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About this mod

This mod fixes some glaring bugs in Northland Diggers by ludvig08 (TBF it hasn't been updated in like 5 years)

There is also a tweaked version that I made that I think is a lot more balanced than the original.

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This mod fixes some glaring bugs in Northland Diggers by ludvig08 (TBF it hasn't been updated in like 5 years)
There is also a tweaked version that I made that I think is a lot more balanced than the original.


Fixed Version

Changes I Made:


- Brought all of the names of the buildable objects into uniformity:
Previously the names were kind of all over the place and a little sloppy.
eg: inconsistent grammar, punctuation, and a few spelling mistakes.

- Added the uninstaller chem to the pre-existing Chembench recipe:
The recipe was originally set up incorrectly and would refuse to show up in the Chembench menu.
This was because the uninstaller chem was missing from the recipe's "Constructed Object" field.
This Fix was suggested by Sharlikran on the Northland Diggers' Posts Section

- Changed some recipe's construction ingredients, and outputs of some workbenches, to have the proper type of item:
Some construction recipes and outputs of workbenches had mixed up types of the same item.
eg: Some objects required fertilizer (the misc item) and not fertilizer (the component). Same goes for concrete.


- Added a leveled list to The Fishy Butcher and Fish Quality Inspection:
Also added them to the WorkhopParentQuest Script, so they should add to your workshop automatically.
The leveled list contains a small amount of Bone and an even smaller amount of Oil (Slimy Fish).

- Fixed the Settler interaction animation with the Botanist station:
Before, the Settlers would not interact with the station, now they do.
I've changed the NPC interaction animation from NPCNewspaperSitting to NPCWorkbenchChemistryMarker. This allows them to interact with the station.
This fix was suggested by OlBrentonoftheWest on the Northland Diggers' Bugs Section

- Cleaned up the Botanist Leveled List a bit:
There were some duplicate entries that I removed (Glowing Fungus and Ash Blossom).

Version 1.1: 

- Added the script file from Northland Diggers Installed Message Removed by MJS814 with his permission:
This .pex file will make it so you won't see the Northland Diggers Installed message every time you load a saved game.
You won't need his mod anymore. Big thanks to him for making this.
 
Version 1.2:

- Carried over the changes from UF4P:
Let me know if you experience any issues with this, as one of the changes I made seems to originate from Fallout4.esm itself, but is changed by Northland Diggers New.esp, oddly enough.
Specifically it's in the WorkshopParent Quest under the "CaravanActorsRename" Alias name. One of the flags ("Clear Names When Removed") seems to be missing in the original Northland Diggers esp. I'm not sure if this is intended, an error by the mod developer, or even just an outdated entry from being built on a previous Fallout4.esm version. I've tried to temporarily downgrade my version of Fallout4.esm, but Steam.DB doesn't seem to have records back near 2016, and the other third-party tool I used just seemed to corrupt the files all together.

- Changed most of the Editor IDs to give them uniformity as well.

Version 1.2.5:

WARNING!!! 1.2.5 IS A REPLACER PLUGIN. IF INSTALLING ON AN ONGOING GAME, 1.2.5 AND UP WILL ONLY FULLY WORK CORRECTLY ON A NEW SAVE *OR* AN ONGOING ONE WITH 1.2.5 OR NEWER ACTIVE.
This is because Leveled Lists that are connected to the WorkshopParent Quest only get injected once. Any changes to pre-existing ones will be ineffective.

- Gave both fishy butcher stations the Actor Value I made for them in the last update:
I forgot to assign it to them, which (Pretty Sure, Not 100%) makes the leveled list I made for it actually function, so if you weren't getting any oil or bones from the stations, well, now you will.
Let's be honest though, you probably didn't notice. ;-)

- Added back the "Use All" flags to the Forester and Hammertime station leveled lists that I had removed in a previous update:
Kind of felt like it was more of a tweak than a fix, so I added it back. If you liked it the way it was, you can add it back yourself, or you can just use the Tweaked version instead, as it will give you alternating output types instead of a fixed type.
Though, if enough people tell me that they want it back, I can do it no problem.

