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Question Possible Mod Compatibility - Conflict Research Needed

VetaPhoenix

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We have a section for this type of thing in the SS2 section, but there is not one for the other mods... I am reporting this one for my friend. I have not yet had the time to recreate his issue.

For workshop framework and or workshop plus. something in the mod is breaking shit when you take rank two of scrapper.

So I cant get email confirmation on your site to register to post a bug report so will do it here. Workshop framework is causing a strange glitch with a few mods.

"locksmith" "Better Cooking Stations" and "rename anything enhanced"
When I take the 2nd rank of "scrapper" with workshop framework installed,
Causes locksmith to not be able to lock containers if there is something in the container.
causes BCS to show a strange dbl menu.
with rename anything enhanced installed locksmith will work again but only if the craftable "rename anything" gun is in hand.

How to recreate the bug

  1. load Locksmith lock your doors n containers
  2. Load Better Cooking Stations
  3. Load workshop framework and workshop plus.
  4. load rename anything.
  5. load rename anything enhanced seriously dont call me settler
  6. load Text Input Menu, Sup F4SE.
  7. take rank 2 of scrapper.
  8. try to lock a container that has something in it. only
  9. "search" pops up unless you have the rename gun in hand.
  10. On a different new game save if I took rank 2 of scrapper before installing workshop framework locksmith works correctly but BCS loses any additional menu prompts and only displays "use".
very confusing.
all other mods except the ones concerned are disabled on both new game saves.

Testing Guide:
  1. Use a new, clean save file.
  2. Use minimal mods only. This is a requirement, to ensure that other mods are not affecting your testing.
  3. Use the recommended load order.
  4. Post your test results and any issues encountered during your testing) by replying to this thread.

Please reply with at least one of the following:
  • A clean save-file (see #3 above) & Mod List
  • Relevant screenshots
  • A video
  • Specific steps leading up to the glitch

Mod List (in this order):
  1. Fallout4.esm
  2. Fallout4 DLC.esm
  3. Unofficial Fallout 4 Patch
  4. Hud Framework
  5. Workshop Framework
  6. SS2
  7. Mods Listed in the above description

You can also safely use these mods while testing:
  • Canary Save File Monitor
  • Better Console
  • Place Everywhere
  • Workshop Plus
  • Wasteland Reconstruction Kit
 
Last edited:
For workshop framework and or workshop plus. something in the mod is breaking shit when you take rank two of scrapper.
This is due to the way the game handles added activation options. Whisper has done some research on this.
tl;dr - If an object has 4 activation options, all options disappear and only the default is shown. Add another activation and the "strange menu" comes up and only the default and last 3 added activations are displayed.

This issue was posted to my mod page for Rename Anything Enhanced by Demandred1957.
They did not post a mod list or mention Better Cooking Stations but I assume this is the same person.

IIRC, WSFW only adds an activation to the workshop workbench. (Manage) I'm pretty sure this can be turned off in the settings.
Rename Anything Enhanced only adds an activation if the Rename Gun is equipped. It is functionally the same as how the Vit-o-Matic adds a "Scan" prompt to actors.
Locksmith adds an activation to any door or container. (Note: the workshop workbench is a container) I can't remember for sure, but I think this mod also adds an activation for loot if the player has the Scrapper 2 perk.
I have not looked at Better Cooking Stations as it wasn't previously mentioned.

I assume these mods together are adding 1 too many activations to an object causing all but the default prompt to disappear. Equipping the gun from Rename Anything Enhanced adds one more activation which brings up the dialog looking menu. WSFW is not the problem as it has a way to disable the added activation.

To solve this issue, the authors of the mods that add activations would need to update their mod with an option to disable the extra activation. This is why my mod adds the activation when the gun is equipped. To prevent mod conflicts.

TL;DR - this issue is a mod conflict and has nothing to do with WSFW.
/WallOfText
 
This is due to the way the game handles added activation options. Whisper has done some research on this.
tl;dr - If an object has 4 activation options, all options disappear and only the default is shown. Add another activation and the "strange menu" comes up and only the default and last 3 added activations are displayed.

This issue was posted to my mod page for Rename Anything Enhanced by Demandred1957.
They did not post a mod list or mention Better Cooking Stations but I assume this is the same person.

IIRC, WSFW only adds an activation to the workshop workbench. (Manage) I'm pretty sure this can be turned off in the settings.
Rename Anything Enhanced only adds an activation if the Rename Gun is equipped. It is functionally the same as how the Vit-o-Matic adds a "Scan" prompt to actors.
Locksmith adds an activation to any door or container. (Note: the workshop workbench is a container) I can't remember for sure, but I think this mod also adds an activation for loot if the player has the Scrapper 2 perk.
I have not looked at Better Cooking Stations as it wasn't previously mentioned.

I assume these mods together are adding 1 too many activations to an object causing all but the default prompt to disappear. Equipping the gun from Rename Anything Enhanced adds one more activation which brings up the dialog looking menu. WSFW is not the problem as it has a way to disable the added activation.

To solve this issue, the authors of the mods that add activations would need to update their mod with an option to disable the extra activation. This is why my mod adds the activation when the gun is equipped. To prevent mod conflicts.

TL;DR - this issue is a mod conflict and has nothing to do with WSFW.
/WallOfText
Well, I finally got a email so I could register here and post things directly.
"TL;DR - this issue is a mod conflict and has nothing to do with WSFW."
Well..
I can 100% fix all issues by rolling back to a version of WSFW and WS+ that do not have the "alt activation" options at all, and that seems to be the easiest fix for me.
So shall just look for the most current versions of both without that option.
Thanks!
 
So shall just look for the most current versions of both without that option.
I would recommend against that. The latest version is required if you want to install SS2. Also, every update usually contains bug fixes.

Instead, use MCM / WSFW setings holotape (craftable at a chem station under utility) and turn off the "Manager Settlement Workshop" option.
 
I would recommend against that. The latest version is required if you want to install SS2. Also, every update usually contains bug fixes.

Instead, use MCM / WSFW setings holotape (craftable at a chem station under utility) and turn off the "Manager Settlement Workshop" option.
I may try that, but since I have zero interest in SS2 that is not a deal breaker.
I use WSFW because WS+ has to have it and that's it. The building tools WS+ adds is just to good to play without.
Wouldn't it be just as easy to make the alt activation stuff triggered by a pair of glasses or something, like how your rename gun works?
I honestly do not see the point of the alt options anyway, since you can highlight any settler or workshop placed item in ws mode and it highlights which settler is assigned to what in vanilla if I remember right.
 
I may try that, but since I have zero interest in SS2 that is not a deal breaker.
I use WSFW because WS+ has to have it and that's it. The building tools WS+ adds is just to good to play without.
Wouldn't it be just as easy to make the alt activation stuff triggered by a pair of glasses or something, like how your rename gun works?
I honestly do not see the point of the alt options anyway, since you can highlight any settler or workshop placed item in ws mode and it highlights which settler is assigned to what in vanilla if I remember right.
I agree to a certain extent, I turn it off never to turn it back on, but occasionally. It definitely has some uses depending on how you deal with settlers. The real point here and to avoid these types of problems, switches like this should be off by default and let the user turn them on, same with many other things in this mod. Also my dream for Xbox a original version or totally stripped to the minimum version of WSFW for those of us that just want to use the basics of WS+. Again consoles can only handle so much and the original versions of those two mods were brilliant and worked great, console users can only ask for so much because the hardware says no.
 
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