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Have you checked to see if when something like a a hide goes missing that leather component count hasn't changed? There's a natural breakdown of junk items over a period of time from what I remember. I only store raw components at this point, so I haven't watched for something like that in some time.
Yes, it was actually via a component-tracking mod that I noticed this first. I'd dump in a bunch of hides, and the next day, i'd have zero leather. Or a bunch of acid-containing junk, like Abraxo, and the next day, i'd have zero acid. That's how i first noticed it. Once i was paying attention, i saw that if say some Deathclaw Hands disasppeared i'd be missing both bone and leather, but it was from losing component totals that i first saw the issue.
I know this is a bit late to be asking, but does this happen only with certain settlements or with all of them? If it's only certain settlements then maybe those settlements have non-persistent resource containers in them.
It's been a while, buddy. I am not sure. I can say that ALL settlements should have persistent memory containers and it seems that by the time Far Harbor and Nuka were released they at least held a standard. After all, there's probably no way for supply lines to run efficiently without. The standard should be across the board, no matter what, just like I pointed out with Tenpines. One way and one way only ad that's how they did it in the DLCs after they learned. As I mentioned, I've been mainly SF since release, so I haven't been in CKFO4 or FO4Edit in a while.
For standard, all settlements should be set up like the DLCs and how we set up our own mod settlements. One persistent container and persistent workbench each settlement, linked one way, and one way only. If this was done via script for settlements that have multiple containers residual from their testing, I believe this would alleviate most problems that settlements have. The first settlements created seem to have the biggest issue as they were unsure how to set them up, but with true BGS fashion, they left everything dirty. Persistent containers, workbenches. Single linked reference. After that, UP would probably seem like gods for fixing something they neglected all these years that caused so many problems.
A word of mention, linkage is probably easier to see in XEdit then modified in CK. I use both.
Lastly, all of these containers could have actually been placed next to each other for easy reference if they actually had any kind of standard. Being persistent, they could have literally lined them up neatly and would have been easily accessed. Similar to a persistent NPC holding cell.
Main reason I asked is because while I was checking on this stuff for the Tenpines issue, this is what I found where the settlement doesn't have its primary resource container 2-way linked:
Bunker Hill
Nuka-World Red Rocket
Somerville Place
Covenant - but there's two here.
Boston Airport
Home Plate
None of them have their second one 2-way linked, and only that 2-way link would make the second container persistent. Obviously Covenant is a mess to begin with so there being 2 resource containers in there with neither one being set up right doesn't surprise me.
Bunker Hill
Nuka-World Red Rocket
Somerville Place
Covenant - but there's two here.
Boston Airport
Home Plate
None of them have their second one 2-way linked, and only that 2-way link would make the second container persistent. Obviously Covenant is a mess to begin with so there being 2 resource containers in there with neither one being set up right doesn't surprise me.
When I went over them all, which was a few years ago, if I remember correctly, I set all of mine up like Far Harbor. Little foggy on it now, but I think they were set up with a single link. I figured I'd look to DLC because they may have ironed out any bugs. I haven't set up the updated version of FO4 as I've been SF since it came out, so not sure if things changed.
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