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Solved Can't fly anymore, no speed boost.

superelitist

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5
I don't exactly know when it started, I just know that sometime last night or this morning I went to a settlement and entered workshop mode and I just... wasn't flying. Or moving quickly.

I went to MCM and tried enabling the only option that wasn't already - freeze time - and it worked, so the mod is... still responding, somewhat.

I haven't really tried any remediation yet, just wondering if this was something anyone else had experienced.

EDIT: I should note that I haven't tried using any of the other features, like cloning or layers or whatever. I've never used them. I basically only use this mod for the convenience of flight and clear weather.
 
Hey @superelitist :bye

This is going to sound ridiculous, try tapping your "caps" key while in workshop mode. Also, make sure you are in sprint mode before going into the workshop mode.

This isn't something I have seen very often so I don't have a technical answer. But, I had it several playthroughs ago and tapping the caps key in workshop mods got it working for me. It may persist in this save file after you fix it the first time. So you may have to do it again.

This said, the during those hours you didn't install or remove any mods or mess with other mods hot-keys.

Also, try rolling back your save to a point where you know it was working and see what happens now?

As a later test try moving workshop plus lower in your load order. That did nothing for me but it is worth a try. :crazy
 
... I figured it out. This is pretty bad...

I was writing my first script last night, and one of the (million) things I did to get Caprica to work was to unpack all the .pex scripts from the Misc .ba2 archive, into Data/Scripts. I must have overwritten some of the F4SE custom scripts.

This was also why AFT was being super wonky and wouldn't let me recruit companions...

Anyway I think I'll take a break from making any changes for a while, and just play the damn game.
 
... I figured it out. This is pretty bad...

I was writing my first script last night, and one of the (million) things I did to get Caprica to work was to unpack all the .pex scripts from the Misc .ba2 archive, into Data/Scripts. I must have overwritten some of the F4SE custom scripts.

This was also why AFT was being super wonky and wouldn't let me recruit companions...

Anyway I think I'll take a break from making any changes for a while, and just play the damn game.

ha! That will do it. :crazy hahahaha
 
Hey @superelitist :bye

This is going to sound ridiculous, try tapping your "caps" key while in workshop mode. Also, make sure you are in sprint mode before going into the workshop mode.

This isn't something I have seen very often so I don't have a technical answer. But, I had it several playthroughs ago and tapping the caps key in workshop mods got it working for me. It may persist in this save file after you fix it the first time. So you may have to do it again.

This said, the during those hours you didn't install or remove any mods or mess with other mods hot-keys.

Also, try rolling back your save to a point where you know it was working and see what happens now?

As a later test try moving workshop plus lower in your load order. That did nothing for me but it is worth a try. :crazy
I'm having a similar issue. I've done these things suggested, made sure I was in run mode before going into the workshop, tapped the sprint key, etc. But I am not getting the speed boost nor the flying effect. I DO gain a little altitude when looking up, but not enough to even get on the roof of a house in Sanctuary. And I am not wearing jet packs or rings or the other items mentioned in the Known Conflicts - in fact I am trying this full monty just to be sure. :) In addition, I have looked in FO4Edit and do not see any conflicts with this mod and Workshop Plus is last in my load order.

Any other suggestions are appreciated! Thanks.
 
Can it be that you have the Workshop Lag fix installed and active? I suddenly have this issue too and did dive a little deeper into it.

Yes, i do have Build High installed and Clean and Simple - Settlement Startup (single files). This is not up for debate tho. I used them before and had just brilliant results, a lot less CTDs and no, my FPS doesn't tank but i rather have between 55 and 60 FPS with a 1060 6G, even if i have 150 Turrets running in one settlement (it's kinda fun to see them come alive when an attack happens, they are the 20mm CIWS from Weaponsmith Extended or the PTRS Standalone). Anyway back to the issue.

In the last three weeks i established a complete new load order with some different and additional mods. Now i got the stage that i said, yep, everything seems fine. Suddenly WS+ stops flying, right in the middle of the pretty fresh play-through. Here is a step by step of what and how it happens:

