good luck!
    1. IDontEvenKnow
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      It's possible, I just turned that feature off for full settlements since I didn't think it would be useful.
      I'm currently using the Home Plate Workshop as my Logistics Storage container since I believe it's the most secure place to store my precious items (no settlers, no raider attacks)
      The mod already handles attacks by giving you the option to turn them off. The Castle and The Mechanist's Lair are also vanilla unattackable settlements.
      The only resources that settlers should ever be able to touch are food and water, and only if your network drops below a net neutral of production across all settlements on account of the redist thing. Anything else, like weapons, scrap, miscellaneous junk like notes and holotapes etc, shouldn't ever be touched.
  11. adb1x1
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    A while back, I inadvertently installed a Logistics update that was ESL (had been using an ESP ver. No warning from Vortex, just an update icon). Needless to say, that caused issues I wasn't aware of until later. Any preexisting stations swapped to a different type. I swapped back to the ESP ver, but the damage was done by then. I removed these, but the game still thot the route existed. I tried creating a new station, and it thot two existed (and still does. I ran it many in-game weeks in case).

    I tried a complete settlement destruction, but it didn't help. Is there a way to complete remove any ref to a Log Station at a settlement so I can start it over? It hasn't destroyed the save(s), yet, but it's not in a good state.

    I should mention this is 1.3.5a
    1. IDontEvenKnow
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      If you're okay with just nuking every single existing supply line, find any Logistics Terminal and navigate to:
      [Utilities] -> [Unassign Provisioners...] -> [Unassign All Provisioners]
      Alternatively, this console command does the same thing:
      cqf ILS_LogisticsParent ClearAllSupplyLines true
      If you have any manually-defined supply lines set up that you don't want removed, instead you'll want to go to one of the settlements with the stuck supply line, access a Logistics Terminal there and select:
      [Utilities] -> [Unassign Provisioners...] -> [Unassign Local Provisioners]
      That'll clear every line connected to that settlement.
    2. adb1x1
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      Seems I tried that, but maybe not exactly in the correct order. I'll try again.

      Thank you for the info!~
  12. CountZero666
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    I really liked ILS for Sim Settlements 1. I would set it up as one of the very first plots in each new settlement.

    Unfortunately, the SS2 version only comes as an ESL file which means it cannot be used in my Fallout 4 VR version of the game.

    The chances that Bethesda will ever update FO4VR to a more recent version seems next to zero.

    So sad ... :(
    1. Chef042
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      You should be able to go from esl to esp fairly easy.  Usually its going the other way thats tough.

      BE WARNED:  What I am about to say could be completely stupid and could break your game.

      You would have to change the file extension back to esp, and then go into xEdit and remove the ESL header flag (and possibly ESM if it has one).  Then it should work.  Unless there are any scripts that refer to the esl extension part.

      Once again, the above may be completely stupid and may break your game.

      And IDEK, if I have said something stupid, please just delete this.  Nothing worse than having bad information floating around.
    2. IDontEvenKnow
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      If you're not using SS2, just renaming the plugin should be enough. I haven't tested it, but all of the places where I grab one of my own forms with a script are set up to try both .esl + .esp extensions.

      It won't work with SS2 properly with the .esp extension because the patch won't be pointing to the right file, and there's one place in SS2 where SS2's mod registration requires the full file name + extension to be manually set in a script property. So, just renaming the file won't work. In hindsight I guess I should have released it as an ESL-flagged .esp instead, but I didn't think of that.

      To get it to work SS2, I suppose you'd have to do this:

      • Open the mod + ILS_SS2_Patch.esp in xEdit
      • Open the patch's File Header
      • Change the last Master File entry to IDEKsLogisticsStation2.esp
      • I wouldn't bother fiddling with any ESL flags, older versions of the game won't ever read the ESL flag bit anyway, so worrying about whether it's set or not is a waste of time
      • Also in the patch, find ILS2_SS2_AddonData "Addon Config Template" [MISC:01000BE8]
      • Change the last script property there to IDEKsLogisticsStation2.esp
      • Save the patch
      • Rename the main plugin to IDEKsLogisticsStation2.esp

      For full release I'll have to consider whether I want to change from .esl to ESL-flagged .esp (ESPFE), or maybe just write a FOMOD installer with an FO4VR option that does all of that automatically...it would be less trouble in the long run to switch extensions, but would moderately inconvenience like 100 people who've used the beta, as they'd have to set up their ILS stuff again from scratch.
    3. CountZero666
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      Thank you Idek. I will try it and report back later.

      UPDATE: it seems I cannot change the file-extension of the Masterfile entry of IDEKsLogisticsStation2.esl to IDEKsLogisticsStation2.esp. F04VRedit has an option to add a master-file but that is no solution since there is not (yet) an IDEKsLogisticsStation2.esp file at that stage. And changing the extension of the file itself at the start only causes F04VRedit to grey out the patch file because it refers to a master file that does not exist.
    4. IDontEvenKnow
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      Hmm, you might have to start xEdit with some particular command line flag. I use these:
      -IKnowWhatImDoing -AllowMasterFilesEdit -AllowDirectSavesProbably the first one.

      The SS2 patch probably won't take much maintenance, since I doubt it'll change often, so I guess I'll just include an "officially" tweaked version in a FO4VR FOMOD installer option when full release finally comes around.

      I'm feeling pretty good about the latest beta, with no apparent major issues & seems to be fully playable. If I can get the mod page polished up (remade a new one from scratch, but it still needs screenshots + another round of proofreading + could probably use to add some additional SS2-specific info), write a FOMOD installer today, and I should probably at least skim the new SS2 builder's toolkit to see if I missed anything important—anyway, if all goes well, I might be able to do a full Nexus release tonight.
  13. louistaylor147
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    Thanks for the awesome mod. Part of my essential load order. Might try independent version in next play through since as much as I love SS it doesn't play well with other script heavy mods.