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Question Time still frozen and still flying after exiting workshop mode

Guido500

New Member
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2
Hello, I've been using Workshop Plus for some time now and this is an awesome mod!

However, I'm running into a problem every now and then: when exiting workshop mode, sometimes the world is still stuck in slow-motion and I'm still able to fly. Meanwhile, I can't open my PipBoy, TAB's no longer working. I've checked this message board and somebody suggested the following solution: turning off the freeze time option and entering and exiting workshop mode again. But this doesn't fix the issue in my case. Only thing that seems to work for me, is loading an older save, which means I lose quite some work.

Does anybody have a solution for this recurring issue? It sometimes happens every ten minutes or so...

Since I'm a new user of WS+ (I've only recently switched from xbox to pc), I'm not sure how this mod is actually supposed to work. The auto save also doesn't seem to work in my case and I'm not sure how fast I'm supposed to move in Workshop mode, but I'm actually flying quite slow (which is no problem to me).

Could this be a load order issue? Possible conflict? I'm also using Place Everywhere.

Thank you!
 
I run workshop plus pretty low in my load order and occasionally get this as well it’s just scripting lag. After about 30 seconds of exiting workshop mine goes back to normal sometimes it takes a min or two though. But entering and exiting workshop a few times fixes it for me as well. I don’t use slow time though.
 
I haven't been able to get out of this situation. Is there a console command or anything that I can use to force it back to normal?
I pretty much abandoned this mod because of this but you will need to control alt delete out of the game and force close the game then reopen it. For me it would happen occasionally but being forced to lose a few hours here and there was to risky. I’m almost certain it’s a mod compatibility issue but I could not find the other mod messing with this. Was really hoping the recent update fixed it since it adjusted the flying.
 
If you can't open your pipboy or [TAB] then press the [ESC] key, then try. I found this works for me. Also, I don't use the timescale option to slow everything down since it slowed me down as well, so with that, I'm not sure, but I'll venture a guess... there's a call script or data wise the vm doesn't like so it's creating a hiccup- causing something functions or calls to not complete, not return properly, or get skipped entirely.
 
If you can't open your pipboy or [TAB] then press the [ESC] key, then try. I found this works for me. Also, I don't use the timescale option to slow everything down since it slowed me down as well, so with that, I'm not sure, but I'll venture a guess... there's a call script or data wise the vm doesn't like so it's creating a hiccup- causing something functions or calls to not complete, not return properly, or get skipped entirely.
Is there a way to fix it because losing 2 hours of settlement building almost caused me to rage punch my tv one time. It seems to mostly happen when you use the mod for extended time like 10 mins plus at One point I thought it was an issue with this mod and place anywhere but couldn’t find anything on f4seedit. It would essentially lock out almost all interactions since I was using controller.

I ask because you are a lot better scripting wise then most here. And if you got nothing that’s a bummer.
 
I wish I did, as I'm still learning also- my experience is as a programmer/analyst through the years so some things come really easy for me, others not so much. I've written some scripts awhile back for TTW for some new mods I was working on... one was a repulser field and auto-view and weapons change(enemy far away load set long range weapon and scope it, short distance the opposite). But that's been awhile.

The problem is somewhere in the 'input chain' I'm guessing, and I haven't had time to trace it through. Where when a mod exits, it's not relinking or somehow something it's using isn't properly linking back to the previous chain as it still thinks it needs to get input from Workshop Plus(which has been exited), and pressing escape(which is my first go to when something goes awry input wise) kicks it out of stuff(like MCM, dialogs, menus, etc., maybe to go to the main menu? not sure there). The [TAB] is being sent to, I believe, to Workshop Plus(which is no longer 'in use') and that's the problem. Your right. It doesn't seem to happen all the time. But that would be my initial angle to begin looking into it. Think companion goes down and gets stuck in a downed state... an engine bug that usually happens when the VM(or game engine) is getting overloaded.

The 'skipping' or not able to complete I think is part of the VM engine and I haven't even begun to think about trying to take a look at that code- just observing the symptoms. As I've noticed when the script engine gets 'heavy', strange things begin to happen. So if it has nothing to do with exact timing since everything is chain framed in VM stacks, then the VM engine has to be kicking something out or not properly returning the result of an expression or frame data.
 