Version 1.3:
Read Notice 2! below for important information!


- Combined the files/changes from 1.2.5 and 1.2 for easier install.

- Added the *WIP* workshop recipes back in (Brahmin, Grass, Misc Goodies).
Wanted to be extra careful as I wasn't sure if anything was wrong with them, because they were labeled as Work in Progress.


Fixed and Tweaked Version

Does everything the Fixed Version does plus:

- Reduced the outputs of the workbenches to around 30-60% of what it was, depending on the rarity of item:
The outputs looked pretty unbalanced before, one or two even had the "use all" flag on, causing an output of double what it should have been.

- Added Bonus Happiness to the Brewer:
I don't really understand why it didn't before. It only makes sense that your settlers would be happy, while drunk off their asses!
+5 Bonus Happiness, same as the Undertaker station gives.
In v1.2 it gives +25 Happiness instead.

- Upped the food production for the Butcher Settlement and The Fishy Butcher to +6 from +3:
As a counter to being able to spam these non-stop, I've limited them to 2 of each per settlement.
In version 1.1 I've changed the limit to 1 of each per settlement.

- Removed the ability to harvest by activating the station:
This will stop the ability to double harvest.
I did this by setting all of the seasonal ingredient production values to 0 from 100. It should still deposit into the workshop.

- Added more tools and junk items to the Wasteland Garage Leveled List:
Chances are if it's a tool, or used with a tool or machinery, it'll be in there. There's like 40 different junk items now.
Made as a separate leveled list, referenced by the Wasteland Garage Leveled List, so as to not drown out the other scrap.


- Removed the BOS Experimental Plant from the Botanist Leveled List:
The BOS Experimental Plant being in there seemed very illogical, seeing as how you only find out about them on the Prydwen.

- Removed all of the WIP recipes:
I deleted the Brahmin, Misc Goodies, and Grass WIP recipes. They should not show anymore.

- Added Bonus Happiness to the regular Butcher station (Not Butcher Settlement):
I thought it could put it in line with the fish butcher's bonuses.
+3 Bonus to Happiness.
In v1.2 the Fishy Butcher and regular Butcher now has +10 Happiness


Version 1.1:

- Added a small defense bonus (+1) to the Pump It! weight lifting bench/station:
(In v1.2 it's now +2 Defense)

- Added food production to the Wasteland BBQ station (+6):
To stop the ability to spam this, I've limited the amount that you can build to 1 per settlement.
This brings the station in line with the changes I've made to the restrictions for the Butcher Settlement and The Fishy Butcher stations in 1.1.
(In v1.2 I removed this. It now has +20 Happiness, instead. There are no quantity restrictions as well)

Version 1.2:

- Buffed (Heh heh...) the Pump It! weight lifting bench/station:
It now gives 8 Happiness instead of 1. Upped the Defense score to 2, from 1.
I found that, since the (vanilla) guard posts have either 2 or 6 defense, Settlers will just assign themselves to 2 of the weight benches half of the time, which is kiiind of stupid
I deliberatly made the station produce the lowest of the new Happiness buffs to offset the new defense score.

- Buffed the Happiness of most other Happiness producing stations/furniture:
(Yes, I know I could have just not added the Pump It! station buff as a seperate bullet point above this, but how would I be able to make such sick nasty puns, hmm? NOT putting it above so you don't know what I'm talking about?)
- MrSweeper Happiness increased to 10, from 1.
- Sandpit Happiness increased to 12, from 5.
- Undertaker Happiness increased to 15 from 5.
- Fish Quality Inspection and the regular Butcher Happiness increased to 10 from 3.
- Brew Master Happiness increased to 25 from 5.

This idea was suggested by ReapTheChaos in the Posts section

- Wasteland Chef no longer gives a bonus of 6 food:
It now gives a bonus of 20 Happiness instead.
You're also not limited to only 1 per Settlement anymore.
This idea was also suggested by ReapTheChaos

- Made it so the player harvesting from the stations before outputting to the workshop is actually disabled.

