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Announcement Known Issues/Conflicts

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I blame myself, as at the time I was running outdated versions of several mods, including LevelUpMenuEx, You Are SPECIAL, and indeed Fallout 4 itself (primarily because I was sick of Bethesda constantly updating FO4 to push their stupid microtransactions).

I would not concern yourself further unless someone else reports a similar issue. Sorry for having you chase ghosts around!
. :victory

Enkey, IMHO - I think you are good. I appreciate your contribution, even your resulting assessment. Hahaha, - No blame, its all good.

It is a really good example of how hypotheses testing works in this environment. Here, negative is a good thing “kind of how it works” and compounds the data and intelligence needed to isolate the real problems and improve the base product. It often takes a lot of neg-hypotheses to get to the positive ones that improve things. Thing is, we need a whole bunch of that neg-result testing to get to the important points. Haha, our ego to be right all the time is both +/-. The compounding process is the method and it can be an ugly business when mixed with the necessary energy egos generate.

It is a vetting process of elimination to continually stratify the problematic from the non-problematic. Over time this can simplify the problem-solving methodology.

In a global, multi-national community / “environment” there are bound to be interpretations of communication in the technical, cultural, communication style and translations.

To function in said environment an underlying thought is to focus on the process and to not make it personal. There will always be implied issues between people and their communication and that too should be inclusive to the vetting process. The friction can burn away the chaff and uncover the all-important-seeds of reality / truth.

What is important is you spoke-up, contributed with a great attitude, folks collaborated with you, a process of elimination was conducted and documented, and the community will have a greater cumulative understanding going forward.

Hahaha, at least I like it. I think all of it is, “a good thing”


BTY, I thought I had found an issue too, :rtfmeven did a vid of what I thought I figured out. hahah I was ready to kick some ghost in the “jimmys.” :shok1
Haha, the “ghost” turned out to be my own dumb-ass-shadow.:crazy Funny as hell, “happens all the time”. :rofl
 
When using Mod Organizer is there a certain way to get the keybinds to work? The text file loads in my overwrite and I put it into Workshop Plus, but when I press the keys nothing happens. This could be the mod itself not working, though I'm not sure why that would be. I'm on a clean, new save so it should work fine.
 
One of the things that can break MCM hotkeys is if you had ever used FO4 Hotkeys in the past. That mod had you add something to your ini which is incompatible with MCM hotkeys.

Check your Fallout4.ini and Fallout4Custom.ini for bUseConsoleHotkeys=1, if you find it - remove it.
 
That's odd. I have both and have never had an issue. The only time a problem crops up is if I try to hotkey to something that is one of the FO4 Hotkeys designated possible buttons, of which I think there are about 8 or so. Plenty of other buttons to choose from on a keyboard, so I haven't minded it.
 
That's odd. I have both and have never had an issue. The only time a problem crops up is if I try to hotkey to something that is one of the FO4 Hotkeys designated possible buttons, of which I think there are about 8 or so. Plenty of other buttons to choose from on a keyboard, so I haven't minded it.
The bUseConsoleHotkeys=1 edit was only used on the Light version of FO4 Hotkeys. If you use the full version, you don't need that console command.
 
Clone My Shack by DieFeM has several issues probably due to some overlap in the pick-and-release code and workshop handling. CMS lets you save a newly cloned set of objects into a blueprint which is stored on the workbench controller. I want to transfer all of the buildings I made to blueprints. Hopefully I can export them.

CMS functions are enabled for a settlement if a controller is placed on the workbench. After this and once you place a clone marker CMS creates the group from all of the items you move. This conflicts with the auto-add feature from WS+. The reverse is also true, trying to add items to a layer with CMS functions enabled doesn't work well either.

The clone selection for CMS may not work for many objects if time is frozen in build mode. It stops part way through.

Layers do not function in the workbench areas in the "CMS world".

I was able to avoid conflicts by disabling the layer hud and time freeze when in CMS World and when cloning buildings. I then go to a settlement, create a CMS controller on the workbench, store my CMS blueprint, spawn the clone, and then delete the CMS controller. After this I enable the layer HUD again. Unfortunately, the CMS spawns only save to the default layer even if there is a different current layer. I have to pick-up/cancel every object I want added. Unlinking the new layer automatically hides the objects move to that layer so it's tedious but reliable.

I had some other issues where layers stopped working completely before I even tried using CMS. Only the default layer was showing even after I added a layer and saw the active layer message, I had to disable and enable the layer hud and clear layers a couple of times before the incorrect layer hud displayed. I ended up restoring and don't know specifically was caused that situation.

I also tried removing unattached instances with Fallrim Tools and that made the game hang while loading every time. It hung during the "unfreezing" portion if I removed any script instance even something obviously irrelavent; i.e. vault oxygen tank script, etc. I had to go back to an older backup again.

