-
Posts
335 -
Joined
-
Last visited
Everything posted by MarkusTay
-
(Another) Stupid Question, not exactly mod-related
MarkusTay replied to MarkusTay's topic in Fallout 4's Discussion
Thanks guys - I haven't used the pg-up/pg-dwn keys in so long I forgot all about them! (DOS is but a dim memory for me now) However, that still doesn't answer my original question/observation - how was that YOUtuber able to see so many lines of text at once? Maybe its a Windows setting, and has nothing to do with the game itself? Regardless, the 'page' thing solves my dilemma, so thanks and CHEERS P.S. - I actually tried the mouse wheel when I first began having the problem; it didn't work. I guess I don't have mine setup to pg-up/pg-dwn. I'll have to check into that. -
Any mods that replace the main quest entirely?
MarkusTay replied to voidignition's topic in Fallout 4's Discussion
If you go to Nuka-World and do the raider thing, the minutemen will hate you... so thats a different way to go. You can just ignore going after your son if you want. Also, Project Valkyr offers up a different ending altogether, although I realize that's not completely what you wanted. If you combine it with the other two big mods by the same team (Fusion City and 50 ways to die at Doctor Nick's), you'll have tons of things to do that have nothing to do with Shaun... and some of them are VERY un-dad like. LOL I only used the male persona on my first play-through. Every other play-through since I've used Nora instead. Its definitely NOT a 'dad' thing, and she doesn't even do the 'Mommy' thing all that much (at least, not as much as the male option does 'dad', IMO). Plus, it was just creepy whenever Preston called me babe (Shhhhhh... not in front of the settlers!) -
Creepy Mannequin Update [Weeping Angel mechanics]
MarkusTay replied to reelo2228's topic in Fallout 4's Discussion
I can't believe this - I had this idea the other day, and thought it was so unique no-one else would ever think of it. I guess not, eh? LOL The mannequins as 'weeping angels' is PERFECT (because we don't even have to animate them!) If my modding skills were better (as in, "if I had ANY skill at all") I'd love to bring a bunch of Whovian elements into FO4 (the 'interior cell' system is ideal for a Tardis... hell, the game does this anyway with a few locales that make little sense when viewed from the outside). The time-travel part is out (although I actually have one idea for a fun little "oh crap!" moment), but a Tardis could easily work like some of the other mobile-player-home mods I've seen. And just repaint the Zetans a pasty/sickly white for The Silence. After all, everyone forgets about them right after seeing them anyway, so no lore changes needed. LOL Just put them in little suits... hmmmm... THAT might not be beyond my meager skills... Anyhow, I hope this isn't another dead project, because the mannequins are already creepy AF in FO, and I've always wanted to see the lore of them extended using some of the theories about them (that they are actually equipped with cameras and are used by the Institute/Enclave/etc to spy on everyone else). A weeping angels conversion would be perfect for them (just thinking about that one synth hiding among the mannequins at that theater). Have you considered just making a mannequin-skin for synths? That might work if you wanted to animate them; in other words, most of the time they would behave exactly like the WA, but if 'caught' moving, they would animate and become synth-like (like that one synth I just mentioned). I wonder if you could just apply the mannequin-skin to a synth as-is? Might look a bit funky, but I don't see why it wouldn't work. -
So I played FO4 for over a year when it first came out on Xbox, and now I am playing it again because A) I have a great computer finally, and B) I missed playing the game and wanted to really delve into the mod-aspect of it (which I have fallen in love with, albeit 'late to the party'). So I've been using console commands, for all sorts of things (some of them as silly as giving some free-range brahmin a feeding trough LOL), and the biggest issue I've had with finding stuff with the 'Help' menu is that I can only see about 6 lines of type, usually more than half of which is taken up by the warning messages themselves (so I get maybe 2-3 lines with the info I wanted, if I am lucky). A LOT of times I can't find what I want because so many IG items/mods/etc have the same name/word in it, and unless it fell-out on the bottom of the list, I just can't see it. So today I am watching a how-to video (another thing I find myself doing more & more of as I go down the rabbit-hole), and I notice the Youtuber has 13-14 LINES OF TEXT showing when he opens HIS Console Commands... WTF?!!!! I've just assumed I was stuck with the default number of lines I have, and chalked it up to 'engine limitations' or some-such, but now I see you can see more lines - HOW CAN I DO THAT? If I am able to change this one thing, my (gaming) life will become SO much easier. And I am sure a few of you are probably laughing and thinking, "what an idiot', and that's fine - I am sure its simple. But when you don't know something can be better, you never go looking for that better thing. That describes life in general, eh? Cheers
-
Settlers Not doing jobs, but jobs still counting?
