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  1. IDontEvenKnow
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    2021-03-29: Just uploaded 2.1.0, finally.
    This release refines a bunch of existing stuff, fixes a bunch of bugs, and adds a some new systems that ideally would never be needed.

    For SS2 users, there's a new toggle (default off) under the terminal's new [Sim Settlements 2 Settings] menu that will force SS2 empire links between all settlements in the Logistics Network, which carry SS2's "virtual" resources and some other things.
    Spoiler:  
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    This setting kind of bashes some of SS2's balance decisions as there are no range or worldspace limitations, no Comm plot required, no Caravan plot required (it'll work with desks)—and also I'm not 100% certain that my code for this is "safe" and won't break some parts of SS2.

    That said, I find it's a big improvement in terms of QoL, and I'd like to encourage users to try opting into this setting and give me feedback about how it works for them (other than that it's a little slow to take effect, I think SS2 has some caching system that doesn't update immediately).

    There are a few new systems that I added because I'm tired of trying to proactively fix game bugs (via UFO4P contributions etc) that just will not go away.
    Foremost is the Resource Monitor—this periodically checks the food/water stats of all of the settlements in your network and will notify you of any large, sudden drops, typically indicating that something corrupted some settlement's resource values.
    Spoiler:  
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    If such a drop is detected, a message box will inform you of what resource, how much and where, and will offer to teleport you to the affected settlement, re-record local stats, and then drop you back where you had been as quickly as possible.
    Traditionally, you would have to travel to the settlement manually to fix this, but with my new system these things should go unnoticed less often, and take considerably less time to correct when they do happen.
    To be clear, any detections by this system are not the fault of my mod (despite unfounded reports to the contrary), but I wrote some code to try handling them anyway, because I can.

    The script load from this new system is very low, by the way, because my resource redistribution code was already doing all of the "heavy lifting," meaning all it took was to bolt a bit of cheap monitoring code onto what was already running to make this work.
    Of course, if you decide you don't like this system, there's a toggle in the new [Resource Monitor Settings] terminal menu to turn it off.

    For similar reasons to the Resource Monitor, there is also some new code to warn about provisioners dying, as well as being unassigned from their stations when you aren't anywhere near the settlement.

    I finally got around to whipping up some decorations for the Logistics Desks—as before, if you don't like them, there's a button on the desk to hide them if you prefer.

    Oh, and basically all of the SS1 and SS2 plots were misbehaving slightly because I had a couple of models pointing to the wrong directory, but somehow I never noticed. Those should be fixed now.

    There are a fair number of other changes not worth restating here, so go have a look at the changelog for everything else.

    Need to properly document this stuff in the description, might try to get that done tomorrow.
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    Older patch comments live here:
    Spoiler:  
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    Well, that was a ridiculous amount of work. I believe I've gotten the mod fully playable now, so, behold: v2.0.0!
    Just going to go sleep for a week now, I think...

    Why the new mod page?
    The old version of the mod was married so strongly to Sim Settlements that a lot of users who don't use Sim Settlements would almost certainly miss the update. My mod no longer requires any version of Sim Settlements to function, with the addition of the standalone Logistics Desk—however, the mod still supports both SS1 and SS2, depending on your load order.

    Additionally, there's a huge amount changed on the back-end, and for that reason, existing saves are not compatible with the original (ILS v1.x) mod version. So, in line with most other Sim Settlements addons, a new mod page felt appropriate.

    Alpha/beta testers:
    If you downloaded the public beta from the old mod page, and you're using the mod with SS2+the patch, just ignore the warning about the patch file name change. I just changed it for clarity, so the warning is harmless.
    Other than the addition of a new FOMOD installer, 2.0.0 is the same as 2.0.0-beta11.

    Existing SS1 users, please see:
    By which I mean users still running ILS v1.x and SS1 on existing saves and wanting to update to ILS v2.0.0.
    Spoiler:  
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    Updating in-place is not "automatically" supported: 2.0.0 works very differently on the back-end, and the plugin name has changed. For all intents and purposes, v2.0.0 is a distinct mod from v1.x.

    You may wish to just stay on the old version for the rest of your ongoing playthroughs.
    However, I added a feature to migrate to the new version automatically.
    To do this, follow these steps exactly:
    • 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
    • To let all of SS's scripts catch up, you will probably want to leave the game idling for a while at this point—find a nice corner to crouch and stare at the floor in (maximizing FPS increases script speed!) and leave the game running for 10 or 15 minutes, unpaused, while you make some tea or something
    • Save the game
    • Uninstall ILS v1.x
    • Done
    Other than the handful of features new to v2.0.0 (desk etc), the mod should work exactly the same as the old version did, on the face of it. I do not intend to continue updating the old version, however, so you may want to upgrade for continued support.

