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  1. Veerloth
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    Great Mod btw :)  And I hate to mention this but Am I only supposed to be getting 1 to 6 xp per sale?  I mean the most xp i've ever gotten was for a sale of Caelumite that netted me Over 1 million credits, but I only got 50 xp.  I don't know if it is intended or an affect of my character being level 717.  The money from the crates is fine and dandy :)  but the xp is negligable.  I'm not sure its a bug so just letting you know about it.  It takes me over 1 million  xp to go up a level at this point so Was hoping the xp from sales would actually feel like reward. 
    Ok just read further down in the posts and I probably need the creations update :)  1.7 is it?  I'll try that and get back to you.
    1. Veerloth
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      Ok updated by removing the creations mod and replaceing it with the creations 1.7 version.  Now I get no xp at all.  I have a screenshot for you here:
      https://steamcommunity.com/sharedfiles/filedetails/?id=3493135000

      Now I also checked and wrote down my current xp on my character screen then waited for the notification of the sale and that confirmed I wasn't getting any xp at all just the credits.  I did this in case it was giving me the xp without notification but no it is not doing any xp at all.  I would hate to have to download the nexus version due to the possibility that vortex causes my load order a problem.  I do use nexus mods, but I try and keep it rare.  Hope you understand.  If I have to though I will cause I like your mod a lot.  I have worked for other mod authors as a tester so I understand that these things happen and they can be difficult to track down. 
    2. RuneLore63
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      I'm using the in game function for adding XP - which displays text on a grey(ish) background in the middle of the screen. However, it only awards XP if the player character is under level 300, because by level 328 the player will have reached sufficient points to maximise all skills in the game. The automated XP rate is 1 XP per item sold, so as not to overtake the game's XP awards.
    3. Veerloth
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      Oh ok I get it :)  that is cool then.  Although with mods the perks can go way above 400 skill points.  There is a mod that gives a whole page of new perks for starborn.  What you are talking about is vanilla perks.  Yeah some of the best perks are new ones introduced with mods.  I myself won't retire my main toon till he hits level 1000.  And thanks to mods there is still benefits to leveling up.  Like hit points for example.  they can go beyond 100 with the right mod. 
      Oh and you haven't experienced fun and excitement until you have run into a level 900 Plus Ancient Terrormorph.
    4. RuneLore63
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      Infinity version uploaded—for those utilising mods to extend player perks and skills.

      PS: Check out my profile on Steam. There's a screen shot of my level 1327 level-up notice (circa 1 year & 7 months ago) during my NG+1-10 runs on Hard Mode.
  2. martinve1974
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    Is it possible to lower the exp you get from selling ? Or is there a way to influence it ?
    I try not to level too fast just by standing doing nothing..... I prefer to have the level experience while doing combat etc ?
    1. RuneLore63
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      It only gives 1 XP per item sold - manual gathering & crafting often gives more than that.
      The only thing that controls the amount of XP awarded is the volume of resources flowing through your Outpost and connected to the APC Crate(s).
    2. martinve1974
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      Ok. Would it be possible to even disable that ? So just the selling / earning money but not getting the XP for it ?
      Let me explain myself: 
      Actually my wife is playing the game and I'm the IT guy.. So naturally EVERYTHING that concerns computers is MY fault. So she's asking me if I can disable the XP-earning and in all honesty I tell her : "I donno". Then I get the argument but it's computers, and I should be able to fix it (1st fight that logic 2nd against your wife).
      So this is why this next question. Is it possible to just disable the xp earning in total and just sell the good and earn money ? Or if I need to edit the mod in the creator, point me to the item i need to remove, so i can fix it for her here locally.
      Thank you in advance and for your time ! 
    3. RuneLore63
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      You're asking for a "Sales Only" (no XP) version? It is a simple enough script change. Only thing being it is one more thing for me to maintain, but I can definitely see the reasoning behind it and it would give more options for folks to download.

      As an aside and having 30+ years in IT (Software Development) - I fully understand that family sometimes look at us with a "You work in IT you should be able to fix this" expectation. While I generate that new version - just tell her what it will cost (personally, I'm a lush for a coffee and a bacon sandwich)!
    4. RuneLore63
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      Sales Only (No XP) version uploaded.
  3. Aeleas
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    I ran into an issue where it seems like the script for a crate stopped running even with me being in the outpost next to it. I built a new one, made an output link from the broken one to the new one, and it sold down to 30 immediately as intended.
    1. RuneLore63
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      Firstly, there is a 3 minute timer between script runs. Could it have been that?

      Secondly, if it was a game engine quirk - I can't do much about those, other than see if I can replicate them and/or find a workaround.
    2. Aeleas
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      I was definitely there for more than 3 minutes, but yeah engine quirk feels probable. I mostly just wanted to share that building a new crate and adding it to the end of the output chain is a quick, easy workaround if/when others run into this.
  4. wilybigdogdad
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    i have to add a side note here.  if ya wanna break the bank.  with just a couple of these sellers....go take a nap on katydid 3, over 20 levels and 8 mil credits later.   im taking another nap.
    1. RuneLore63
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      Yep, get ready to go to GalBank and pay off that 125K mortgage on your player home!
  5. Arkansu
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    Hi there!
    Thanks for this mod! Just started a new (clean) playthrough and this was one of my annoyances last time. In the end you just give up the trading and ignore the gold unless you suddenly need it :P

    I'm not fully understanding how we should chain them together though. Install went fine and I did deploy it at a base, however, I'm finding it sells everything (also shows IDs instead of names?). 
    I currently hooked a helium extractor to the apc to a normal storage (so that storage would fill and then excess gets sold) but it turns out it's selling everything. I also tried the inverse (extractor to storage to apc) but it also sells everything. It's doesn't keep 20 nor does it share with the normal crate.
    What am I doing wrong/misunderstanding?


