[FO4] [Request] Provisioners transfer more than just junk

Fallout 4

Good morning people of the Commonwealth,

I have a request for a mod.

 

As most of you may know privisioners are an excellent method of sharing building materials between two or more of your settlements. After being assigned they can be used to utilize junk that is stored directly inside a workshop of another linked settlement.
This is especially useful if you have a lot of settlements with a lot of resources.

 

However I would like this system to be even more useful. And that also leads me to a question and a request to one of you lovely people:

 

  • Why do weapons, armour, aid-items, ammo etc. not get shared between the "provisioned" settements?
  • And would it be possible to change that via a mod?

 

On top of that I find it difficult to believe that I am the first one to think of a mod that achieves just that. But I have yet to find a person requesting it, let alone such a mod.

 

So whoever may know how to make it happen, please do so. I thank you so much in advance. And also thanks for being part of modding! ♥

Posted May 31, 2016, 7:44 AM UTC · edited

1010
LJHalfbreed•

A few people have requested it.

I'm putting in something like it into my game.

(this is all anecdotal, so feel free to ignore me)

Here are the problems I encountered with fiddling with provisioners:

  1. Editing the script was too hard
  2. Even just finally getting it to work eventually caused the "cell reset bug"
  3. Even if I got all that to work, eventually the whole thing would shit out once the 'list of items' got too big, causing crashes, slowness, and other problems

I found a bunch of different ways around it eventually, and am settling on basically a simpler shared chest system. It will still end up having the same problems eventually, so I'm trying to see if limiting it by weight will be enough, along with 'linking' it to a specific 'rare' build able workshop station.

5
Petce•

After reading your post and researching the Cell Reset Bug, I'm interested to hear how it is affecting you.

Did you remove the Respawn flag from the keywords of your custom containers?

2
LJHalfbreed•

Yup, I removed respawn.

I honestly think the issue I was running into was just too many things in one chest, which is pretty easy once you've been playing for a few hours.

When I revisit it, I think I'm going to enact a limit, possibly even require a worker. Qasmoke tells me that we should be able to have a ton of items in a single chest, but I don't want to risk hosing someone's save file just because I can't easily duplicate or replicate the bug.

1
LJHalfbreed•

Furthermore, I got all kinds of weird issues that I think we're related to the amount of items in the chest. Slowdown, super lag in the same cell, taking forever to load up the menu, etc

1
Petce•

Did you eliminate all possible sources of lag when you were experiencing the slow down?

I had slow down issues in my game as well while I was in my settlements and at the time I was probably only running somewhere between 5 and 10 mods. Mostly utility mods like console in survival and other small things like scrap dead people etc.

The cause was from having a massive number of built items in my settlement (Sanctuary in this case). I had erected a junk fence around the perimeter of Sanctuary, clipping the fences in to one another for the clean look. In addition, I had a good 15 or settlers. The lag only occurred when my character was resting in the cell.

I was confused, as I was half way through the build limit and my computer should have no problem simulating settler movement during resting but it was.

I ended up finding out that FO4, like past bethesda games, had a soft cap on the FPS. For me it was set to 30, while other report that theirs is set at 60. I believe the game attempts to detect your hardware to a certain level on first launch.

Anyway, this is a problem because the FO4 game engine is tied to the FPS cap. A terrible idea. It means simulations can only be computed at a rate that will produce enough frames to hit the soft cap.

Does this sound like the issue you are having?

1
LJHalfbreed•

Nope, I had a minimum of settlers (think maybe 10 total, across 3 settlements. Maybe 4)

Mine was (for example) go to the settlement 3, dump everything into SPECIALBOXA, fast travel to settlement 2, pull some things out, fast travel to 1, repeat.

What eventually would happen is that a few hours later, the game would suddenly start wonky whenever I got to settlement 1,2 or 3.

I spent most of THREE days trying to figure out what I did wrong, as I had begun work on many other things as part of my mod.

Eventually, I removed each and every part of my 'megamod' until, magically, I finally got to the problem, which was that part of the code.

I fiddled around with it, 'testing' with just the containers I made, and eventually I had problems in every zone I made a chest. Eventually, it would track itself across to OTHER chests in the area, and I just pulled the whole thing out.

1
NaturalWonderOP•

Thank you for your reply.
Glad to hear that I am not the only one bothered by that.
An option might be to devide the workshop station you are planning on into several ones. Each one could be dedicated to a categorie. So you would have a weapon share station, an armour share station and so on. Just an idea. I do not know if it would help with at least one of the issues you were describing...

2
LJHalfbreed•

Nah, that's basically the idea behind it.

Basically, there will be a 'secret named chest' for each category. Then there's a workshop item that will open 'instances' of that chest. The idea is basically kind of simple, I just am doing a lot of testing on it because I am hella worried about the cell reset bug (which would cause a player to probably LOSE EVERYTHING IN THOSE SHARED CHESTS)

2
NaturalWonderOP•

Now I comprehend the idea.
And yes, that would be a serious catastrophe. Keep me posted, though. I am now kind of curious. :)

1
Petce•

I too am trying to make this mod.

I actually started learning how to make mods just so I could create this very thing as the current default implementation of the provision system is such a let down.

My idea was to utilise what I call Provisioner Supply Crates. They would be buildable containers from the settlement work bench and they will have shared inventories between provisioned settlements. Pretty much identical to the "simpler shared chest system" u/LJHalfbreed describes.

Since I literally started learning how to mod yesturday to start making this thing, I am not yet familiar with the "cell reset bug" though. I would love an explanation if anyone is willing to write it?

1