    Note that this is not "officially" safe, or in other words it's usually not recommended to remove a scripted mod mid-playthrough for any reason. However, I've done this myself, and the migration procedure is designed to safely uninstall ILS v1.x

    Remember that is only for original Sim Settlements users, who are still using SS1 on an existing save, and want to upgrade to the new ILS version. This will not, and cannot, convert your saves for Sim Settlements 2, which the SS2 devs have made abundantly clear that migrating from SS to SS2 is not supported and will probably only break your saves.
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    Console/Bethesda.net users:
    XB1, SS2: https://bethesda.net/en/mods/fallout4/mod-detail/4204252
    XB1, Standlone/SS1: https://bethesda.net/en/mods/fallout4/mod-detail/4204253
    Spoiler:  
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    SS2 plugins (unlike SS1) have a few places where a hard dependency on SS2.esm is necessary, so in order to avoid taking a valuable load order slot just for a very small patch, I decided to upload two versions--one which is the same as plugin here (Standalone/SS1), and another which is the same except the SS2 patch is integrated into the .esl.
    I don't currently plan to upload to Bethesda.net for PC, because I'd like to avoid having to maintain four Bethesda.net mod pages in addition to this Nexus page.
    I typically delay console updates for a few days to let major issues surface—it's not unheard of for major bugs to require console commands, or even save editing to fix, which are restricted to PC players, so I prefer to make those are all fixed before the Bethesda.net upload.
  2. BigAl79
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    I started a new game, and have unlocked the default SS caravan service, but this does not show up, even after downloading, the desk in the special items menu is there, but not this SS stuff.
  3. ThisIsMe84
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    Hello,

    Sorry for the noob question, but how does this mod compare to Provisioner and Supply Line Management System?

    Long time FO4 player here, but first time I'll really be delving into the settlement system now that SS2 is out. I've been away from the game for quite some time and only recently returned. I used to play as sole survivor before, and mostly ignored settlement systems (playing overhauls like FROST or custom built ones).

    Anyway, my take is that your mod seems to do the same and then some more. It also should make mods like Provisioner Supply Containers (which I also used to use) redundant.

    Your insight would be appreciated.

    Thank you for sharing your mods with us, and providing such high quality on-going support to them.
  4. Sthom1968
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    Can anyone suggest a way to get this to work with Fallout London? This is one of my essential FO4 mods, so I've installed it on FOLON, but it doesn't seem to work at all; settlements in London seem very twitchy anyway, I've currently got 3 settlements, but only one of my provisioners seems to be working. Getting this to work would be an absolute godsend.
    1. sigmar101
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      I was just about to install this for FOLON as it brought me back to Fallout after a long hiatus. I am running SS1 and just got my second settlement. I would love to know if someone got this up and running as it is one my essential mods as well.
    2. Niyu
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      settlement links are broken in folon right now. it may be affecting this mod too. Wait for folon to be fixed first.
  5. mostyn30
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    Does this work with the Next gen updates?
    1. wkrose7
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      Yes. I've done a complete play through with it on NG. Just an occasional provisioner being reassigned to a different SS2 plot. Nothing out of the ordinary.
  6. MiroSpotlight
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    I set the logistic locker but whenever i try to trigger its (Options) or (Access Storage) it says "This location is not part of the logistic network".
    Am i missing something?.

    Thank You.
  7. Eriklm
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    Thanks for the mod, can't imagine playing without it, primarily due to the centralized storage container.
    However, besides the auto-generate supply, I want to use vanilla supply lines (to have more connections and more npc on the road). However, my vanilla supply lines keep disappearing. I couldn't find any info via googling or here on forums about this. Is that intended behavior, or the mod shouldn't mess with "manual" lines? 

    Thanks!
  8. valdacil
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    Just wanted to say how much I love this mod.  For context, on Next Gen 2 and NOT using SS or SS2.  Features I am making use of:

    • Caravan Network auto-calculation (Logistics Station manages the connections)
    • Caravan settler automatic renaming
    • Logistics Storage + Storage Locker
    • Auto-Collection
    It's been great to establish a primary base (using Abandoned Tunnels mod) and have all resources from other settlements collected there.  Every game day I can pick up over 1000 caps and have over 20k purified water in storage.  As a side effect, I've even used the Auto-Collection feature a couple of times when playing Survival to unload encumbrance.  Stop in at any settlement, and I can either use the Storage Locker to deposit directly in the master workbench (home base) or deposit in the local workbench and a game day later the deposited items show up in my main base workbench for retrieval.

    This mod didn't exist when I played 7 years ago, but now I can't imagine playing without it.
  9. quasimodem
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    Caravan network over the DLC?

    mainland has 500,000+ items & storage, have caravaneers setup to all locations including Longfellows. Far Harbor says caravan network but network storage is only 15k so it's not sharing with the mainland.

    not a game breaker, but FYI.

    great work and thank you so much for this mod.
  10. BigAl79
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    I swear ever since NG update this never gives me the clear message when it finds a error in reporting of resources in a settlement, it just takes me there brings me back but never gives the clear message, every other mod I uses gives me notifications, so its not something I turned off.
  11. mirage914
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    will this mod work with sim settlments conqueror.