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[SOLVED] Console command for changing virtual ressources?

murarst

Active Member
Messages
214
Hi,
I was wondering if there is a brute force way to change the amount of ressources in a settlement.
Maybe via the console?
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.
Best
ScreenShot9.png
 
No idea.

Maybe add more organic scrap to your inventory via console, then donate about 15 or them?

Organic list if icons are not obvious;
Organic Materials
Acid
Adhesive
Bone
Ceramic
Cloth
Cork
Fertilizer
Leather
Oil



Sorry don't have a better idea.
 
I have the same issue with organic materials and I tracked mine to Abernathy. Do you use stock caravan OR IDEK'S logistic station? I started my game with stock caravan plots and then switched them to IDEK's. When I switched Abernathy to an IDEK station is when the glitch occurred. And no its never fixed itself no matter what I do. I have 3 organics plots there and have donated more that the deficit with cheats too. But doesn't seem to actually hurt anything.
 
Hi,
I only use the stock caravans. IDEK's station was never installed.

I have no idea, when it started to glitch, unfortunately. I did notice that there is also sometimes a negative value in other settlements. Only about -5 or -20 and it does fix itself after a couple of seconds. Maybe this has sth to do with it.

Does anyone know how exactly the component values are supposed to add up to the categroy and finally the overall scrap?

I'll try to donate some organic material and see what happens.
 
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.
This and the components not equaling the category total is a known issue. So far, it has not been determined what causes this.
 
Hi, I did some more testing as I realised I forgot to get back to this post as I said I would.

The settlement is not connected to the network. So castle ressources equal to network ressources.
1) Heres the starting situation at the castle. Organic Material is at a huge negative value.
Also, apparently I have 0 storage capacity. Is this correct for a settlement without storage containers and industry plots?
I have a 15 people (13 beds) settlement with agriculture, martial and shops mostly.
ScreenShot17.png

2) When I donate a single fertilizer, the fertilizer count jumps to 0, so does the huge negative number.
Sometimes I get as message that the settlers ran out of space and return the donation to me.
Another try right after often succeeds, though. This might(!) be more common when donating complete items (clipcoard, microscope,...) instead of components themselves.
ScreenShot18.png
3) Fast traveling to Nordhagen Beach (Workshop claimed but nothing built at all) and back gives me some script lag. The numbers for the individual components count up over a period of 15 to 20 seconds.
ScreenShot19.png
4) Staying in the castle letting time pass leads to negative numbers again. But far from as huge as before. At least so far...
Note that the daily cahnge for organic materials for example changed compared to the previous screenshots.
I do have dynamic needs on, so thats just that I guess.
ScreenShot20.png


Ok. Next I'll try to:
A) Switch off dynamic needs and plot cost.
:cool: give myself every single component and donate it in one go to see if it changes sth.

If you have ideas and want me to try something, please let me know.
 
Ok I have the same issue with organics in my network and have traced it to Abernathy. One thing about that huge negative, it means you have too much. Think of it like this. You know the bed bug where you get a number like 42967xxxx That number is a lot larger than the UI can show its actually quite big. This is what happens when the UI has to show a negative number of resources. That huge negative is an overflow value meaning you actually have over what the UI can show in the storage not actually in the red. Strange right but that is the case. There is a bug in the Resource system where they are getting added and not subtracted in certain circumstances. This might be causing this. But King says the huge negative is related to something else. We'll see come the next patch which is fixing the resouce bug.

1616784533499.png
 
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:
ScreenShot21.png

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.
 
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.
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.
 
1616786131662.png1616785447336.png
I have another weird number oddity too. But the adding in of resources would explain why my network resources got so High after 101 levels of play.
 
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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.
 
