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Question WS+ 1.0.12 cures all rads. Intentional?

Unknown Zombie

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I'm using workshop plus 1.0.12 and every time I enter workshop mode I'm completely cured of rads. Even if I turn off the invulnerability option in WS+ settings I still come out of workshop mode with all rads cleansed.

I don't like this at all. It really neuters the early game in survival mode. I don't mind being invulnerable while actively building, but getting a free cure just because I popped into workshop mode to craft a couch to rest on ruins the fun.

Thinking that maybe it's always worked this way and I'm just crazy and never noticed, I temporarily downgraded to 1.0.11 to test. I do not get cleansed of rads when using workshop mode with 1.0.11.
 
Solution
Edit 2024-05-17:
This has been officially fixed in the WS+ mod via an option toggle. Please disregard this thread and I have removed my custom script from this post in order to prevent future confusion.


I took a break from Fallout 4 and coming back to it to start preparing my install for Ch 3, I realize this pull request is still open six months later.

Anyway, anybody who likes to play Survival mode and doesn't want to continue to suffer this, the script with my edit is attached here. Just have your mod manager load it as a loose file in the Scripts\WorkshopPlus folder (or just manually place it there yourself) so it can override the script from the WS+ mod itself (see screenshot below if you don't understand...
Nevermind; I looked at the changelog on github and see that the change was intentionally added to flight mode.

I play survival mode exclusively, and so I almost always have some amount of rads because using rad-away is heavily penalized. Yes, I have had the death-on-workshop bug sometimes, but I don't think that it occurs often enough to make me feel like this tradeoff is worthwhile. It feels too cheaty.

I'll be going back to 1.0.11 for now.

Is there a compromise? When entering flight mode could the mod fetch the character's rads actorvalue, store that in a variable, and once workshop mode is exited reapply those rads?
 
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Its possible. Open a new issue on the WS+ git with your request. Maybe Kinggath will add it.
Yeah I added a comment to the original bug report yesterday. Kinggath closed the issue and commented that "WS+ is always cheaty; just don't fly if you don't want healing; maybe restoring rads will get looked at later if this actually fixes the problem."

I'm going to downgrade to 1.0.11 for now.

The only interesting change from 1.0.11 to 1.0.12 was more reliable startup of flight mode when you open the workshop. So then what's the point of that change if I never turn flight mode on because I want to aovid getting a free heal? Besides, flight mode is the only feature of WS+ that I even use. Flying while in build mode isn't cheaty, it's pretty much an almost mandatory QOL change for dealing with placing large assets like ASAM plots.

Having to manually press the fly hotkey every once in a while never really bothered me, and avoiding the "workshop survival death bug" wasn't difficult -- just don't stimpack yourself before you enter the workshop.
 
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I know this is a free mod, made by someone in their spare time, so I hate to be a complainer and offer no solutions.

So I made a solution:
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I submitted a pull request to Kinggath, so hopefully he can add this to the mod with no extra sweat from his brow.

For those of you curious what the root problem even is (because I realize it is a niche issue):
  • In WS+ version 1.0.11 and prior, while you play in survival mode and use Workshop Plus' flight mode and a healing effect is active on your character, you die.
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  • In WS+ version 1.0.12 this was circumvented by simply removing all rads from the character before entering flight mode. This is a problem for those of us who play survival mode for extra challenge, or even for players who are in regular game modes but like to take advantage of quirky things like Rad Powered.
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The only interesting change from 1.0.11 to 1.0.12 was more reliable startup of flight mode when you open the workshop. So then what's the point of that change if I never turn flight mode on because I want to aovid getting a free heal? Besides, flight mode is the only feature of WS+ that I even use. Flying while in build mode isn't cheaty, it's pretty much an almost mandatory QOL change for dealing with placing large assets like ASAM plots.
I totally agree. I was using Workshop Plus for the same reason and it is not an option anymore for survival mode as long as it does not restore the rads after existing workshop mode.
 
I just now noticed this issue as well. Kept thinking it was a side-effect of running with the Heather Casdin mod. I almost always end up siding with the Children of Atom and make extensive use out of their toys (Robes of Atom's Devoted, Rad Powered armor, Inquisitor's Cowl, and Crusader of Atom perk), so this is not a welcome change for me and those that might also side with the Atomites
 
Edit 2024-05-17:
This has been officially fixed in the WS+ mod via an option toggle. Please disregard this thread and I have removed my custom script from this post in order to prevent future confusion.


I took a break from Fallout 4 and coming back to it to start preparing my install for Ch 3, I realize this pull request is still open six months later.

Anyway, anybody who likes to play Survival mode and doesn't want to continue to suffer this, the script with my edit is attached here. Just have your mod manager load it as a loose file in the Scripts\WorkshopPlus folder (or just manually place it there yourself) so it can override the script from the WS+ mod itself (see screenshot below if you don't understand where it goes).

1684687670451.png

What the edit does is save your rad level to a variable before you enter flight mode, cure your rads so you don't die during flight mode, and finally restores that rad level once you exit flight mode.