MarkusTay replied to ForcefulMocha's topic in Fallout 4's Discussion
We long-time F4 player call that feature "The Game". Seriously, those Sanctuary dweebs are clueless - always have been. I also assigned Sturges to a Scrapping station my first play-through, and he never went to it. It seems Bethesda decided they should only know how to farm, and so, that's the only job they will actually be seen doing. They all go to sleep, though, so maybe you have a different problem (Marcie Long sleeps in MY bed, while her husband sleeps on a mattress at our feet... as it should be for that miserable wretch LOL). *AHEM* moving on... Hargarves always worked the clothing store at my Red Rocket perfectly (and went to her proper bed - the only one IN the RR). However, I had her at the Castle last play-through and she just stood around somewhere else. I could still buy/sell from her - she just refused to go to her booth. Weird. I also note the last time I stopped there she was up all night and never went to a bed... You know who does that? A Synth! :ohmy: EDIT: 'Scrap Everything' does something funky to the 'ground' at the Castle, so it may be a pathing problem for poor Anne. She should have stuck to acting. :tongue: -
Lowered weapons and CBBE wont work!
MarkusTay replied to Nyarlathotep1313's topic in Fallout 4's Discussion
I had a similar issue, and I had to manually install CBBE - doing so through an MM didn't work for me (I use MM2).* As for the other one, I don't know. I don't use it. I do use LOOT for my load order - it works like a charm (and I am running nearly 300 mods ATM). *One caveat - when I first started playing F4 on comp (before that I was playing on Xbox) I had all my mods on my (SS) 'C' drive, but Steam and Steam apps were all on my 'D' drive, and I had many problems like this one. I have since migrated my MM2 folder and all the associated mods to my 'D' drive (it was actually simpler than I expected, once i figured out i had to point it to a new directory), so I may not have had to do the manual install like that had I done that from the beginning (my SS drive got filled-up and i couldn't download any more mods... heaven forbid!!!) There are still a few files I have to manually put in my Data folder so they'll show up in Bodyslide (which unfortunately has the side-effect of giving me doubles in my crafting benches... until I get around to cleaning things up). -
Title says it all... WHY? I think this may have happened during my last play-through, because I recall there being at least one I couldn't fight (placed by the Fusion city mod, I believe). I just thought it was a problem with the mod, but now on a new play-through I see none of them are hostile - they are ALL green to me, all the time, and its annoying. I believe this is a mod problem, even though I at first thought it was something I DID, because now its carried over to a new play-through. I had tried changing some things in my last game by adding and subtracting stuff from factions (mostly trying to stop the Covenant folk from showing up 'red' to me in HUDs), and also by 'stealing' NPCs as settlers, so I thought it was entirely possible I had mis-clicked on something (it wouldn't be the first time... I deleted Ada once), but that can't be because I haven't touched any of that this play-through and the problem persists from the last, and I don't think that is possible if it was something I reset during my game, right? Anyone have any idea what could have caused this, or how to fix it? It was funny at first (I run between their legs), but now it is just annoying (and VERY un-immersive). The super mutants still hate me, though. There is that (even when they are grouped together). That must mean behemoths are their own faction. Oh... and if I try to kill them, they heal faster than I can kill them (they appear to take damage but I can literally see their health bar refill) - that just makes the whole thing that much weirder, and definitely makes me think it has to be mod-related.
