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The first thing I tried to do was shoot Preston in the face, but he kept healing and going on as if he was still essential.
Executioner perk didn't proc for me until I started unloading on Sturges instead.
Not related specifically to settlements, but only tangentially. I had Preston as a companion while doing Minutemen radiants and other stuff, and eventually he gave me Taking Independence, so I agreed and he went off to the Castle. Went to pick up Ada and do A New Threat at the General Atomics...
Okay I'll keep an eye on these mods for updates. Really trying to not start another save again (been trying for weeks now to get a proper "long-term" save file where I can build settlements and play around and basically do whatever without sticking to a specific character build challenge) so...
Not using WF right now because of the various conflicts, once those are resolved I'll go back to using it.
So if I'm understanding correctly, food plots should place excess into the workshop (until it hits the resource cap), and it's likely that a mod I have installed is conflicting with it?
This is a thing that's been happening to me ever since I started using SS, I've only started using IDEK/WSFW for my current save.
I do use Uncapped Settlement Surplus, could that be conflicting with it somehow?
One thing I've noticed with Sim Settlement food plots is that they don't seem to put anything into the workbench. They satisfy the settlement's food requirement but don't actually deposit any resources into the workbench, so if I need food for crafting vegetable starch, cooked food, etc, I have...
Thanks for the guide, I'll keep this in mind for the next time my save decides to go belly up on me (which has been unfortunately frequent lately)
Would cf SetOwnedByPlayer true on the offending Workbench RefID work in place of waiting for the Minutemen radiant?
I had this crash awhile back! Unfortunately I may have lost or deleted the save that it occurred on. Plus all my playthroughs are heavily modded, so it may not help anyway.
I do remember trying to debug this crash and coming to the conclusion that it was caused by a Papyrus script dump created...
This could explain why some of my latest saves went belly-up, even without Workshop Framework I had recently updated UFO4P and I typically have a couple settlements that I run vanilla crops in, so it's likely I had unassigned settlers at the time the script ran.
If you have "auto-assign away from work objects" enabled then you'll need to disable it for that settlement (or globally).
Sometimes I've noted that even without this setting, you can end up assigning a settler to a non-SS work object and then SS will "hijack" the settler to go do something...
NPC pathing is a nightmare.
Generally what I'll do if I want to make sure pathing works, is have a companion with me, and order them around to potential trouble spots to make sure they can get there and back. If they can't then they'll tell you, and then you can try re-aligning things, adding...
Update: I tested for myself real quick with Be Exceptional and didn't get the problem. Got the initial Tag dialog as expected, but entering/exiting Workshop mode did not trigger additional Tag dialogs after several attempts.
I blame myself, as at the time I was running outdated versions of...
LevelUpMenuEx alone won't cause the problem, you'll need an add-on for that mod that add skills and/or traits. You Are SPECIAL used to do this, but this was removed in a later version.
Be Exceptional adds skills, and will likely trigger a Tag dialog box after changing race. I haven't tested for...
I've only used it once, and that was on my last playthrough with an old version of You Are SPECIAL (newer versions do not make use of skills or traits, only perks) in conjunction with Start Me Up, and the prompt triggered after choosing to start in the Commonwealth, when I was first spawned in.
Thanks for the warning. I've disabled that mod and started a new playthrough; my latest playthrough was starting to show signs of potential corruption anyway (Finch Farm was completely broken and nobody could be assigned to anything). With the info I've learned from reading these various...
So you mentioned that futzing with the timescale can screw up Papyrus VM... does this also apply to reducing the time scale? I run a mod called SKK Dynamic Workshop Time which slows the timescale to 1:1 when I enter workshop mode... am I slowly destroying my save file as a result?