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weird issue with workshop in non vanilla location


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Its weird to me cause after 30+ mods i havent seen it before...

When ever i cross into a different cell workshop closes but can be reopened in the "new cell"...

All cells are in the location data and have been renamed ....

Is it the location ? (Mystic pines )

I even redid all data and put down my own markers in a different cell from the original Mystic pines with new location,zone and quests...

The settlement works fine in all other aspects...From beacon to supply lines and personel transfers...

Also note only one primitive and one sandbox so no issue with different build areas not connected etc...

 

Any ideas ?

 

FIXED!!!!

It was the "No previs " that was checked in the cell data

I remember before i stopped modding 3 years ago that i never touched that setting or even regenerated anything...

Now after 3 years i was watching someones tutorial and he suggested that we should check it for safety reasons (so users do not scrap something that may causes issues)..

So i made it a point to check all my cells with that setting ON....

Now this is the question that i havent checked...

Is it because i generate precombined visibility and with that previs setting on its causing the issue ?(like a conflict with previs ? )

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Someone has reported this problem with my Forest Grove Water Lock mod.

I cannot reproduce the problem, and others do not experience it either.

 

I have however seen it happen in my own game when I applied a no-previs patch for a mod that changes a great number of locations.

Also remember reading somewhere that it happens when you rename existing cells, but was unable to validate this.

 

So I suppose it's something to do with load order and conflicting worldspace/cell records.

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Typically something later in the load order is touching that particular cell to overwrite/regress your Workshop Location, typically back into the general "Commonwealth" or "wilderness" pool.

 

If that is the issue, then moving your workshop mod to the bottom of your load order will fix that.

 

I found that with one of my few xEdit base game hacks SKKEncounterZonePlayerLevelNoResetNoRespawn which only modifies encounter zones, but that causes cells to be touched which in turn regresses location changes.

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2 out of 3 new mods i did had this issue...

Here is the catch...

It only does it on specific mod profiles and with specific character/saves that are tied into those profiles

The one mod that had no issue is a vanilla settlement overhaul (no settlement data touched)...

The 2 that have the issue are points of interest with their own map markers and data (location,zone,renamed cells)...

The one is insane (Lake Cochituate ) The dev went and renamed 16 cellsand pointed them to one shitty location with 3 houses )...

Again this problem only happens to specific saves/profiles not all...

In fact i created 3-4 new vortex profiles with a bare minimum of mods for testing and have ZERO issues.

So im afraid this is a conflict that was baked into my other saves and i think that previs mod was installed on the problem profiles as well...

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