-
I started a new play-through, and some mods still aren't working. Now I a starting to think it may be MM2 itself - its like it just isn't 'turning on' some mods, or is doing it randomly/sporadically. Very strange. I didn't want to have to - because of the shear number of mods I have installed - but it looks like I will have to do a clean install of everything - game, MM2, even the plugins for MM like outfit studio and Bodyslide (because I am now seeing corruption of textures - a problem I've never had before). Unfortunately, it could still be a Windows/antivirus problem as well, since both updated that night - it could be the reason why MM2 isn't activating certain mods is that its just not seeing them, or permissions aren't set correctly (I tried redoing all of that yesterday - I'll have to go through all of it again). I did find some folders that windows turned back to 'Read Only' (stupid Bill Gates and his crappy 'updates'). On the bright side, this is forcing me to do a much-needed 'clean up' - there were a bunch of minor mods I really wasn't using that I just never bothered to get rid of, so time to prune all that garbage out. Thank you for your reply, Undeadbob666
-
Its hit-or-miss. I sometimes download a few mods at a time, and then don't notice oddities until a few days later, so its hard for me to trace. Some I know the culprits, and in one case, someone else got annoyed and made a mod that fixes the mod. LOL (those baseball uniforms I mentioned - they had like zero to do with the mod that put them there - the mod-author just forced them on everyone - but its a very popular mod so someone made a 'fix'). My biggest pet-peeve is that a lot of outfits I like are 'replacers', and I don't want to lose the original (especially since it seems its usually the same outfits modders keep changing, which forces you to choose one, even if you are willing to lose the vanilla version). Hence why I started to learn modding, So I can create 'stand-alones' and make one big .esp for myself with all the outfits I like (in a couple of cases, there is just one item in a big mod that I want, so I will be able to 'prune' those out). I'm not quite there yet, skill-wise. Still learning the basics. And yet other mods completely ignore the 'rules' the community at large and create their own categories in the crafting stations, or worse, just dump everything into 'utilities' in the chem station (a very old way of doing things). This leads to redundant categories sometimes (I have two 'utilities' in chems - a jetpack created its own). And then there is one that I WISH would just create his own category, but doesn't (TERA). So yeah, my game is a complete mess. LOL Sometimes rules-breakers can be fun - i have three hats on at the same time (they used different slots for them). :pirate:
-
I've been using both for quite some time now without any problems. Have you tried looking for a patch? I use MM2, BTW. Maybe that makes a difference. I have no conflict between those two.
-
Just can't seem to get it to work anymore. I'm about 90% sure it had to do with the Windows update - a bunch of file permissions were changed. I am trying to piece stuff back together, but its like the game just won't recognize modded stuff from old saves (I have yet to test if it will be able to with any new saves). It could still be game oriented, because I found an odd problem yesterday related to a mod asset that had the wrong prefix (the two digit/letter combo that comes before the rest of the ID). It could be the prefixes got reassigned somehow... which sucks. Don't know what might have done that. Yet, some saved (modded) stuff remains. Not much - must just be the few things who's ID's werren't reassigned (although I am still confused as to why only some of the CC stuff was affected). Problem is, I was using mostly modded assets for my game - clothes, armor, weapons, settlements stuff... even settlers themselves. All that is gone. Except for my level, it will be like starting all over again. I don't even have shops in most of my settlements now, and everyone is walking around naked with no inventory. It would be funny if it didn't hurt so much. i built a LOT in some of those settlements. If I have to start all over (I did start a new game, because that was one of the many recommended 'fixes' I found - start a new game just using Steam and then quit and log back on with MM) I may as well do a full new, fresh install of everything, since I made a lot of mistakes along the way. looks like I won't be showing up for Thanksgiving dinner this year... another settlement needs my help. EDIT: P.S. - please don't tell me to go back to an old save - I've tried that, and one by one each became corrupted. Anything relating to mods in those old saves simply disappears if I try to use it. I don't understand how that can be, since you can even import saves from other people's games. It has to be something simple i just haven't thought of yet. The game simply will NOT access saved non-vanilla assets (except for a few... which is the part that is really throwing me here - it should be 'all or nothing' with a problem like this). Hmmmm... just had an odd thought. I did something with one of those 'still there' assets yesterday... I wonder... I replicated what should have been a unique item. I should try deleting that and see what happens.
-
This sounds like one of the 'Hot Mammas: Weird Science" mods. I don't know if you have any of those installed, but a few of them altered things i didn't want changed, and even after deleting the stuff stayed... weird (the barber in Vault 81 looks pretty damn scary now). I have a similar problem , but I have over 300 mods installed (and until today, had no problems). I have tons of things that changed that the mod descriptions didn't mention - for example, what the hell are 'decals'? And why are the guards in DC wearing baseball uniforms? I didn't want any of that. Thing about modders that I have learned in the past two months (since switching from Xbox to comp.) is that sometimes they don't know when to stop... Another example - I love the supermutant mod, but absolutely HATE those stupid 'creeper' helmets! Beggers can't be choosers, I suppose.