1. Got Sanctuary and RedRocket settlements.
2. Did the Tenpines Bluff quest and while at it went to get Starlight DriveIn (I use the Starlight is bright again from Greekrage, really nice in my opinion).
3. Got the Sunshine Tidings from Preston and got the Settlement as well. Due to the fact that the build areas between CAS and Build High are different, i had to scrap a few things more, everything fine. Flying worked, Scrapping works, Undo works.
4. Got Greygarden quest, but hadn't finished it at this stage.
5. Went to build up Sunshine Tidings and Starlight, Starlight will be quite beefy with about 30 plots, mainly commercial, recreational, 3 martial plots and including 5 additional residential plots. Gives me a total of 27 possible settlers with some other jobs and food production. Did that before and it worked without major issues apart from some minor performance impacts and FPS going down to 45-50 FPS at some times, generally it was around 55 FPS.
6. I started with Starlight and suddenly flying wasn't working anymore after i set the SimSettlements plots.
7. Went to Sunshine Tidings. Flying there worked. Did set a total of 6 plots, exited Workshop to save, wanted to re-enter the Workshop mode, flying not working.
8. Tried the sprinting suggestion from a user here, not working.
9. Out of habit i start the Workshop mode always with the V hotkey and didn't set any Hotkey for the Workshop Lag fix. It is a bit like Todd Howard, it just worked so far ;).
10. I tried pretty much everything. All settlements without a single SimSettlement plot work fine. As soon as one plot is set, flying stops working. Not completely, sometimes it is OK, but it is not reproducible, for example that you could say after fast travel it doesn't work or after a virgin was sacrificed by moonlight.
11. I looked through my entire load order and noticed Workshop Lag fix, a mod that you usually never think about unless you fall over it. Went in-game, opened MCM and don't know why, assigned a hotkey to start workshop mode instantly. Saved everything to have a base line.
12. Went in-game, walked to Starlight, started Workshop mode with V, no flying, repeated that with Sunshine Tidings, no flying. Repeated everything just this time with fast travel, again no flying possible. Repeated everything with opening workshop mode, closing it and repeatedly opening and closing workshop mode. Sometimes i could fly, but i would roughly say out of 30 times it worked once, if at all.
13. Repeated above, just this time i used the hotkey from Workshop Lag fix, and behold, until now i could fly each and every time. As soon as i open the workshop with V flying doesn't work.

To me it seems the flying functionality from WS+ doesn't get aware of entering the workshop mode if the lag fix is active and you use the normal method to open it. Only when using the hotkey from the lag fix it notices that you entered the Workshop. How the relation to SimSettlements fits into this i can't explain tho. I only know that the problem occurs only after the first plot is put down in a settlement, no matter what plot type it is.

The next thing i try is to actually disable the Lag Fix alltogether. But as testing takes quite some time i will do it over the next two or three days. If anything changes i will certainly post an update, otherwise assume that the Lag Fix is causing the issue and try yourself if you can replicate my findings. If yes we found the guilty party and maybe kinggath and registrator can put their heads together to find a solution.
 
I have found in this latest build that flight is sometimes getting turned off, I have always used a toggle key for flight so I just hit that and it fixes it straight away.
 
OK another round of testing done. It is not Faster Workshop. I disabled it completely and the issue still occurs. I went to Starlight Inn, everything worked, went to Sunshine Tidings, first few times entering the Workshop mode and flying works, suddenly 2 times it didn't, exiting workshop mode and waiting for about 2 minutes, re-entering workshop and it worked again. Also the speed boost was once not enabled, however flying did in this instance.

@Phil: Yeah, tried that too already but it didn't solve the issue for me.

Even tho i first suspected Faster Workshop to be the cause of the problem, i now have to say that it is more of a solution. However i did notice today that the cards were turned. When i entered Workshop mode via the V hotkey and flying was not working. I exited and used the Faster Workshop Hotkey, Flying didn't work then either, however after exiting and re-entering again via V it started working and worked from that point on until i exited the settlement and re-entered it.

This is driving me nuts, you simply can't put your finger on it and there is no reliable way to reproduce the issue. So you essentially fish in the dark. All i can say for now is that it fails under varying conditions. Ohhh and BTW i am not using any character changing mods apart from CBBE, so the head swapping when entering flight should be no issue.

So sorry to say kinggath, but something isn't right there. Until about two weeks ago i used also the previous version of SimSettlements, but otherwise the same mods that i have now. Some unrelated mods were only moved in their load order, but i doubt that an armor mod that is moved one up has anything to do with the workshop ;). And yes, this is a new savegame each and every time. Anyway, i never had this bug occuring before apart from the Undo sometimes not working, i mean when i started a new Save, even with exact the same loadorder.

To elaborate on the Undo issue: When i want to start a new game, i usually go and select the mods that i want to include. I carefully read every description and a good bunch of the comment section, i fullfill every requirement place the mods roughly where they are supposed to be. I don't use Loot apart from once to get a base line, then i check the entire load order for conflicts in xEdit, basically walk through almost each record. Where there are conflicts i either change the load order to resolve them or i write a patch myself. For mods that i can only enable after a certain quest (for example the castle overhaul from CAS) i create an empty dummy plugin so that during my playthrough absolutely nothing will change my load order. Sorry, i am a bit OCD in that respect and years of playing Bethesda games did teach me to never change the load order mid-game. Maybe somebody could make a replacer for the startup video, instead of war never change it then says load order, load order never changes. During this phase i test new mods for their function in general, some on their own (i.e. Only the base game UFO4P and that particular mod). To get to certain stages, areas i use cheats to enable certain required perks, certain levels and so on, the usual. Workshop mods i check for what they add and where. After this phase is completed i test everything how it integrates and interacts with other mods. For example to see if any mod disappears from the workshop menus and so on. I usually also test very problematic areas, like for example the Castle and associated Castle quests, if they run correctly and i deem the load order to be usable i then start a complete fresh game that i actually use as my playthrough. There is no change in load order and no change in mods to this fresh game and the previous final test game.