And if you got nothing that’s a bummer
I'm working on an application to make all this easier, it's just really complex and time consuming. I've spent most of the past two weeks doing SS2 'mod' testing-playthroughs, and just started doing some coding this evening. I have a few ideas that might help with some of this... though it's not going to directly solve this particular problem, but might help 'conflict' wise elsewhere.
 
I wish I did, as I'm still learning also- my experience is as a programmer/analyst through the years so some things come really easy for me, others not so much. I've written some scripts awhile back for TTW for some new mods I was working on... one was a repulser field and auto-view and weapons change(enemy far away load set long range weapon and scope it, short distance the opposite). But that's been awhile.

The problem is somewhere in the 'input chain' I'm guessing, and I haven't had time to trace it through. Where when a mod exits, it's not relinking or somehow something it's using isn't properly linking back to the previous chain as it still thinks it needs to get input from Workshop Plus(which has been exited), and pressing escape(which is my first go to when something goes awry input wise) kicks it out of stuff(like MCM, dialogs, menus, etc., maybe to go to the main menu? not sure there). The [TAB] is being sent to, I believe, to Workshop Plus(which is no longer 'in use') and that's the problem. Your right. It doesn't seem to happen all the time. But that would be my initial angle to begin looking into it. Think companion goes down and gets stuck in a downed state... an engine bug that usually happens when the VM(or game engine) is getting overloaded.

The 'skipping' or not able to complete I think is part of the VM engine and I haven't even begun to think about trying to take a look at that code- just observing the symptoms. As I've noticed when the script engine gets 'heavy', strange things begin to happen. So if it has nothing to do with exact timing since everything is chain framed in VM stacks, then the VM engine has to be kicking something out or not properly returning the result of an expression or frame data.
My first though was papyrus just kind of going blah after a while but the VM makes more sense and it makes sense why it would happen more often the longer in use vs just a click in 2 mins click out because stuff is still fresh. I’m really hoping bathesda Is not using the virtual machine papyrus stuff in starfield like please lord let them have updated just a tad on the coding side
 
I'm working on an application to make all this easier, it's just really complex and time consuming. I've spent most of the past two weeks doing SS2 'mod' testing-playthroughs, and just started doing some coding this evening. I have a few ideas that might help with some of this... though it's not going to directly solve this particular problem, but might help 'conflict' wise elsewhere.
Before I go I noticed I would get it a lot more often when buffout4 had the faster workshops enabled like maybe something in the coding for exiting workshop effects it. It’s more stable if you go in buffout and turn that off may not be useful just something I remembered off the top of my head.
 
My first though was papyrus just kind of going blah after a while but the VM makes more sense and it makes sense why it would happen more often the longer in use vs just a click in 2 mins click out because stuff is still fresh. I’m really hoping bathesda Is not using the virtual machine papyrus stuff in starfield like please lord let them have updated just a tad on the coding side
Me too, but they usually roll 'stuff' into their next release- we're kind of 'beta' testing systems that'll be improved on and used in a future game release. I'm also hoping the VM is on their list of things their trying to improve when the Fallout 4 update comes out next year. Detach it from the framerate and let it run 'un-chained'.
 
Before I go I noticed I would get it a lot more often when buffout4 had the faster workshops enabled like maybe something in the coding for exiting workshop effects it. It’s more stable if you go in buffout and turn that off may not be useful just something I remembered off the top of my head.
Let me try turning that off here and see if it makes a difference- it's definitely worth a try!
 
Me too, but they usually roll 'stuff' into their next release- we're kind of 'beta' testing systems that'll be improved on and used in a future game release. I'm also hoping the VM is on their list of things their trying to improve when the Fallout 4 update comes out next year. Detach it from the framerate and let it run 'un-chained'.
Yeah I have high hopes for the update but low expectations, but with them saying higher FPS modes I really hope they are optimizing some code work and not just brute forcing it.
 
Yeah I have high hopes for the update but low expectations, but with them saying higher FPS modes I really hope they are optimizing some code work and not just brute forcing it.
Me too. Bethesda seems to have a tradition of creating very simple systems then trying to weave these systems together into more complex ones. By saying, we've engineered all possibilities from the coding department... now use that to build on everything else, and if it doesn't exist... be creative. I can see this from a design standpoint- it's allows them to conceive and do just about anything since the most complex systems are always built around the most simple 'things', though oftentimes this results in a round-a-bout or convoluted way of doing things.
 
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