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Edit Jan 8, 2024: Updated script for Workshop Plus 1.0.14
 
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Solution
It is a huge cheat, way bigger than I thought it would be. I don't play survival, I build mainly, that is my fun. I have stopped all rads management in game. I used to have rad showers in many settlements, none the past two games. That said I also never experienced this bug. Not complaining but see the importance of the complaint, I sort of like it. Not having to manage rads is convenient, but I will say that if someone ported this for Xbox I would install it and go back to managing rads because it is a challenge in the game and when you remove too many the game becomes less.
Good for you for figuring out a fix.
 
I thought I was missing something when I noticed my rads kept vanishing. Found this post and realized I wasnt losing my mind. Im running a mod list from wabbajack and starting FO4 through MO2. I dont seem to have a script folder in my workshop plus folder under mods. Tried to make one and drop the .pex file there but doesnt seem to be working. Anyone able to give me hand as Id like this patch because it does feel a bit cheaty. Im manually adding my rads back through the console in the mean time. Appreciate any guidance.
 
Thanks for the reply but I dont think I explained my mod set up properly. Im using a Wabbajack modlist that uses a separate folder for the fallout 4 exe and launches through Mod organizer 2. I do not have a "Scripts" folder with Workshop Plus inside, my steam folder with FO4 has a "Data" folder but no scripts folder, let alone mods in there. I have a "mods" folder with workshop plus inside there. In the workshop plus folder there is no folder for scripts, though other mod folders do have one.

I tried to create a scripts folder and place the .pex file in there but it doesnt seem to be working. My question is, where can I place your script file so that it launches when I enter workshop mode with my current set up? Again, I appreciate you taking the time to reply, as I know this question seems out of left field.
 
Ok, first go to the scripts folder that you created inside your Workshop Plus folder that is in your mods folder (where you said tried put the .pex file but it didn't work).

Then, inside that folder, make a folder named 'WorkshopPlus"

Finally, move the .pex file into there.

So you will end up with folder structure like MO2\Mods\Workshop Plus\scripts\WorkshopPlus\ with MainQuest.pex being in there.
 
Sorry, y'all, I took another break from FO4 wafting for Chapter 3 and didn't notice Workshop Plus updated.

The updated script for Workshop Plus 1.0.14 is attached to post #8.

The good news is that @kinggath left a comment on my pull request, so hopefully this will make it into the main mod with the next release.
 
Thanks a lot, it really works. I was close to losing my mind looking at my list of hundreds of mods one by one until suddenly this came out on google search...but you written rads. instead of radiation, took some time for me to realize it.

I use vortex, so I created a WorkshopPlus folder in like below and pasted it there as you instructed
SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\WorkshopPlus
Now I am able to have radiation. It is really important for my build to have radiation because I am using power armor with nerd rage so I try to have my hitpoints at 20% to be in permanent nerd rage.

Just so others can find it on google search, I'll leave these words here for future generation to stumble upon: cures all radiation intentional, without reason heal all radiation, remove all radiation, losing radiation [solved], without reason radiation disappeared [solved], my radiation cured [solved], radiation level dropped [solved], radiation disappeared [solved], radiation bug [solved], radiation glitch [solved].
 
It's gotten simpler, actually. There's a setting (via MCM, but I think you can also craft a Workshop Plus holotape to access settings) to disable the rad removal..
 
Thanks, didn't know it's there. To be fair I would never had guessed that it was WorkshopPlus that caused the radiation to heal. Since I got a pretty long list of stuff on MCM I don't think I'll ever find out about it on my own.

Thanks a lot.

I had spent an entire week fixing my mod collection since the latest update ruined it and I didn't know how to stop steam from auto updating it. Now I know but it was to late and too much trouble for me to sort things by reverting back after a lot of my mods are stuff that have been updated for the next gen.
 
Yeah, (by default?) WS+ makes you invincible in workshop mode, though I think kinggath once said that the rad scrub was actually related to the flight feature, and I noticed when you go into the settings it warns you that turning off the rad scrub might make you more prone to crashes when going into workshop mode. I don't really know how it all works under the hood; apparently the flight feature involves a race change on the player character every time you go into workshop mode and it changes you back to human when exiting workshop mode, and somehow leaving the rad behind could adversely interact with the race change. * shrug * I just know what he's said about it during livestreams.
 
[...] a lot of my mods are stuff that have been updated for the next gen.
Well, WS+ (and WSFW and SS2) have not been directly updated for next gen. The SS2 team still does their development and updating against the pre-next gen version - but those files are still compatible with the next gen version of FO4 itself. The minor possible issue is interaction with F4SE. None of these mods require F4SE, but WSFW has some functions that make use of F4SE if it's installed and those haven't been updated to account for the post-next-gen updates of F4SE. So, if you're using WSFW and you've installed the next-gen version of F4SE, there may be unexpected and unpredictable issues. I ran the two together recently (on the next gen version but before next gen update 2) and, for the most part it didn't explode. WSFW couldn't take advantage of F4SE; For example, my city plans (which are basically WSFW settlement layouts at their core) couldn't use F4SE to run the power wires; I had to connect them all manually. And I was finding myself more prone to crashing either when approaching a settlement or other busy area quickly, or if I was going through a loading zone. However, I was also using updated versions of High FPS Physics Fix and Long Loading Time Fix, so I can't specifically blame those crashes on the WSFW-F4SE interactions; they could have been due to HFPF, LLTF, F4SE, or even FO4 next gen itself.

So, long story short, just know you might have issues using F4SE and WSFW together on FO4 next gen.
 
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