Changed - Values will now also be checked on OnMenuOpenCloseEvent. This measure is crucial as mods like SS2 dynamically introduce new objects to workshops during gameplay. It effectively prevents scenarios where the workshop object limit has been reached or exceeded, requiring players to scrap existing objects to continue building and for the script to successfully increase the limit.
I never really got too into settlement building in this game before. Recently, I started a Survival playthrough and decided to make Sunshine Tidings my home base. I never realized how small the settlement budget actually was until I built a simple junk wall around the perimeter and it took up 60% of the budget.
I'm still using your old mod, Build Limit Remover. This mod doesn't seem to work with the Taffington Boathouse. Is there a solution for this? Thx and best regards.
Sorry if this question has been asked before, but how do I remove this mod? I disabled it but I see that my settlement still has infinite budget, is there a way to reset it in game or would I need a new game?
Once this this mod is installed, and when it changes values from workshops, these changes cannot be rolled back to their original values, as the mod changes these values directly to the Workhop's scripts. You may remove it whenever you want, but the values it changed will remain. Im sorry.
Hi, I have just downloaded this mod, and as i have seen i can't load back my older games, when the mod wasn't installed, and it says that i can't get achievements if i use this mod, because the mod itself i guess. But how can i uninstall this mod, or if i can, will i be able to get the achievements what i haven't done yet before?
Hi, first of all thanks for this mod and also still maintaining it. :) Unfortunately the Version 4.3 doesn't work anymore with custom settlements for me on PC. Vanilla Settlements seems to be fine. Before the update to v4.3 i had never any issues. Now it looks like i have similar issues, like others here...the custom settlements are suddently maxed out and i receive the message "nothing more can be build".
Can this be fixed somehow or are you working on a bugfix? :)
Edit: I have tried different load orders, but this didn't work.
From what I understood this mod increases your settlement budget every time you exceed the limit so does that mean the settlement budget is essentially unlimited?
I like a system that works on the details. Does it need patching to work with added places such as Far Better Far Harbor and/or Vault 120 provides? Also, I have to ask if it counts any encroaching trees; that has always been a menace for those of us who use mods like A Forest.
I do not understand the question. For what I understood: - No, no DLC patches are required, the mod should work fine on DLC settlements, has those DLCs also use the vanilla WorkshopParentScript. - This mod is not responsible for counting any kind of objects, at all. What it does is to monitor two properties values and increases these two values whenever they reach a certain limit. My point here is, if a mod adds objects to a settlement, but these objects are not registered to the settlement's Workbench (workshop), then no, they do not count to the settlement's budget limit.
Mod worked for me without a problem and I have a medium-large mod install list.
I followed the "The Midnight Ride" install guide, which I recommend everyone does, but it doesn't really satisfy my settlement building side, nor did it support the adventuring party vibes I like with my companions. So, to start I put this Building Budget Extender right at the below the "Gameplay" seperator in MO2 that the guide has us make. I have all my extra mods here in my load order, above the mod "True Invisibility". I have Workshop Framework below this mod, BBE, then Sim Settlements 2, and its related mods: DLC Settlers Patch, Workshop HUD Override, Chapter 2, Chapter 3, Extended, Wasteland Reconstruction Kit, Far Harbor Expanion, Rags and Riches, From Sanctuary to Concord, Sim Homestead, Ruined Homes and Gardens, Settlers at Play, Support Structures of the Wasteland, Tiny Living, Wasteland Ventures, Nobody's Leaders 2. Yeah, thats a lot of Sim Settlements 2 mods.
Then I have Sim Settles 2 Previsibines Expansion Pack Chaper 1, 2, and 3. and Sim Settlements 2 - FallUI Item Sorter patch, Previsibines Repair Pack (PRP) SS2 Chapter 3 Patch. Yeah, that's a lot of patches and totally necessary. Then I have actual settlement improve mods (which I would include this mod, BBE, as) including Place Everywhere, and Longer Power Lines. Then I have Nora Spouse Companion + Far Harbor Support. Heather Casdin + No CBBE.. Liga of my compaions. A bunch of Creation Club content (all loaded into one mod rather than in the Overwitre) plus Minimal Manwell Rifle patch and Modular Military Backpack REDUX. Then Creation Club Delayed, K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat and Bandanas fit K9 Harness patch. These were all placed at the top of the Gameplay True Invisibility from The Midnight Ride install guide in my load order (same with their ESP/ESLs).
