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IDEK's Logistics Station 2 or vanilla caravan plots

xen81k25

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69
I did search through previous posts on this and what I found was conflicting answers. I am having some minor issues with the vanilla caravan plots. For example, SS2 decided to create a caravan route from Bunker Hill to Hangmen's Alley, and when I removed the caravan plot at Hangmen's Alley, Bunker Hill pretty much refused to create a supply line to County Crossing or anywhere else; to troubleshoot I tried refreshing the plot, re-assigning the plot, scrapping and rebuilding the plot, and waiting a substantial amount of in-game time and real to see if would correct itself with no luck.

If IDEK's 2 works as well as the original IDEK's I would assume it should fix all of these issues. Some older posts says that there were issues with IDEK's 2 and virtual storage. The mod page for IDEK's 2 specifically says it should work fine with virtual storage, as long as it is in range. And the options for route optimization/customization do not seem to present at all with the vanilla caravan plots. The connection of the virtual storage system is a must for me. However, I don't really use the scrap beacons very much, so that functionality is a lower priority for me.

In y'alls' experience which system works for a better overall experience?
 
I had a lot of issue's with IDEK. It was redistributing my resources in a way that would break production for my farms. It was taking too much water and my farms weren't meeting the water requirement and would stop producing. It caused a whole downward spiral in my supply chain. Since converting all of my caravans back to SS2 caravans, I have stopped having those issues. I see a lot of people recommending it and it was my go to for SS1, but in my experience it really doesn't play well with the new systems. YMMV.
 
If there are issues with IDEK’s LG 2, I haven’t noticed them. The resource redistribution can be tweaked, although I didn’t change anything. I played dozens of hours with only those stations, and to my knowledge everything is working as intended. I have seen comments about virtual storage not working properly, but that’s not my case.
 
So the 2 replies above reflect what I saw when I searched earlier. Some people said it broke their game, and some people said it worked great. Perhaps IDEK's works great, but I may have to tweak some of the IDEK's specific settings for it to work as intended; and it has a lot of those. May end up just having to test it out my self and see what, if any, issues occur.
 
One thing I want to point out is that I made the transition to IDEK’s mod by removing the caravan plot and adding the logistics station plot in each settlement, instead of simply changing the building through the ASAM (both are municipal plots). This should be the safest approach.
 
I'm not sure if this might be relevant in this case, but IDEK does mention that even though you have their plot/table setup in a settlement it may not allow virtual storage across the network due to the SS2 range limitations. They mention that you may still need to put IDEK plots/tables in other settlements to complete the 'chain' for the virtual storage to become available across the IDEK network.

Just a thought...
 
I'm not sure if this might be relevant in this case, but IDEK does mention that even though you have their plot/table setup in a settlement it may not allow virtual storage across the network due to the SS2 range limitations. They mention that you may still need to put IDEK plots/tables in other settlements to complete the 'chain' for the virtual storage to become available across the IDEK network.

Just a thought...
Yeah, that's working as intended - the virtual storage range will only match what SS2's caravan network range is
 
This seems like it may confuse some players but should be easy enough to resolve. If a supply line is created between two settlements, but virtual storage is not being shared: then capture a settlement in between the two and recalculate. At least based on the description that would seem like a simple solution.
 
TL;DR: I fragged my save, but IDEK's still mostly works; the save fragging had NOTHING to do with SS2 or IDEK's

For those of you watching thread, I have made a terrible mistake. I updated Buffout 4 but did update MS C++ at the same time. By the time I realized I had made a mistake, I had dozens of active scripts, many of which were suspended. This effectively invalidates any of the testing I did to compare IDEK's against vanilla caravan plots. I'm going to revert to a 2 week old save from before I updated Buffout 4 and had any script issues and I will eventually post about my personal experience.

That said, even with the scripting issues IDEK's still did a fantastic job of properly and efficiently routing supply lines. However, even though supply lines were connected to all settlements and the workshops were effectively sharing items, I was having some issues with SS2 virtual storage, even with settlements that were quite close together. I DO NOT blame this on IDEK's wonderful mod, but on my own mistakes disrupting the functionality of Buffout 4. Rather, I am saying, rather impressively, IDEK's mostly still worked even with a bloated script backlog. I would not be surprised if other users that are complaining about the virtual storage issues have similarly fragged their save files with too many scripts and just don't know it.

It will take me some time to make up the lost progress, but I absolutely intend to post a full report after repeating this process after reverting to a clean save.
 
Is it okay to add buff out for a new game? I’m thinking of using it!
I cannot say with 100% confidence it's a fool-proof idea, but I bet it would do more harm than good.

So I've had it running my last several games from the very start, but let's take a look at me current game as an example. I frequently use Fallrim tools for diagnostic purposes. Rarely do I actually edit my save file but if I find some junk in there I'll roll it back to my last clean save. My last clean save before I accidently broke Buffout I had 8 active scripts, after about 48 hours of play time. Looking at a variety of scripts after I broke it my script count got to over 100 multiple times and a handful of other save file issues occurred. After fixing it and playing for several more hours my script count was down to the low 20's. My game ran smoother after I applied it as well.

If you count breaking, and then fixing Buffout 4, is analogous to applying it to a game currently in progress, then in my experience it will make your game run smoother; although you may already have issues from not having applied it earlier. And if you want to know for sure examine your saves with Fallrim.
 
But if I use it on a new save that should work? Or should I just stick with Baka?
Yes, running Buffout 4 with a new game should work. Installing it while on an existing save should be fine too. I haven't seen warnings against it
 
I cannot say with 100% confidence it's a fool-proof idea, but I bet it would do more harm than good.

So I've had it running my last several games from the very start, but let's take a look at me current game as an example. I frequently use Fallrim tools for diagnostic purposes. Rarely do I actually edit my save file but if I find some junk in there I'll roll it back to my last clean save. My last clean save before I accidently broke Buffout I had 8 active scripts, after about 48 hours of play time. Looking at a variety of scripts after I broke it my script count got to over 100 multiple times and a handful of other save file issues occurred. After fixing it and playing for several more hours my script count was down to the low 20's. My game ran smoother after I applied it as well.

If you count breaking, and then fixing Buffout 4, is analogous to applying it to a game currently in progress, then in my experience it will make your game run smoother; although you may already have issues from not having applied it earlier. And if you want to know for sure examine your saves with Fallrim.
This is factually incorrect. Buffout has no impact on your save whatsoever. It simply fixes engine level bugs. It doesn't affect scripts just changes some of the internal workings of FO4 itself. The problem your describing and experiencing sounds more like an issue with your LO.

Buffout/Scrapheap/FPSFix can safely be loaded at any point of the gameplay. Maybe have a look at what the Buffout 4 log file generates if your having crashes.

With regards to Fallrim, it's a tool to be used to inspect, and doesn't fix anything. The source of the problem is whatever is creating the scripts, bringing it full circle back to mod list and load order.
 
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