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Hotfix 2.2.2a - HQ Radio

Unfortunately, Fallout 4 does not support removing mods during a playthrough.
The script data is baked into the save, so Todd-like things will happen once you remove it without starting a new game.
What if the script only updates global variables for other scripts, but doesn't have any scripts 'attached' to it? The script would run on demand from a holo-tape(no orphaned scripts since it's not always running), which has an uninstall option(if the script has to be running, stop it). This would stop any running script for the cheat mod, then remove the holo-tape from your inventory. Exit the game, un-tick the cheat mod, then fire the game back up?

If there are no scripts or 'attachments', such are other scripts referring to it, to the script your going to remove and it's not anything in the stack frames(where one frame depends on the chained data from another), and there are no object references anywhere in the game world, would that be ok to remove?
 
Used the priid/moveto commands to get the character unstuck after being contacted by Jake about the memory lounger being transported to HQ. Went back to HQ to the comm array room, but no lounger, only 2 bunk beds.
 
Used the priid/moveto commands to get the character unstuck after being contacted by Jake about the memory lounger being transported to HQ. Went back to HQ to the comm array room, but no lounger, only 2 bunk beds.
Hopefully by now you have seen the above workaround using setstage commands?
 
What if the script only updates global variables for other scripts, but doesn't have any scripts 'attached' to it? The script would run on demand from a holo-tape(no orphaned scripts since it's not always running), which has an uninstall option(if the script has to be running, stop it). This would stop any running script for the cheat mod, then remove the holo-tape from your inventory. Exit the game, un-tick the cheat mod, then fire the game back up?

If there are no scripts or 'attachments', such are other scripts referring to it, to the script your going to remove and it's not anything in the stack frames(where one frame depends on the chained data from another), and there are no object references anywhere in the game world, would that be ok to remove?
From Bethesda:
Important
Removing mods and continuing to use the same save game is not supported by the game. (For anything, not just scripts)
If you remove a mod you must go back to a save made before the mod was installed.
 
City Plan settlements are not leveling up on their own for me, despite having enough resources and happiness and the up arrow etc. The choice to force upgrade the settlement on the mayors desk is not present either. I have been able to work around this by using the HQs option to send engineering to do it.
Its been doing this since 2.2.2. Nothing is overwriting Workshop Framework scripts, nor any scripts in SS2.
 
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