murarst
Active Member
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sv workshopid
cqf ss2_resourcemanager adjustsettlementvirtualresource WORKSHOPID AV VALUE true true false false
cqf ss2_resourcemanager setsettlementvirtualresource WORKSHOPID AV VALUE true true false false
WORKSHOPID
is the ID number you found, AV
is either the Editor ID or Form ID found in the spoiler'd table below, and VALUE
should be self-explanatory. adjustsettlementvirtualresource
will add VALUE
to the virtual resource, setsettlementvirtualresource
will set the virtual resource to VALUE
.AV
. The xx
on the Form ID should be replaced by the hex code representing the load order position for SS2.esm.Editor ID | Form ID |
---|---|
ss2_virtualresource_caps | xx020af3 |
ss2_virtualresource_buildingmaterials_aluminum | xx020b05 |
ss2_virtualresource_buildingmaterials_asbestos | xx020b06 |
ss2_virtualresource_buildingmaterials_concrete | xx020b08 |
ss2_virtualresource_buildingmaterials_fiberglass | xx020b09 |
ss2_virtualresource_buildingmaterials_glass | xx020b0a |
ss2_virtualresource_buildingmaterials_steel | xx020b0b |
ss2_virtualresource_buildingmaterials_wood | xx020b0c |
ss2_virtualresource_machineparts_circuitry | xx020af2 |
ss2_virtualresource_machineparts_copper | xx020af4 |
ss2_virtualresource_machineparts_gears | xx020af5 |
ss2_virtualresource_machineparts_lead | xx020af6 |
ss2_virtualresource_machineparts_plastic | xx020afb |
ss2_virtualresource_machineparts_rubber | xx020afa |
ss2_virtualresource_machineparts_screws | xx020af7 |
ss2_virtualresource_machineparts_silver | xx020af8 |
ss2_virtualresource_machineparts_springs | xx020af9 |
ss2_virtualresource_organicmaterials_acid | xx020afd |
ss2_virtualresource_organicmaterials_adhesive | xx020afc |
ss2_virtualresource_organicmaterials_bone | xx020afe |
ss2_virtualresource_organicmaterials_ceramic | xx020aff |
ss2_virtualresource_organicmaterials_cloth | xx020b00 |
ss2_virtualresource_organicmaterials_cork | xx020b01 |
ss2_virtualresource_organicmaterials_fertilizer | xx020b04 |
ss2_virtualresource_organicmaterials_leather | xx020b02 |
ss2_virtualresource_organicmaterials_oil | xx020b03 |
ss2_virtualresource_rarematerials_antiseptic | xx020b0e |
ss2_virtualresource_rarematerials_ballisticfiber | xx020b0d |
ss2_virtualresource_rarematerials_crystal | xx020b0f |
ss2_virtualresource_rarematerials_fiberoptics | xx020b10 |
ss2_virtualresource_rarematerials_gold | xx020b11 |
ss2_virtualresource_rarematerials_nuclearmaterial | xx020b12 |
setsettlementvirtualresource
, see below:Cyberslas said:It seems it may be a bug inSetSettlementVirtualResource
. You will have to set the totals yourself. Try this:
cqf ss2_resourcemanager setsettlementvirtualresource WORKSHOPID AV VALUE true false true false
Do as you would withWORKSHOPID
from my post. ForVALUE
, tally up the resources manually in each category and use the total. Use the sum of the categories to fix the grand total. TheAV
codes for the categories are listed in the table included below. The first item in the table is for the grand total.
Editor ID Form ID ss2_virtualresourcecategory_scrap xx020aed
ss2_virtualresourcecategory_buildingmaterials xx020aec
ss2_virtualresourcecategory_machineparts xx020af1
ss2_virtualresourcecategory_organicmaterials xx020aef
ss2_virtualresourcecategory_rarematerials xx020af0
This and the components not equaling the category total is a known issue. So far, it has not been determined what causes this.I have -14.770.000 organic material at the castle which messes up the numbers of the whole network. It does not seem to resolve itself by passing (real) time.
The adding of resources bug only happens when a settlement doesn't have local resources and has to pull from the network to do an upgrade either a plot or the city itself.. Those values get added not subtracted.Hi, I just used player.addItem 001EC66A 1 to give myself every type of shipment and donated everything. Before I did, I built some containers for storage.
Here's the result:
View attachment 12106
Its interesting, that not every component jumped to zero, but for most of the components the amount was actually added. So this is a different behaviour than in my previous post described suing the fertilizer as an exammple.
Btw: I did not reload. So This screenshot is basically an extension to the series I posted above.
EDIT: Ah, I see. I saw the post where kinggath said those are two separate issues. Thats why I wanted to follow up here. Lets see.
Scrap everything will ruin your game period. It's on the for sure known issues list. It will blow up your vanilla game.I also wonder if 'scrap everything' has something to do with it. I always had ridiculous amounts of building material ever since I started that playthrough. I never was limited in what I wanted to build except for asam sensors. I can't rule out that this was as well due to the bug you mentioned. I'd have to test on a new playthrough if scrap everything has an impact on these virtual storage numbers.
That's a different issue, we're mostly talking about the SS2 "Virtual Storage" resources giving impossible numbers here. The vanilla HUD Food/Water doing that is a known issue that's happened since SS1, it's something to do with that bar not knowing what to do with negative numbers at all - usually just building some more food/water will push it back up into the positive again after a moment unless something's seriously gone wrong.The settlement in question was my first settlement in that game, I had the superstructures's caravan plot and also IDEK as a mod but I didn't have any other settlement with caravan services, then randomly it said it had -999 water.
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