    Also, why is it necessary to link the APC sales to the APC warehouse? Is it simply to 'receive' the credit sticks?

    Thanks in advance!
    1. RuneLore63
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      Agreed! The game should have had a much better selling system than it came out with. The script that shows ItemIds was only for own testing purposes - neither Mod page (Nexus or Creations) should have that script. Can you tell me when, where & what version you download? I can then follow that back through to find out what went wrong.

      Initially, it was issuing Credit Sticks in part payment - but, I've dropped doing that as some folks were losing track of credits sticks (if they passed through connected cargo-links). That was the primary reason for connecting the APC Sales Crates to the APC Warehouse as the menus Bethesda setup don't show them (except in the Warehouse crates). Effectively, they can now be placed anywhere.

      Linking an extractor to any of the APC crates, should pass the contents onto the next crate in line - Bethesda's own inbuilt function "MoveContainerContentToUnfilledContainers()" should take care of that. I will change the script, so it explicitly triggers that function before selling.
    2. Arkansu
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      Thanks for the update! I must've indeed failed one of my tests as the helium probably got sold by the APC and then the Iron (which was the other order of crates) didn't produce, so I wrongly assumed both were not working!

      I'm using 1.70 from the Creations hub - installed this week. Odd, in Load order it claims it's version 1.00. When I browse installed, it says 1.70 though.

      I'll delete that one and get the Vortex one, see if it also reports the IDs
      I'm trying to recreate that video tutorial but my APC boxes fall through the ground, is there anything I'm missing?
    3. RuneLore63
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      Literally just tested this out - a single large iron extractor > APC Warehouse > Outpost storage crate (non-APC) passes through just fine. The APC Warehouse is empty because the contents are passing through.

      Thanks for clarifying which version you installed - I will contact Willny4 and let him know. Nothing that I can think of - they were literally copies of the generic Outpost crates, that I just added scripts to. Everything should be the same as the generic ones.
    4. willny4
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      To address the load order display, can you tell me what mod manager you are using and if you installed an earlier version from Creations? If yes, did you uninstall that earlier version or just overwrote it with Version 1.7? 
      Thanks
  6. wilybigdogdad
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    i have only one request, if it is possible for you, or you giving us the ability to turn off or limit the amount of updates on resources sold and credits earned.  its a fantastic mod, i appreciate you putting it together.  the constant stream of updates overshadow the other updating messages that come in for me to see.
    1. RuneLore63
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      I can make the in-game Credit awards siilent, but then you'd only have the text updates from the script; OR are you asking for only one update at the end of each cycle? That would require moving the award code to after the main loop finishes processing and maintaining totalising variables for ItemsSold, XP and Credits.

      I've reworked a quick fix and will release ASAP.
    2. wilybigdogdad
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      well i have 4 outposts up and running using this mod.  im assuming each location is on its own timer because of when the containers start to receive resources to sell.  so on my screen it is literally a constant stream of notifiications.  i just happened to start a new game (heavily mod) before installing this mod and i was getting my armada together for the new mod WT, i had 12 ships already and trying for a 13th but something kept me from obtaining that one, and to know what it was, i had to wait until all the notifications from those sellers to finish before the reason why i couldn't obtain a 13th ship would show up.  not to mention everytime i strip an npc of its inventory, or loot a bunch of containers, that would also show what i got through notifications as well.  

      i mean if it isnt possible fine, because i dont want a change to ruin the mod (its currently funding my ship building at the moment) i just have to use this on one outpost and have everything single thing i want to sell go there.  thereby having just one update every 3 minutes.   are the sellers from different locations able to be synced so every 3 minutes just one notification pops up? 
    3. RuneLore63
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      Each container is on its own timer (processes every 3 minutes). I've already fixed this issue, but haven't been able to finish testing because of other issues. Will try to get it done, so I can upload it.
    4. wilybigdogdad
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      ok, didn't mean to make it seem like a pressing issue.  its just a minor nuisance and doesn't affect the game play at all.  so don't get frustrated if whatever fix you're trying to make doesn't work.  definitely a lazy mans way, like me, to earn cash and xp while sitting on my ass watching tv and ya can't beat that lol.
  7. mlmlars
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    i really like the design of the new 3 red APC! i prefer that design over the former first red tinting design.
    the red steelframe looks really nice
  8. wilybigdogdad
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    thank you for making it so the credits show up automatically into my inventory.

    side note.  freaking awesome job on this mod.  
  9. mlmlars
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    i got 23 outposts and every possible thing get extracted/build. mods container do their job.

    would apprichiate if they get an own disctingtive texture. thanks for sharing
    1. RuneLore63
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      That's what I'm working on right now ... but extracting 745011 mesh files - yeesh!
    2. RuneLore63
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      New crate frame colours will be released in the next update. Everything will be highlighted with red frames to make them stand out against Outpost Storage Creates.
    3. mlmlars
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      that'll be awesome!
    4. Veerloth
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      I am surprised with that many outposts you haven't experienced stutter or save bloat issues.  You must have a massive computer system.  
  10. mlmlars
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    requesting a silent mode ☺