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Info Needed Clearing Locked Workshop Scripts

kinggath

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WARNING - DO NOT USE THIS FIX IF YOU USE WORKSHOP FRAMEWORK!

This is a fix for a common issue where you find that your workshop scripts are locked up. The most common signal you have this issue is that settlers will ignore your assignment commands. They will instead run to the thing you attempt to assign them to but never actually get assigned.



1. Run Fallrim Tools, load your save - you can use the one you terminated the active scripts on.
2. Run Remove unattached instances and Remove non-existent form instances from the Clean menu. Say yes to any of the warnings.

index.php


3. Save your file.
4. Download and extract the appropriate version of the workshopparent.pex script I attached to this post to Fallout 4/Data/scripts. If you already have a copy there, temporarily rename the existing one first, you can restore it after this.
5. Load your save and open the console. Run the command: cqf workshopparent cleareditlock You should receive a pop-up that it succeeded.
6. Wait a few minutes to let your game catch up any queued scripts. Test if you can assign settlers again.
7. Save your game and exit.
8. Delete the copy of workshopparent.pex you added. (Restore the name of the previous one if you had one.)
 

Attachments

  • VanillaVersion.zip
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  • UnofficialFalloutPatchVersion.zip
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Any suggestions if this fails at the point of "Test if you can assign settlers again" ?
Instructions were followed to the letter (popup was achieved) waited quite a long time (15 mins or so at Mechanists Lair) and tried to move a settler to another settlement & nothing. Tried to assign a settler to a vanilla scrap terminal and they run over do the action briefly then back to status as before.

Oddly enough I can assign settlers to Sim Settlements homes and other properties. Not vanilla ones.
Also no moving settlers between settlements.
If a robot is following me and I dismiss them and tell them to go anywhere other than where they were created a message pops up to tell me they are off to where I told them to go but instead they return to where they were created.

All of this started earlier this week on the same day that Fallout4 on PC was updated as was Sim Settlements & RoTC
Its not the end of the world but it is a tad inconvenient.

[edit] I also cannot use Salvage Beacons as cannot allocate anyone to the Communications station (but I could allocate them to a carrot plot indoors)
 
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@Chriswsmn Try repeating the steps but add this after step 2:

Right-click Active-Scripts and choose Terminate and answer yes to terminating all of the scripts.
 
That did the trick. I now have full control again and have allocated a speedy, well armed high capacity robot (called 'Luggage') to the Communications station.
Many thanks for your assistance in this matter. I look forward to the next Youtube update.:ok
 
That did the trick. I now have full control again and have allocated a speedy, well armed high capacity robot (called 'Luggage') to the Communications station.
Many thanks for your assistance in this matter. I look forward to the next Youtube update.:ok
Does the robot look like a chest with lots of tiny little feet?
 
Does the robot look like a chest with lots of tiny little feet?
If I could get that effect I most certainly would but he has no feet at all. I grabbed this screenie when I made him for this very task then couldn't task it to the Comms station until the fix (above). For a day he was a carrot farmer called Luggage. Now his life ambition is to be fulfilled.
Next Bot will be 'Librarian'
Luggage.jpg
View attachment 1253
 
I know there's some dried frog pills around here somewhere...

Can I craft those at a Chemistry Station?

Might have to substitute Mirelurk Eggs.
 
That number is usually just the count of objects in your save data from the last mods you uninstalled - I'd bet if you uninstalled Sim Settlements you'd end up with thousands of non-existent form instances.
 
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