Now given that there is no change in mods and load order we assume that Undo from WS+ was working and that it is one of the very first thing i test. I then start the playthrough, do all the first steps the way i always do them, set the Undo hotkey in MCM, enter Workshop mode, scrap the same item as always (a certain tree to be precise), hit the Undo hotkey and i get the message "Nothing to Redo". I think the message Nothing to Redo is more of an oversight in WS+ and Kinggath referenced the wrong message in the ActionManager Script properties of the associated quest. It points to the Redo Message (FormID: xx00DD5D) instead of the Undo message (FormID: xx00DD5B ) Not a bug that would cause any issues apart from displaying the wrong text. Maybe he will spend the 2 seconds to fix it in the next version. That reminds me, would there be a way to re-initialize the Undo functionality, for example over the MCM Menu? Either the script does not initialize properly, gets kicked because it requires too much time, or we players are to inpatient. I also saw that there is a message that indicates the Undo Support being ready and it is also in the script properties, however i never saw this message popping up in game.

What i can do tho is to start yet another playthrough, get to the point where i enter Sanctuary and let the game run while i go to sleep. That should give more than enough time for any script to finish. The same i will repeat over the next few days and see if Undo is working each time, or not.

Ohhh and sorry for the long reads, but i want to describe exactly how i work and what i did. The more precise the better for others to replicate the issue or to find the problem. It's an old habit of mine and it saves a lot of time down the line and is certainly better than just a "It doesn't work".
 
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@Sir Gentleman - thank you for all the detailed actions you've taken. For me, with WS+ installed, everything worked for a while - until it didn't. I did not really notice when it stopped working because I was still new to using WS+ and didn't really notice the effects were missing until some time into a game. But it is very possible that it stopped working after I manually laid down a plot - I'm still new to Sim Settlements and feeling my way around. I do have faster workshop, happy to hear that it does not seem to be the culprit - that mod is a must-have in my books. I too will continue to trouble-shoot to hopefully find a reproducible event that causes the WS+ effects to be disabled.
 
@Fistfullobeer: Intersting name btw :)

It is a question of self preservation so to say. WS+ is one of the god sent mods one simply can't live without once you used it. So naturally i want it to succeed and work flawlessly. As i scrap gladly a lot of things it also happens quite often that you scrap something you didn't want to. I can't recall the times i had to reload a save just because i scrapped an entire piece of road in Sanctuary. You think "I just finish this area" and on the last item your mouse moved a tiny bit and your fingers were a tad to fast ^^.

One thing is for sure, modding Fallout is a fickle thing. It is less forgiving than Skyrim and often you have mods installed, everything seems to be fine and after 150 hours you hit a wall, so badly that you need to start all over. That is a reason why i today spent potentially more time to get my load order right than actually playing the game. On top of that you have to deal with arrogant modders who always put the blame on other mods and think they are gods given gift to the world. Not every error is because of the wrong load order. But that is a different story and i won't mention any names. Kinggath made a comment on another thread not too long ago, which i can only agree with. But let's not hijack this thread with topics not belonging here. I am only glad that kinggath is one of the rare modders who is truly passionate about his "products", who admits errors and cares about the users.

A request for a moderator here: Could you please change the topic of this thread to not solved or anything but solved? Clearly the issue is still persisting, even tho we are still trying to find a sure fire way to reproduce it.

Tom
 
Had to download a vanilla save to get sim settlements to work. And workshop plus did its begining thing where you are launched in the air. But I didnt stay there for long and i couldnt turn flight or speed or anything else on. But then i thought, What if i can console command the floating race change??
Looking it up in the console gave me a bunch of wrong IDs. But then xedit gave me only 1 entry for race.

player.setrace 9d0035bc

MY workshop plus worked after this.
Not sure if this solution will help anybody else or not but here it is.

Not sure if these will be your numbers or not.
-XEDIT-load all plugins or just workshop plus
-drop down menu
-race
-whatever ID it tells you
 
player.setrace 9d0035bc
That is a FormID for a mod at LO index 157. That is specific to your mod list. You want to use the "human" race record in Fallout 4.esm. Also, if WS+ is failing to reset the player's race, its mot likely being caused by script lag.

Open Fallout 4.esm in xEdit.
Left Pane - Expand Fallout 4.esm
Expand Race
Find Human
Click on it and note the FormID
That is what you want to use with the console command. The ID should start with 00.
 
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