The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account, This mod aims to re-balance all of the settlement resources such as power, water, food, defense, named settlers, population, etc. Just trying now to find a mod that gives infinite or lets me spawn wood steel etc PC PlayStation 4 PC. Fallout 4 Settlement Mod. 817. Fixed a small error in in idek:uss:UpdateScript, and the corresponding script property on _USSUpdateGeneral (which showed up as an error in xEdit) -- this would have prevented the feature that auto-resets USS's scripts when a new settlement is added from working, Fixed a slight error in TributeChestScript that nobody ever would have noticed, Added support for Workshop Framework--this is now the preferred way of using USS (though it still works the same as before if WSFW is not installed), Rewrote most of the configuration code on the back end--no user-facing changes should be noticeable, but it's a lot cleaner now, Fixed the intro sequence eating the USS config holotape (again), Added the "ESL" flag to the plugin and adjusted FormIDs as necessary; USS now loads in lite/ESL plugin space, and no longer takes up a "full" plugin slot, Added native support for uncapping Nuka World tribute chests; USS does now override DLC04:TributeChestScript to allow this to work, however, Probably some other tweaks I can't remember; I did some work on this mod ~6 months ago, and never remembered to note down what changes I made, Now compiled with Caprica instead of Bethesda's compiler - theoretically runs a little faster now, Now auto-detects new settlements on game load, and initiates an automatic script reset to support these settlements when necessary (no more manual resetting after installing mods), When the attack reducer is active, attacks will no longer sometimes slip past the attack reducer immediately following a script reset, Removed holotapes spawning in workbenches, for real this time; any old holotapes stored in workbenches will also be removed (you can craft a new one at any chem station), Better debug logging: when debug mode is active, scripts will now print information to the "UncappedSettlementSurplus.0.log" user log file instead of displaying a message box, and debug printouts have been cleaned up in general, Updated holotape loss prevention: Holotape no longer spawns in workbenches if lost, can be crafted at chemistry station under Utility instead, Holotape now added immediately upon game start instead of delayed after Vault 111 (old game bug that the old method worked around went away), Fixed some Attack Reducer-related holotape options that weren't working as intended, Fixed a bug that could potentially cause USS not to work properly if workbench uses a separate linked container for storage instead of itself (I'm not sure this functionality is ever used in the vanilla game, so this change might not actually do anything), Fixed a bug where settlements that have the attack reducer active would run some code prematurely, because of a brain fart in the logic, Fixed a bug where the attack reducer would not function because of a (still unknown) issue with the vanilla WorkshopParentScript.SetResourceData() function; uses the native function for setting actor values directly now, which is also a little faster, Added a "high-reliability" mode for the attack reducer, option is under the advanced AR settings - works a little more reliably than the default mode, but shouldn't be needed unless the AR is already malfunctioning in the normal mode, Dropped the beta because all currently-known issues have been fixed, and all of my testing is working flawlessly, Some slight changes to hopefully improve attack reducer reliability, Fixed an issue that may or may not have caused USS to initialize improperly when enabled on brand new saves, necessitating doing a manual reset to get USS to work, Removed a dirty edit that the CK added for me in 1.4.2 (thanks CK) - the same dirty edit is in half of the official DLC, though, so it probably doesn't actually break anything, Fixed an issue with the attack reducer introduced in 1.4.1b where the "no attack" config was backwards (used a < in the code instead of the intended >, and never noticed), Touched up the attack reducer menu in the config holotape to fix an issue introduced in 1.4.1b, Wrote a better system to handle in-place mod updates (anything without a clean install), should make future updates easier, Added a few more optimizations intended to improve script execution speed, New debug message handling; _USSDebugMode >= 1.0 for basic debug, >= 1.5 for less important debug, and >= 2.0 for all debug, Fixed a bug where USS (1.4.0b) wasn't working right when debug mode wasn't active (...oops), Rewrote most of the attack reduction system; still hacks LastAttackDaysSince, but effectively only does this for about an hour per day, The main script no longer bothers running on settlements if they aren't owned by the player, to reduce script load, Rewrote much of the core logic; should be considerably less sensitive to script overload now, and fixes some edge cases that could cause double production, Removed the chance-none stuff since it is no longer used, The attack reducer now initializes on all active settlements at mod start/reset; this is primarily to reduce the instance of all of your active settlements getting attacked exactly 1 week after resetting USS, The attack reducer can now be configured to completely disable random attacks, Moved all USS scripts into their own namespace, and renamed the fragment scripts to something more useful, Reworked how the ReferenceAliases that hold USS scripts attach themselves to workbenches somewhat - should be more accurate (especially regarding modded settlements) and probably faster, Removed accidental DLC dependencies (again), Still supports most DLC without requiring patches, No longer requires the Far harbor patch; changed the way USS attaches its scripts, Added 50 additional alias slots; now supports up to 100 settlements (god help me the next time I need to add a script property...), The reset feature from 1.2.4 to 1.2.6 actually caused the mod to break (oops), so included some code to automatically fix saves this happened to, You won't get a duplicate holotape every time the mod resets anymore, Fixed the mod reset feature, which broke at some point (holotape button did nothing), Fixed the Far Harbor patch, which also broke again, Found and fixed a scripting error that would cause certain things to happen twice a day instead of only once, e.g. And immersive settlement experience smarter and get the best with Fallout 4 's settlement / resources (...: how to Start a new settlement mods are safe to use assets., as the PlayStation 4 currently does not support mods Discover the magic of the new settlement Fallout... 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