- fixed distance check not correctly applying when world object detector turned off - lowered the world object turn on/off sound volume - added a timer to the check logic so you don't have to reinitiate scanning when moving - added an MCM slider for the timer interval - flora objects will now be highlighted in green - added lunchboxes to world object list - various fixes and conditions to world detector logic - added support for SS2 diseased settlers and broken asams
version 0.2.1, 18.5.2023:
- added support for clean up your corpses skeletons - added all flora variants to the list of detectable objects
version 0.2, 17.5.2023:
- added new hotkey based function to detect world objects like traps, activators, mines etc....the mcm also has a slider to define the scaning range, and it has sound/visual fx out of the box...more objects might be introduced per request and/or based on own ideas...the feature comes with support for AOF aka most salvagable movable statics...there`s also a context based toggle in the mcm to rectrict the feature with perks
update 0.1.1, 6.5.2023:
- added various combat and workshop condition checks to spells to fix/prevent several potential visual bugs if the script engine is overburdened - added a script variance to stop all instances of any script and/or spell running on init, loading game, and cell properly loaded
I tracked down the faint red glow I mentioned earlier. The red shimmer/outline works very well and is quite useful, but seems to show up weirdly for me with broken spotlight turrets, no matter how or where I place them. These screenshots https://imgur.com/a/LS2rZRU show what I mean. There is a large, triangular shimmer always around broken spotlights, and it sometimes persists even after they are repaired. The only three major mods in my order that I imagine could have any effect are Sim Settlements 2, Workshop Spotlight Fix, and Turret SpotLight with shadows. It is a minor inconvenience that I'm not worried about it, but if you are still active with this mod (I assume you are since it was updated yesterday), then you may want to check it out.
Since I'm already here... I wanted to ask if you were still considering working on an SS2 patch/addon of this that would help us SS2 players tell when ASAMs and other hardware are broken after attacks. Either way, I really like your mods, and I hope you keep up the great work. You are appreciated. I see now that I could have just READ the changelog and noticed that the update yesterday shows SS2 support, so I'll eat my humble pie and download it right now!
I've played with it for a few days now, and it seems to work great. The effect can take a minute or two to load if I am traveling to the Triangle Of Lag, but it makes it very easy to see where the broken items are. Makes rebuilding my crops and such after a raider attack SO MUCH easier. Sometimes if two or three items broke near each other, even after fixing those items, a faint red glow will remain around that area until I leave that settlement and come back. It would be cool if you could track that bug down (if it isn't only on my end), but otherwise I am endorsing the mod because it works very well.
With SS2 broken states are more frequent, so I figure I needed something pointing me in the right direction. The population manager isn't always most reliable due to the time delay.
I'm really glad to hear you're working on a specific SS2 version. I'm about to download this one and hopefully I won't have to go hunting for the broken generators anymore!
So you came out with an idea that looks obvious and necessary... except no one thought about it before you did. Well done and many, many thanks! This is a must-have in any modlist, if you ask me.
15 comments
- fixed distance check not correctly applying when world object detector turned off
- lowered the world object turn on/off sound volume
- added a timer to the check logic so you don't have to reinitiate scanning when moving
- added an MCM slider for the timer interval
- flora objects will now be highlighted in green
- added lunchboxes to world object list
- various fixes and conditions to world detector logic
- added support for SS2 diseased settlers and broken asams
version 0.2.1, 18.5.2023:
- added support for clean up your corpses skeletons
- added all flora variants to the list of detectable objects
version 0.2, 17.5.2023:
- added new hotkey based function to detect world objects like traps, activators, mines etc....the mcm also has a slider to define the scaning range, and it has sound/visual fx out of the box...more objects might be introduced per request and/or based on own ideas...the feature comes with support for AOF aka most salvagable movable statics...there`s also a context based toggle in the mcm to rectrict the feature with perks
update 0.1.1, 6.5.2023:
- added various combat and workshop condition checks to spells to fix/prevent several potential visual bugs if the script engine is overburdened
- added a script variance to stop all instances of any script and/or spell running on init, loading game, and cell properly loaded
I tracked down the faint red glow I mentioned earlier. The red shimmer/outline works very well and is quite useful, but seems to show up weirdly for me with broken spotlight turrets, no matter how or where I place them. These screenshots https://imgur.com/a/LS2rZRU show what I mean. There is a large, triangular shimmer always around broken spotlights, and it sometimes persists even after they are repaired. The only three major mods in my order that I imagine could have any effect are Sim Settlements 2, Workshop Spotlight Fix, and Turret SpotLight with shadows. It is a minor inconvenience that I'm not worried about it, but if you are still active with this mod (I assume you are since it was updated yesterday), then you may want to check it out.