That's a lot and I had been playing for almost 12hrs, without issue (that patches didn't sort yet). Then I hit my limit on Sanctuary, I was surprised, as it was mostly just Sim Settlements 2 plots, albeit 15 peoples' worth of residences + jobs. I also built one large mostly-bare 3x3 custom home with some stuff on the roof and also lighting, water, generators. I never stored anything, just scrapped, probably didn't help.
Well I added this mod, nothing happened at first, I stored a few items, then went and built the first first wood prefab I could and the mod kicked in and increased the limit, displaying it's message saying so. At the same time, I also saw the "can't build any more" message display once again. So folks, give it a try and make sure your load order is in good shape if this mod isn't working for you.
I haven't had any issues with this mod in the past, but I wanted to ask whether this mod is fine to download to an already existing save?
I hit the build limit on my Sanctuary settlement, downloaded this mod and enabled/redeployed content, launched my save and it said that it loaded.. yet the build limit is still at max capacity.
Yes, it should be fine enabling the mod mid save. Try deleting some objects, the bigger they are the better and re-add them whenever, the idea is so the current draws and triangles numbers vary from what you already had so that the script does its thing whenever you should the max count again.
Damn, I spent all night trying this, removed a large amount of my Sanctuary settlement. For some reason it still wasn't fixing it. So I created a brand new save and just ran to Sanctuary, activated "tgm" in console and it still maxed out after placing many large structures.
Is there any chance that using an older version could fix this issue? Since I never used to have this problem with older versions.
EDIT: Another commenter below said versions older than 4.1.1 may work, but it's archived. Is there any way for me to download and test an older version?
EDIT2: As a supplement for those who can't get the mod to work, do the following steps to simply increase your build limit:
In-game, interact with the Workshop you wish to increase the build limit for.
Once in the Workshop Menu, open console by pressing the tilde key ~ (which is under the Esc key).
Firstly, copy any paste this command into console and press Enter: modav 349 9999999
Secondly, copy any paste this command into console and press Enter: modav 34b 9999999
Once both commands have been entered into console, close console (~) and exit the Workshop Menu.
When you go back into the Workshop Menu, you will see that the build limit bar has been drastically increased.
NOTE: The "9999999" in both commands is what the build limit is being set to. I've found this number to be quite safe, but you can make that number as big as you like (at your own risk). Of course if you build too much and have a low-end PC, you will get crashes/issues.
242 comments
- Version 4.3.1:
- Removed debug message upon loading a save.
- Version 4.3:
Added
- Added Canary Support
Changed
- Values will now also be checked on OnMenuOpenCloseEvent.
This measure is crucial as mods like SS2 dynamically introduce new objects to workshops during gameplay. It effectively prevents scenarios where the workshop object limit has been reached or exceeded, requiring players to scrap existing objects to continue building and for the script to successfully increase the limit.
Fixed
- None
Removed
- None
GitHub Repository ( Source Code )
Was a really minor update, I had left a debug message upon loading a save, I've removed the message. Apart from that I've updated the github rep.
This mod doesn't seem to work with the Taffington Boathouse.
Is there a solution for this?
Thx and best regards.
Unfortunately the Version 4.3 doesn't work anymore with custom settlements for me on PC. Vanilla Settlements seems to be fine.
Before the update to v4.3 i had never any issues.
Now it looks like i have similar issues, like others here...the custom settlements are suddently maxed out and i receive the message "nothing more can be build".
Can this be fixed somehow or are you working on a bugfix? :)
Edit: I have tried different load orders, but this didn't work.
If you mean, which custom settlements i use:
https://www.nexusmods.com/fallout4/mods/12511
I have downloaded the mod ingame via the "mod store" (like i did with your mod)
If you need any more info or data, let me know.
thanks :)
For what I understood:
- No, no DLC patches are required, the mod should work fine on DLC settlements, has those DLCs also use the vanilla WorkshopParentScript.
- This mod is not responsible for counting any kind of objects, at all. What it does is to monitor two properties values and increases these two values whenever they reach a certain limit. My point here is, if a mod adds objects to a settlement, but these objects are not registered to the settlement's Workbench (workshop), then no, they do not count to the settlement's budget limit.
