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Fixed Cant store robot workbench

notfree25

Member
Messages
42
I noticed since installing this I can no longer store robot workbench and sometimes, an additional robot workbench may appear in workshop special menu.

Neither here nor there but, I usually store my robot workbench once im done, because its huge and in the way.
 
I too noticed I can't store it. I needed to store it because apparently Bethesda didn't think someone might build the bench before talking to Ada for that quest to find the 2nd beacon . . ..
 
It's possible I caused this somehow, I'd need to test and don't have the setup currently to do so.

Did both of you get the workbench via my level 3 Junkbot Garage plot? I shouldn't be impacting the vanilla workbench, but if you built it using the recipe i unlock, then I could see how I may have missed something
 
Did both of you get the workbench via my level 3 Junkbot Garage plot? I shouldn't be impacting the vanilla workbench, but if you built it using the recipe i unlock, then I could see how I may have missed something

This (also) happens with vanilla robot workbenches even when none of your Robot Workshops are or have been built. In one of my current games, I finished Ada's quest before I was able to get any robotics plots up and running and was unable to store the Ada unlocked workbenches.
 
This (also) happens with vanilla robot workbenches even when none of your Robot Workshops are or have been built. In one of my current games, I finished Ada's quest before I was able to get any robotics plots up and running and was unable to store the Ada unlocked workbenches.

If you remove my mod, can you scrap them again? Maybe I screwed up the vanilla record somehow
 
If you remove my mod, can you scrap them again? Maybe I screwed up the vanilla record somehow

I just started new modded game from an unmodded level 60 character.

With just the SS base mod, the vanilla recipe robot workbenches work fine. I can select, store, and scrap them.

I saved and then reloaded with IR and Industrial City added. Robot workbenches now can only be selected or scrapped. "Store" is no longer an option.

*Quit the game without saving and then disabled IC. Restarted with just SS core and IR: robot workbenches can be built and scrapped but cannot be stored in the workshop.

*edit: I mistakenly disabled IR in stead of IC. Just put my glasses on and retested. Robot workbenches work are store-able with just SS and IR
 
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I just started new modded game from an unmodded level 60 character.

With just the SS base mod, the vanilla recipe robot workbenches work fine. I can select, store, and scrap them.

I saved and then reloaded with IR and Industrial City added. Robot workbenches now can only be selected or scrapped. "Store" is no longer an option.

*Quit the game without saving and then disabled IC. Restarted with just SS core and IR: robot workbenches can be built and scrapped but cannot be stored in the workshop.

*edit: I mistakenly disabled IR in stead of IC. Just put my glasses on and retested. Robot workbenches work are store-able with just SS and IR

OK, sounds like I screwed something up somehow then. Not sure how since I don't have any vanilla edits, but I'll see if I can find it!
 
So it's you! I have been wondering about it for awhile.

Did you add a second COBJ for the workbench? I noticed that this causes issues sometimes. I suspect the first one is kinda the "master", and if it's disabled, storing doesn't work. Try changing the priority value maybe?

But, not sure how to actually fix it. I had something similar in Not Just Basements, when I added two COBJs for each door (tried to workaround something). I fixed it by removing the extra COBJs...
 
So it's you! I have been wondering about it for awhile.

Did you add a second COBJ for the workbench? I noticed that this causes issues sometimes. I suspect the first one is kinda the "master", and if it's disabled, storing doesn't work. Try changing the priority value maybe?

But, not sure how to actually fix it. I had something similar in Not Just Basements, when I added two COBJs for each door (tried to workaround something). I fixed it by removing the extra COBJs...

Yeah, the second COBJ is a recipe that you get from one of the plots to avoid creating a vanilla edit of the original COBJ. Mine disables itself when the normal workbench is available (after starting the mechanist questline). The goal was to expose a way to get the workbench without having to start the DLC questline

Talked with kinggath about it, sounds like the only fix might be to add an alternative activation to force the scrapping. I'll have to think about the options available, maybe I'll see if I can make a duplicate version of the workbench with it's own recipe, we'll see! The downside there would be once I hide my recipe, storing mine would break again (or if it didn't I suspect it would just vanish since the COBJ record wouldn't be available any longer)
 
It doesn't seem to matter whenever the COBJ is available or not. At least if a variable is used to turn it off.

No idea how the original COBJ is hidden, but I'd try to just unhide it from your code prematurely. Or is the condition something like "if getQuest stage MechanistQuest >= 1337"?
Edit: yes, it is. meh.

You could also try to replace your workbench with the vanilla once built. Or onLoad if the original is unlocked. Just don't forget to link it to the settlement workshop.

Or just leave your in. Put in a custom texture or hack the nif a bit or something on it as a distinguishing feature :D
 
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It doesn't seem to matter whenever the COBJ is available or not. At least if a variable is used to turn it off.

No idea how the original COBJ is hidden, but I'd try to just unhide it from your code prematurely. Or is the condition something like "if getQuest stage MechanistQuest >= 1337"?
Edit: yes, it is. meh.

You could also try to replace your workbench with the vanilla once built. Or onLoad if the original is unlocked. Just don't forget to link it to the settlement workshop.

Or just leave your in. Put in a custom texture or hack the nif a bit or something on it as a distinguishing feature :D

Yeah, maybe I'll see about "customizing" mine a bit to make it seem like having 2 isn't wonky and awkward, hadn't though of that actually, my natural instinct is never to go "I'll do some art!" :P
 
Yeah, maybe I'll see about "customizing" mine a bit to make it seem like having 2 isn't wonky and awkward, hadn't though of that actually, my natural instinct is never to go "I'll do some art!" :P

OK, I think I have this fixed in the next version of Industrial City, which will also include a Conqueror faction. My custom workbench isn't great, but it will hopefully do the job:

3sFsifO.png
 
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