Since I'm already here... I wanted to ask if you were still considering working on an SS2 patch/addon of this that would help us SS2 players tell when ASAMs and other hardware are broken after attacks. Either way, I really like your mods, and I hope you keep up the great work. You are appreciated.I see now that I could have just READ the changelog and noticed that the update yesterday shows SS2 support, so I'll eat my humble pie and download it right now!Active Plugins:
00 Fallout4.esm
01 DLCRobot.esm
02 DLCworkshop01.esm
03 DLCCoast.esm
04 DLCWorkshop02.esm
05 DLCWorkshop03.esm
06 DLCNukaWorld.esm
07 Unofficial Fallout 4 Patch.esp [Version 2.1.5]
08 BakaFramework.esm
09 ArmorKeywords.esm [Version 8.6.0]
0A WorkshopFramework.esm [Version 2.3.5]
0B HUDFramework.esm
0C PPF.esm
0D TOP.esl
0E TrueStormsFO4.esm [Version 1.4]
0F CanarySaveFileMonitor.esl [Version 1.0]
10 SS2.esm [Version 2.3.2b]
11 SS2_XPAC_Chapter2.esm [Version 2.3.2]
12 Dynamic Lights and shadows Overhaul.esp
13 HuntressIslandSettlement.esp
14 fairlinesettlement.esp
15 FensWayStation.esp
16 AttackSpawnsOutsideSettlement.esp
17 SS2Extended.esp [Version 2.3.2]
18 SS2CaravanSnatex.esp
19 Backpacks of the Commonwealth.esp [Version 50]
1A General Atomics Galleria - Settlement.esp
1B SS2_NobodysLeaders2.esp
1C SS2_NobodysLeaders2_Automatron.esp
1D SS2_NobodysLeaders2_VaultTecWorkshop.esp
1E Extra_Tracks_Freedom.esp
1F SimHomestead2.esp
20 SS2_CityPlanPack_RiseOfTheCommonwealth.esp [Version 2.3.1]
21 SS2_RobotMod.esp
22 frogs345CombinedWeaponMods.esp
23 Dank_LEO.esp
24 Dank_LEO-Automatron.esp
25 Dank_LEO_DLCCoast.esp
26 Dank_LEO_DLCNukaWorld.esp
27 SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
28 MS Contraptions - SS2 ASAM Builder.esp
29 SS2_MsB_PlainPlans.esp
2A UOD_UniversalDetector.esp
2B P.A.C. Ammo Factory.esp
2C Professional Ammo Crafting.esp
2D SimSettlements2ChildSupport.esp
2E JokerineFO4VeggieFood.esp
2F SpotlightFix-150-Shadow.esp
30 CleanerSoupsDLC.esp
31 TurretSpotLight-mod-v01.esp
32 Alias.esp
33 UNPC - NamesHeightsWeights.esp
34 Rayburn Point [Settlement].esp
35 OWR_CraftableDecor.esp [Version 3.0]
36 Lower Gun Timer.esp
37 3dscopes.esp [Version 2.5.2]
38 WeaponsHD.esp
39 DD_All_the_COncrete.esp
3A SS2_Addon_Favelabulous.esp
3B GtN_SettlersatPlay.esp
3C BrahminVariation.esp
3D [Settlement] Vault 81 Entrance.esp
3E SwanPond - Settlement.esp
3F SS2WastelandVenturers.esp [Version 1.5.0]
40 OWR2.esp [Version 1.3]
41 SS2-Jampads2.esp
42 SS2_ruined_simsettlement_addonpack.esp
43 SS2_Addon_PSC_Plots.esp
44 BrahminVariation-SS2.esp
45 OWR.esp [Version 6.02]
46 Backpacks of the Commonwealth - PerkFix.esp
47 Backpacks of the Commonwealth - Sneak Fix.esp
48 TrueStormsFO4-EarlierSunsets.esp
49 TrueStormsFO4-FarHarbor.esp
4A TrueStormsFO4-EarlierSunsetsFH.esp
4B TrueStormsFO4-GlowingSeaExtraRads.esp [Version 1.4]
4C Pip-Boy Flashlight.esp
4D dD-Realistic Ragdoll Force.esp
4E SS2WastelandReconstructionKit.esp [Version 1.0.10]
4F LongerPowerLines3x.esp
50 Armorsmith Extended.esp [Version 4.6]
51 Orphans.esp
52 DCRE.esp [Version 4.0.0]
53 Alias - Settler.esp
54 SpotlightShadows.esp
55 SS2 Excess Resource Manager.esp
56 PRP.esp
57 PRP-SS2.esp
58 Scrap Everything - Ultimate Edition.esp
59 General Atomics Galleria - Settlement [Scrap Addon].esp
With SS2 broken states are more frequent, so I figure I needed something pointing me in the right direction. The population manager isn't always most reliable due to the time delay.
This is a must-have in any modlist, if you ask me.