(I'm competent, I swear!)

- Changed the Metal Splinters station's recipe to not require a blowtorch:
They're pretty hard to find, so I replaced it with a Ball-Peen Hammer, instead.

- Changed the Description of The Botanist station to rhyme in a way that feels a bit better.


- Changed the conditions of the Tax Collector recipe:
Now only one of them can be built per Settlement.

- Fixed the recipe for the giant-ass Mutfruit under Grow and Harvest:
It now requires Fertilizer the component, and not Fertilizer the Misc item.
(Honestly, I don't even know why there is a buildable giant Mutfruit tree to begin with. So odd.)

Version 1.2.5:
WARNING!!! 1.2.5 IS A REPLACER PLUGIN. IF INSTALLING ON AN ONGOING GAME, 1.2.5 AND UP WILL ONLY FULLY WORK CORRECTLY ON A NEW SAVE *OR* AN ONGOING ONE WITH 1.2.5 OR NEWER ACTIVE.
This is because Leveled Lists that are connected to the WorkshopParent Quest only get injected once. Any changes to pre-existing ones will be ineffective.

- Added the proper flags to all of the leveled lists:
They should now alternate between given resources each workshop update.

- Rebalanced the The Botanist's Leveled List:
Rarer ingredients now give less quantity when outputted.
Ingredient amounts come in a spectrum, with common rarity ingredients like Hubflower outputting 5, while the rarest (Ash blossom) gives 2. 
- I also added Silt Bean to the list.

- Expanded the Tax Collector Leveled List to have a larger variation of Alchohol:
I replaced the Beer and Whiskey entries with their own two unique Leveled Lists consisting of all beers and all liquors respectively.
They should be no more common than they were before, just when you do get some, there will be more variety in which ones that you get.

- Expanded and re-balanced the Wasteland Chef Leveled List:
There are a few more food items now, like Roasted Mirelurk Meat, Baked Bloatflies, and Mutt Chops, just to name a few.
Also, larger and rarer wasteland critters will have a lesser chance for their meat to output, as well as fewer in quantity.
The rarest out of all of them are Deathclaw Steaks and Deathclaw Egg Omelets.
Deathclaw Steaks have a 30% to actually appear, on top of the already slim chance for it to even get chosen among the whopping 19 items in the Leveled List.
Deathclaw Egg Omelets are even rarer than Deathclaw Steaks, having a 20% chance for them to appear, on top of that 1/19 chance I mentioned.

A large part of this idea was suggested by (You guessed it!) ReapTheChaos

Version 1.3:
Warning! Version 1.3 and up will only fully work correctly if installed on a save with at least Version 1.2.5 active.
This is because Leveled Lists that are connected to the WorkshopParent Quest only get injected once. Any changes to pre-existing ones will be ineffective.

Read Notice 2! below for important information!


- Added two new alternate versions of the "Push it!" station.
One will give a +1 Defense bonus, the other will give no defense bonus.

- Changed the happiness bonus of the default "Push it!" station, and the new ones as well.
The default 2 defense version will have a +4 Happiness bonus, the 1 defense version will have a +2 Happiness bonus, and the *no* defense version will have a +8 Happiness bonus (The same amount as the previous +2 defense version).


Also included in the optional section is a patch for my mod Institute Food Synthesizer Generates Food Packets.


Notice!
In order for the Uninstall Chem to work, you will need this file.
It is a recompiled script fix uploaded to Mediafire by Sharlikran.
Currently waiting on permission to add it into this mod.
Probably never. Even his dm's are closed...

Notice 2!
If you have Buffout 4, the 1.3 version of this mod (Either file), and are experiencing new crashes I would try getting this mod by CrEaToXx.
Apparently some of the WIP objects that I added back in for v1.3 have some issues that could give you CTDs if you have Buffout 4.

Instructions:

Install only 1 file!

Manual:
Place in Fallout 4/Data

With Manager: 
Download and Install normally


Both of these mods are set as .esl flagged .Esps, so this won't get you any closer to the max plugin limit.

As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)
                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- 
Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- 
No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!