Edit: I used the conflict filter in FO4Edit and there are no conflicts with WS+ or Workshop Framework.
 
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Due to issues with 1.04 I rolled back to 1.03 and now my blueprints I made are broken.
Is there a way for me to get my 2 days of work back?
 
Due to issues with 1.04 I rolled back to 1.03 and now my blueprints I made are broken.
Is there a way for me to get my 2 days of work back?

Perhaps they'll work again after your next upgrade of WS+. I wouldn't count on it though if the blueprints have things stripped from them or are otherwise corrupted. You probably need to decide if putting up with your 1.04 issues is worth it and hope they get resolved soon.
 
I think they are gone.
I went back to 1.04 and I still got "no blueprint in storage" when I tried to build a blueprint.
So I disabled both, loaded and saved and loaded 1.03 and now they are just gone.
Luckily I was about 80% thru with the build I was working on.
 
I still use a hacked version of Clipboard to export builds since I had a bunch of them I was originally planning to post before the author disappeared and stopped updating for F4SE.
 
I've been having a minor issue when using Conquest with this mod. If I create a settlement and go into workshop mod my character moves slower and can't fly. In vanilla settlements everything works fine with no issue. I double checked my settings on MCM and everything looks fine, so I'm at a loss as to what's causing the issue
 
This response applies only to the speed issue.

Tap your caps lock key, drop out of workshop mod, then go back in. Keep doing it until it sticks even a different sequence of key strokes.

I know this sounds absolutely ridiculous and l know when I am locked in running mode.

Still, not this play through but my last one something was tripping my sprint mod off when I went into the workshop. I don’t know what caused it and re-tripping it worked for me.

Sorry, I know this reply sounds really stupid but it is what it is.
 
What in the Sam hell is going on here now?
I only have Simsettlement mods, UFO4patch, spawn settler button, and clear weather extension
https://drive.google.com/file/d/1g73GFmtzj9rOmGooGj0L2_EhDRyQ33yL/view

This happened to me on an Abernathy farms build that I did not find out until much later in my build.
The items that were on the Default layer where removed from the default layer when I delete the mini-nuke.
I can't bring them back to any layer.
 
This response applies only to the speed issue.

Tap your caps lock key, drop out of workshop mod, then go back in. Keep doing it until it sticks even a different sequence of key strokes.

I know this sounds absolutely ridiculous and l know when I am locked in running mode.

Still, not this play through but my last one something was tripping my sprint mod off when I went into the workshop. I don’t know what caused it and re-tripping it worked for me.

Sorry, I know this reply sounds really stupid but it is what it is.


So I tried this out to see if it helped any. I did notice that switching caps lock on and off like you mentioned. There was a difference in my characters speed in workshop mode. But it was very minimal. What I did find help (with player speed at least) was to go into the MCM menu and turn off freeze time so workshop mode runs like it does in vanilla workshop. Now I have normal speed back, but still can't fly unless I use console commands. But at least it's usable until I can figure out how to fix it.
 
Not sure if already known, or if it's another mod, but flying in workshop mode doesn't work while overencumbered.
 
Not sure how active this mod forum is - but this forum was linked in the Nexus mod page so here's my 2 cents. I note that several mods use workshopscript.pex and it overwrites the script from Workshop Plus which, at the very least, disables flying. One such mod is Mighty Clean Oberland Station (https://www.nexusmods.com/fallout4/mods/41050) and I would not be surprised if the entire series of his mods uses the same script. Another mod is War Never Changes (https://www.nexusmods.com/fallout4/mods/19642). In any case, extracting the scripts from these .ba2 files and disabling workshopscript.pex restores the flying in workshop mode. (I have no idea if it overwrites any other functions, the flying is the most noticeable.)

I will note that I ran these two mods only with Workshop Framework and Workshop Plus, and they consistently interfered with the effect. With the files still packed I tried to change both the load order and mod order, but it made no difference.

Are there any suggestions to deal with this, other than what I have already done? Seems to me one way to overcome this would be for Workshop plus to use loose files so we can put it lower in the mod list and have it overwrite these scripts, but maybe there's a better way?

Anyway, just thought I'd mention this.

Thanks for the great mod!
 
Flight Problems:

Flight works by swapping the player's race to be flying. This ends up causing some potential issues you should be aware of:

1. Do not open your pipboy. Wait until you have hit the ground before you open your pipboy or you can end up stuck in an animation glitch. To get out of it on PC, you can use the console to coc to a different location, for Xbox you pretty much have to reload a save. (List of coc commands/locations:
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)
Is this why I can't jump, can fly anytime and can't fast travel because I'm jumping or falling?
 
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