-
Okay, figured it out - for some weird reason there are two 'boxes', and I wasn't seeing the correct one. I had to hide the other until I was done manipulating the one I wanted. I loaded it up and everything seemed to be working perfectly (except I still couldn't scrap a lot of stuff in the new areas, so that's going to require even more work. But I think I screwed something else up because now my game isn't saving correctly... Grrrrrrrr... modding is HARD. lol P.S. - is there something special about the Airport i should know? It seems the items there are set to appear at different times - could that have been what I messed up? I don't think I altered anything else (everytime I accidentally grabbed the wrong thing, I made sure to hit 'undo' several times). I also made sure not to go into the BoS areas so as not to mess up future quests with them.
-
But the mod itself has been installed for three days. I only tried to use it today. Could one little aesthetic mod cause huge problems like this? It seems unlikely - its just a reskin of vanilla assets. Its also kind of random which quests it acts as if I just got - some of the CC ones are intact, some aren't (and those are in the main game folder, unlike 97% of the other mods). Its almost as if the IG 'time' has become borked. I can't be sure, but since the Horse armor is one of my oldest completed, and I think that one is intact (it didn't give me a message saying it started, so I am assuming the armor is still over in the castle where I put it). The other armor-related quests all act like i am only starting them right now, even though they were completed (and two of those armors were in Sanctuary, and I checked and they were gone). So it feels as if the in-game chronometer has been reset to an earlier time, which is causing all this craziness (its really hard to tell, but it seems a lot of things I got finished early are still intact, while stuff I did later in my play-through aren't showing up). Yet, I am still the same level with all my perks. Its like my character saved, but my game didn't.
-
Oh, and I also had a Windows update last night, and an AVG update this morning (the problem began before the AVG update though). I recall having to change permissions on a folder when I installed everything... could that be it? Could Windows itself have reset something so it isn't seeing any changes? (because its set to 'read only', or some such?) I don't even recall which folders or why I had to do that (probably had to do with MM2).
-
So I was playing last night and everything was fine. I get on the game this morning and play it, and noticed something I wanted to build wasn't showing up in any of the crafting benches (it was a German WW2 cap - I downloaded a whole mod just for the damn hat, because when you paint the postal/police/coast guard ones black, it covers the badge as well). I've had the mod for a few days now, but only went to use it today and couldn't find where to build it (after checking the mod pg. there was choice, depending on if you had Armorsmith extended, else it would be with chems). So I reinstalled it, and still they weren't where they were supposed to be, so i just got one through console commands instead. Fine... I saved my game and logged out to get something to eat, came back and tried to log back in... and my saves are corrupted. If I go back to one from yesterday I can still get in and everything is fine, but any new saves I make are equally corrupted. the problem is REALLY weird - it seems the game completely forgets a ton of quests I completed (including a bunch of CC ones), and acts like I just got the quest for the first time. It asks me where i want to send Tina DeLuca (she's been living at Sunshine Tidings for awhile now!), and also acted like I had just gotten several magazines. Weirder still, it sticks me in the bunker at Sanctuary (no matter which save I choose), and the bunker seems to be under attack (I hear what sounds like a minuteman artillery barrage, and i am getting hit and injured... BAD). Is this some sort of joke? I try to use a Nazi hat and it turns me into Hitler hiding in my bunker? WTH?! I'm not even wearing it - a gave it to a follower! (and none of my followers are with me). So no matter what, if I try to save, I windup back in that bunker under attack, and I lose a ton of quests that I finished (I think i still have my Horse Armor, but no Space, Doom, or X02. How the hell does the game keep 'forgetting' all the mod quests I already completed? And why is it moving me to that bunker in Sanctuary EVERY TIME?! Was something updated by Bethesda? I am using the 'enable achievements' mod - I only just now notice this makes the game save as 'unmodded' (because i still have a few saves considered 'modded' before I downloaded that a long time ago). What could be causing so many bizarre things at once? Have I exceeded some sort of mod limit? It works fine -I just can't do any new saves ATM (so unless i just leave my game on forever - and pray it doesn't crash - this game is ruined, and I am lev.128). Oh, and I've tried both full & quicksaves - no difference. It still forgets my completed quests and moves me.