In case you were still wondering, here is how you would change the resources by console command. There may be a better way, but this is all I know of. Use these commands at your own risk. I can't be entirely sure there will be no side effects that may trash your save. These commands should probably only be relegated to testing purposes.
Click on the workshop then type
sv workshopid
to find the workshop ID number. You may have to scroll up. Then you type either
cqf ss2_resourcemanager adjustsettlementvirtualresource WORKSHOPID AV VALUE true true false false
OR
cqf ss2_resourcemanager setsettlementvirtualresource WORKSHOPID AV VALUE true true false false
Note: Don't use this, it will throw your total resource counts off. It is likely a bug.
where 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, while setsettlementvirtualresource will set the virtual resource to VALUE.
Choose ONLY ONE of these values to use for AV. The xx on the Form ID should be replaced by the hex code representing the load order position for SS2.esm.
Editor IDForm ID
ss2_virtualresource_capsxx020af3
ss2_virtualresource_buildingmaterials_aluminumxx020b05
ss2_virtualresource_buildingmaterials_asbestosxx020b06
ss2_virtualresource_buildingmaterials_concretexx020b08
ss2_virtualresource_buildingmaterials_fiberglassxx020b09
ss2_virtualresource_buildingmaterials_glassxx020b0a
ss2_virtualresource_buildingmaterials_steelxx020b0b
ss2_virtualresource_buildingmaterials_woodxx020b0c
ss2_virtualresource_machineparts_circuitryxx020af2
ss2_virtualresource_machineparts_copperxx020af4
ss2_virtualresource_machineparts_gearsxx020af5
ss2_virtualresource_machineparts_leadxx020af6
ss2_virtualresource_machineparts_plasticxx020afb
ss2_virtualresource_machineparts_rubberxx020afa
ss2_virtualresource_machineparts_screwsxx020af7
ss2_virtualresource_machineparts_silverxx020af8
ss2_virtualresource_machineparts_springsxx020af9
ss2_virtualresource_organicmaterials_acidxx020afd
ss2_virtualresource_organicmaterials_adhesivexx020afc
ss2_virtualresource_organicmaterials_bonexx020afe
ss2_virtualresource_organicmaterials_ceramicxx020aff
ss2_virtualresource_organicmaterials_clothxx020b00
ss2_virtualresource_organicmaterials_corkxx020b01
ss2_virtualresource_organicmaterials_fertilizerxx020b04
ss2_virtualresource_organicmaterials_leatherxx020b02
ss2_virtualresource_organicmaterials_oilxx020b03
ss2_virtualresource_rarematerials_antisepticxx020b0e
ss2_virtualresource_rarematerials_ballisticfiberxx020b0d
ss2_virtualresource_rarematerials_crystalxx020b0f
ss2_virtualresource_rarematerials_fiberopticsxx020b10
ss2_virtualresource_rarematerials_goldxx020b11
ss2_virtualresource_rarematerials_nuclearmaterialxx020b12

If you've damaged your resource totals with setsettlementvirtualresource, see below:
Cyberslas said:
It seems it may be a bug in SetSettlementVirtualResource. 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 with WORKSHOPID from my post. For VALUE, tally up the resources manually in each category and use the total. Use the sum of the categories to fix the grand total. The AV codes for the categories are listed in the table included below. The first item in the table is for the grand total.
Editor IDForm ID
ss2_virtualresourcecategory_scrapxx020aed
ss2_virtualresourcecategory_buildingmaterialsxx020aec
ss2_virtualresourcecategory_machinepartsxx020af1
ss2_virtualresourcecategory_organicmaterialsxx020aef
ss2_virtualresourcecategory_rarematerialsxx020af0
 
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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.
Scrap everything will ruin your game period. It's on the for sure known issues list. It will blow up your vanilla game.
 
Hi. In the wiki scrap everything is listed as semi compatible. Only performance issues are mentioned. Nothing about an impact on the ressource system. Do you have additional info?
 
I've had the issues described in this thread myself, and Scrap Everything hasn't even been on this PC, so it's not the root cause of THIS issue at least.
 
Scrap everything is a bad mod. Time bomb waiting to happen and should go on the incompatible list. IHO. so we can stop telling people to not use it.
 
Hey guys, I got hit just ONCE by the negative number resource, in my case it was water in Sanctuary, I started many games and built some settlements and never had that issue but yesterday I had to restart cause of it (for my luck it was really early).

I have the feeling (no proof) that it might be related to workshop plus and wanted to ask if all the people that had that issue are using it.

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.
 
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.
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.
 
Hi Cyberslas. Wow. Thanks for those commands and description. Right on point :)
I'm not going to be near my PC for some time. When I am I'll try adding some more resources but if that's to no avail I'll come back to your suggestion as a last ditch effort. Thanks. :)
 
Hi. So I did some more testing. The commands @Cyberslas posted work as intended. My idea was to simply set the negative scrap values in the affected settlement to 0 and proceed from there. However, whenever I do this for a single scrap component such as fertilizer, the scrap category value, in this case organic, is set to 0 as well. It stays like that no matter how long wait.

It is entirely unclear to me how the scrap component values are tied in to and affect the scrap category values anyway.
 
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