I followed the "The Midnight Ride" install guide, which I recommend everyone does, but it doesn't really satisfy my settlement building side, nor did it support the adventuring party vibes I like with my companions. So, to start I put this Building Budget Extender right at the below the "Gameplay" seperator in MO2 that the guide has us make. I have all my extra mods here in my load order, above the mod "True Invisibility". I have Workshop Framework below this mod, BBE, then Sim Settlements 2, and its related mods: DLC Settlers Patch, Workshop HUD Override, Chapter 2, Chapter 3, Extended, Wasteland Reconstruction Kit, Far Harbor Expanion, Rags and Riches, From Sanctuary to Concord, Sim Homestead, Ruined Homes and Gardens, Settlers at Play, Support Structures of the Wasteland, Tiny Living, Wasteland Ventures, Nobody's Leaders 2. Yeah, thats a lot of Sim Settlements 2 mods.
Then I have Sim Settles 2 Previsibines Expansion Pack Chaper 1, 2, and 3. and Sim Settlements 2 - FallUI Item Sorter patch, Previsibines Repair Pack (PRP) SS2 Chapter 3 Patch. Yeah, that's a lot of patches and totally necessary. Then I have actual settlement improve mods (which I would include this mod, BBE, as) including Place Everywhere, and Longer Power Lines. Then I have Nora Spouse Companion + Far Harbor Support. Heather Casdin + No CBBE.. Liga of my compaions. A bunch of Creation Club content (all loaded into one mod rather than in the Overwitre) plus Minimal Manwell Rifle patch and Modular Military Backpack REDUX. Then Creation Club Delayed, K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat and Bandanas fit K9 Harness patch. These were all placed at the top of the Gameplay True Invisibility from The Midnight Ride install guide in my load order (same with their ESP/ESLs).
That's a lot and I had been playing for almost 12hrs, without issue (that patches didn't sort yet). Then I hit my limit on Sanctuary, I was surprised, as it was mostly just Sim Settlements 2 plots, albeit 15 peoples' worth of residences + jobs. I also built one large mostly-bare 3x3 custom home with some stuff on the roof and also lighting, water, generators. I never stored anything, just scrapped, probably didn't help.
Well I added this mod, nothing happened at first, I stored a few items, then went and built the first first wood prefab I could and the mod kicked in and increased the limit, displaying it's message saying so. At the same time, I also saw the "can't build any more" message display once again. So folks, give it a try and make sure your load order is in good shape if this mod isn't working for you.
I hit the build limit on my Sanctuary settlement, downloaded this mod and enabled/redeployed content, launched my save and it said that
it loaded.. yet the build limit is still at max capacity.
Do I have to completely restart my save?
Try deleting some objects, the bigger they are the better and re-add them whenever, the idea is so the current draws and triangles numbers vary from what you already had so that the script does its thing whenever you should the max count again.
So I created a brand new save and just ran to Sanctuary, activated "tgm" in console and it still maxed out after placing many
large structures.
Is there any chance that using an older version could fix this issue? Since I never used to have this problem with older versions.
EDIT: Another commenter below said versions older than 4.1.1 may work, but it's archived. Is there any way for me to download and test an older version?
EDIT2: As a supplement for those who can't get the mod to work, do the following steps to simply increase your build limit:
- In-game, interact with the Workshop you wish to increase the build limit for.
- Once in the Workshop Menu, open console by pressing the tilde key ~ (which is under the Esc key).
- Firstly, copy any paste this command into console and press Enter: modav 349 9999999
- Secondly, copy any paste this command into console and press Enter: modav 34b 9999999
- Once both commands have been entered into console, close console (~) and exit the Workshop Menu.
- When you go back into the Workshop Menu, you will see that the build limit bar has been drastically increased.
NOTE: The "9999999" in both commands is what the build limit is being set to. I've found this number to be quite safe, but you can make that number as big as you like (at your own risk). Of course if you build too much and have a low-end PC, you will get crashes/issues.If this isn't what you need just lemme know where to find what you need. :)
https://drive.google.com/file/d/1xpyC5kblRPKzd2UL4ZpzR1rMhaWz0BPQ/view?usp=sharing