-
There might be a work-around (I've seen similar in other games, with live video). Have the music program running in another window, and somehow enable an in-game switch on the game radio to allow the volume from the other window to 'bleed in' (basically, you'd just be hearing the music you already had playing but couldn't hear because you had FO4 open). Of course, that goes beyond normal modding, You have to hard-code some of that into the game itself. Something that would enable FO4's audio to NOT completely override other sources.
-
Could be a bad sector on the RAM itself... that happened to me once. It won't show up all the time - only in memory-intensive apps that get to that bad sector eventually. There should be some memory-testing freeware on the Net somewhere (its a longshot, but like I said, it happened to me).
-
So I gave up on doing most of the complicated things I had planned, for the time being, and decided just to do something really simple so I can see if I can actually insert stuff into the game without breaking it. I watched several tutorials regarding settlements, so I decided to see if i can just slightly increase the size of a a settlement build-area. I was successful in that I got the pretty glowing green wall to move where I wanted it, which I felt was a major victory considering everything i had to go through just to get it how I wanted it. It was right where I intended it IG and looked fine... only thing is, IT DIDN'T WORK. The 'build area' was still in the original spot. All I did was move the damn visual aid. Can anyone tell me how to get the workshop to recognize the new, larger area? Thanx in advance.
-
Thanks for the response. I have all those apps to do those things - my problem right now is locating the files i want to mod - not everything is obvious. Also, I'm assuming there are 'rules' setup by the community about what goes where for compatibility issues (hence the list of slots for clothes, etc.). I see lots of 'must have' mods that set up these rules (like AWKCR), but I was wondering if there were resources to explain all this stuff to someone new at it. I (temporarily) gave up on trying to mod outfits and decided to do something simple - expand the borders of an existing settlement. Ya know... start out small just to see if I can see changes I made IG. I moved the glowing green wall, but the workshop isn't recognizing the new border at all. So much for 'something simple' LOL. I feel like modding is way harder than it ought to be... at least in Bethesda games.
-
I was just wondering if there were any resource pages, and specifically, some sort of list that tells you what the IG clothing item's file is called (because its not always so easy to figure that out - some are obvious, but many are not). Also, I recall seeing a list of the slots used by various clothing items, but can't seem to find it again. Is there a page with just that kind of info somewhere? New to modding, so apologies if I sound stupid. I am a professional (RPG) artist, so I'd like to apply my GIMP (and limited Blender) talents to Fallout now.
-
Lab Coat with pants for female characters
MarkusTay replied to Comrade365's topic in Fallout 4's Mod Ideas
Strange that this has come up, because the past two days I've been trying to find a lab coat mod. Any chance of getting a 'coat only' mod? Like the way some jackets work - I can put it on over other clothes, but still under armor (and I realize that that always has to be tweaked in Bodyslide, because a lot of clothes will clip through jackets they weren't designed to work with). I would want it to just be open in the front (not much, and maybe even a fully open and 'one button' version?) I am very surprised no-one has thought of doing a lab-coat like this before. There are a few western-style outfits (like the drifter) that might work as a base for what I am picturing (the 'Classy Chasis' version of said attire would work well, if you could strip-out the rest of the clothes from the coat). There are others, of course, but that was the first that jumped to mind. I'd like to be able to have my doctor/scientist types to be able to wear one over their normal clothes (or 'be naughty' and only wear the lab coat with some lingerie underneath). EDIT: I found something that may work better than the drifter outfit - the farmer outfit has an over-jacket that looks perfect! If you reference this pic from Classy Chasis Outfitter , look at the farmer on the right - if you could just recolor that jacket white and strip-out the rest that would work. Of course, I guess just a white/off-white retexture of that could possibly work as a 'scav-doctor' or some-such. Hmmmmm... just noticed those huge honkin' gloves... make em bloody? EDIT2: The 'Dirty Suit' from that same mod (the 'Vulgar Villains' pack) may be the best choice for a dirty 'wasteland lab-coat' yet - here's a pic of it! It just needs to be whitened up, me thinks. Still, I was picturing both a clean and dirty version (and by that I mean soiling, NOT 'naughty' LOL). I should really have a go at this myself - I'm very good with PS and GIMP, and I'd want patches for different factions as well; I really wish someone had come up with a system for adding patches/logos to items in-game - it would make creating things like vault(-specific) suits and such a LOT easier. -
Thank you for the response. I've also noted NONE of my crops appear to me anymore, so I can no longer pick them. However, they still seem to be counting toward the settlements, so that's fine. Stuff growing 'wild' but not marked as wild (Razorgrain in UP, Melons and Corn in BB, some gourds behind a house next to RR, etc.) do respawn, so its definitely a settlement-related problem. Maybe I just have too damn many LOL. There is also a noticeable delay for nearly everything; anywhere from 10 seconds to a full minute later I will hear and/or see the sound/graphic for an action I take... including kills. Its getting kind of weird... all those raiders leaning against stuff with no heads.. It makes properly interacting with companions a hassle, but since all I have left is Gage, thats fine. I also can't get Handcock because Bobby Nonose won't unlock the door after speaking with her, but thats an unrelated bug (I think its unrelated - I've found myself locked out of a few other spots too, but managed to find work-arounds). I've never had this many bugs in one game before, and normally I go back and un-do them... but not this time. This is the very first time I am attempting the 'perfect' minutemen ending, and I don't want to go back just to fix some stuff that doesn't matter (since I've seen just about everything already in my other play-throughs). And there is an upside - after completing the Institute quest to plant that giant gourd at Warwick, at the same time I got a message that it was being attacked. I stayed there THREE DAYS and no attack ever came. In fact, none of my settlements gets attacked anymore, so this bug might just be a blessing in disguise (it also keeps me from being a pack-rat, since I can't use my grinders I won't pick up every single thing I find). On the other hand, this may be completely unrelated to the main bug, and just be a coincidence due to Warwick being attacked while on a Warwick-related quest. Either way, no more "there's another settlement that needs your help" is definitely a GOOD thing. The only thing I foresee being annoyed over is the one settlement in Nuka-World, because I haven't gotten it yet, and since nothing I build counts toward my settlements (Spectacle Island's happiness is plummeting because they think they don't have enough beds), I won't be able to do anything with it (unless its handled in a different manner, which it may according to some things I read, which would be great). Then again, a couple of my settlements are still receiving new settlers via beacon, so who knows. Lastly, in case anyone 'in the know' is still trying to figure out the exact bit of code that is bugging here, I had a bunch of settlers all moving to other settlements at the same time, and that probably plays hell with the AI, since those people are walking all over the Commonwealth outside their settlements (and I found a few of them in very weird places, nowhere near the paths they should have been taking). Thus, some of my problems may be related to that as well. Settlements having more/less settlers than what the game thinks they should have. If the game is assigning jobs to folks who aren't present, that could cause issues as well. Either way, I've decided to rebuy the game for PC for my next playthough, because without console commands, I am very limited in what I can fix. Or I can just wait for Vault 76. :)
-
New here, and also unfortunately late to the table... This is my 7th play-through and I only just encountered this bug now. My first few playthroughs were unmodded, but my last one was even more heavily modded than my current one. I have never used DCMS, and am not using any mod to increase settlement size (land or pop.) I did use a mod that allowed me to increase my settlers by just 10 on my last play-through, which ran pretty clunky (too many mods LOL), but I still made it all the way through with NO glitches. I think my most populated settlement had 35 people in it. This time out - using just vanilla methods of increasing Chr. - I have a couple with 29 people. This time I cut the number of mods I use by nearly half - mostly small ones, and not any that really get into the guts of the engine mechanics (mostly new clothes and that sort of rubbish)..The biggest, 'baddest' one is Tales from the Commonwealth, which I really enjoy, but I probably won't use it the next time... tit doesn't leave a whole lotta room for other stuff on Xbox. Plus, some of the quests are a bit... glitchy. So, I don't have any of the mods that have been pointed to as 'culprits', and the only one that did something similar I used the last time... when everything worked perfectly.. I am NOT using now that the bug has arose. I do have to add that it occurred right after creating a new automaton, and see that mentioned, so I am going to have to go with that as a MAJOR contributor. I built the robot at Graygardens, and immediately sent it to the airport (I planned to use it as a backup provisioner between the Airport and the Castle, because occasionally my main route falls apart temporarily and I hate having the right side of the map disconnected from the left side, where I store most of my goodies). So this was just going to be an extra line to make sure everything stayed working. The robot arrived at the airport, and a short time later I went there to assign the route, and it wouldn't take the orders. I didn't think much of it. I figured something glitched and it would correct over time (I hadn't heard of this bug then), so I ignored it, being that this assignment was merely me being anal and redundant. One of the first things that I ran into after this was that I went to Nordhagen Beach, and it was being attacked (I wasn't summoned there). I joined the fray and accidentally hit a settler. No big... its happened before. If it is someone I like, I simply go to my last save and redo the battle. However, this time EVERYONE attacked me! That's never happened before when I accidentally killed one of my own during a fight. At the time, I didn't make the connection with the weirdness with the uncooperative robot. Now I am seeing I cannot assign settlers in any of my settlements (sometimes they try to go to the thing, but then quickly run away again). I also notice my Grinders (mod) stopped working. I can use it one time per settlement, and then it gets 'stuck' (I don't even think its giving me whatever was getting crushed up in resources). All of this relates back to what some clever types have said about it being connected to the workshops (I've read through as many of the relevant threads as I can find). Its definitely this 'infinite loop' problem, and it has to do with the game engine, but I suspect many things can cause it, including some of the mods mentioned (thus, I can't actually call them 'the culprit', but rather, the things they modify will increase the chance of the bug occurring). I have some experience programming (prehistoric by today's standards), and understand Bolean Logic well, and my best guess is that the player (or a mod) is accidentally modifying a variable while the game is doing that reloading thing mentioned earlier (when the workshop or anything workshop-related is activated). Thus, the change made conflicts with the newly reloaded workshop file, and it goes into the never-ending loop. I am fairly certain this can be achieved on the player end, but becomes more likely with related mods (because the mods will be a constant, thus increasing the likelihood of the bug). I may have even done this myself, because I had an inkling of this problem earlier in my game - I had the related glitch where all my settlers in Sanctuary became unassigned... but I was able to reassign them all with no problem. And that was some time ago. I think that time I couldn't get someone assigned fast enough to a store, and tried someone else... while the game was doing that workshop upgrade thing. Thus, the two sets of data didn't match and the settlement 'crashed'. So the only advice I can give for avoiding this bug is too NOT make any changes the first few minutes you are in a settlement, or give orders to a newly created robot right away. This relates directly to settlement size (both people and objects) - the slower the workshop reloads, the more likely it becomes that you will make the mistake and cause the glitch. So just be aware that as you play and the size of everything grows, you will need to be much more patient with how the things work in-settlement. Oh... and make sure you max-out all your companions early, because THEY can (very likely) create the problem as well. I tend to crash far more often when I have a companion with me, because they are attempting to interact with everything (especially that overly friendly Preston Garvey... 'Babe' my arse...). Anyhow, I think a part of whats going on is that at some level your alliance parameters have been reset (which could also be related to the workshop loading loop) - instead of being allied, you are just 'neutral' to your own settlements, which would explain why they started shooting at me so quickly, and also why you can't assign folks ("you're not the boss of me!") Although this might sound like a bit of stretch to those of you who know programming, think about it... how often do enemies appear green until they 'recognize' you? It happens to me a lot when I appear inside a pack of them when I fast travel to a settlement. It takes a few moments for the game engine to figure out who's who inside a settlement, and who the enemies are, and if part of that is happening inside that infinite workshop loop bug, then its never really recognizing you as 'friendly', just neutral. To the settlers, you are the same as any trader (and I have seen fights between traders and my settlers... NEVER give grenades to settlers... they tend to blow-up pack Brahmin and traders get a bit upset over that). Now to get back to my game... which I lost about 12 hrs of. I don't know how I managed that - I save often - but it took me so long to recognize this problem as a MAJOR bug; I just thought I was having lots of little problems at first (and thank you Bethesda, for getting us so used to bugginess, that I didn't even see this big one coming from a mile away).