haplessAccreditation Posted October 30, 2021 Share Posted October 30, 2021 Hey Ya'll. Need some help where next to debug a settlement. I can't figure out why I can't get resources working correctly (sub 50 happiness). I've tried the config style from blahblahdeeblah's thread. I've tried config style of SKK50. I confirmed the plugin matched, expect the plugin specific data, in xEdit. I've used SKK's tools, passed. I've confirmed ownership, via triggered msg. I've checked all my Markers, Quest(s), CELLs, Triggers, Location, and Zone.I'm not new to the CK or xEdit or modding in general, but the settlement system (workshopparent script) is new and I don't know how to produce any helpful debug info to go on, other than "not working". Any feedback is welcomed. Also, linked is the settlement:https://mega.nz/file/u8kA1CDZ#hVZeyijPIQFj26vvvEJgciEufsZwfAieWwUqgbjRAsg Link to comment Share on other sites More sharing options...
pepperman35 Posted October 30, 2021 Share Posted October 30, 2021 (edited) I installed your esp and went there via coc listeningpostbravoext from the main load screen. Happiness was 50 just like it should. I ran SKK's workshopUtilities024 and did see a few things you might want to look at. [10/30/2021 - 01:01:47PM] SKK_WUTestWorkshopKeywords_43217 log opened (PC-64)[10/30/2021 - 01:01:47PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (0D000F99)>],[Cell <ListeningPostBravoExt (0000DA47)>],ERROR WorkshopParent registered workshop has no MapMarker[10/30/2021 - 01:01:47PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (0D000F99)>],[Cell <ListeningPostBravoExt (0000DA47)>],WARNING WorkshopParentRegistered Workshop Location [Location < (000D10A8)>] missing LocationRefType LocationEdgeMarker (Quests may not pick this workshop).[10/30/2021 - 01:01:47PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (0D000F99)>],[Cell <ListeningPostBravoExt (0000DA47)>],WARNING: WorkshopParentRegistered workshop has no WorkshopLinkAttackMarkers connected to WorkshopLinkCenter [ObjectReference < (0D000FB5)>] Attacks may not be able to spawn actors.[10/30/2021 - 01:02:30PM] Log closed Edited October 30, 2021 by pepperman35 Link to comment Share on other sites More sharing options...
haplessAccreditation Posted October 30, 2021 Author Share Posted October 30, 2021 Thanks, yeah Iâve run his the tools too. The two warnings and one error are not correct when you confirm via xEdit or the CK. The markers are correct. :shrug: Link to comment Share on other sites More sharing options...
niston Posted October 31, 2021 Share Posted October 31, 2021 Did you load all your plugins from your load order when checking with xEdit, or just the settlement plugin? Link to comment Share on other sites More sharing options...
SKKmods Posted October 31, 2021 Share Posted October 31, 2021 Thanks, yeah Iâve run his the tools too. The two warnings and one error are not correct when you confirm via xEdit or the CK. The markers are correct. :shrug: Regardless of what you may see static in xEdit, my scripts are reporting what is actually happening in that savegame using exactly the same papyrus function calls (GetLinkedRef and GetRefsLinkedToMe) that the base game does. Which is why you have an in game happiness problem. ps WorkshopScript not having MyMapMarker property filled suggests that part of the WorkshopParent registration process failed. Link to comment Share on other sites More sharing options...
greekrage Posted October 31, 2021 Share Posted October 31, 2021 (edited) A lot of weird things in there...2 zones in the same location (one referenced to the location data)Spawn has to link back to workshop(same keyword)Attack marker linked to workshop (it usually links to center )Parent quest has no priority ,has a second script in aliases (why the "defaultquestshutdown" ? ) I tried as is and got 20 happiness and no beacon activation messageA safer way that will work would be to setup the workshop in the cell next to this location (the cell that the pad occupies )I had this same issue when i did the Mystic pines location and tried using the original location,zone and map marker. As soon as i moved it all to a "unnamed cell" and set up there and simply extending the build area to the named cells everything worked. Edited October 31, 2021 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted October 31, 2021 Share Posted October 31, 2021 (edited) ... Edited October 31, 2021 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted October 31, 2021 Share Posted October 31, 2021 (edited) A lot of weird things in there...2 zones in the same location (one referenced to the location data)Spawn has to link back to workshop(same keyword)Attack marker linked to workshop (it usually links to center )Parent quest has no priority ,has a second script in aliases (why the "defaultquestshutdown" ? ) I tried as is and got 20 happiness anhd didnt get a message confirming beacon activation (hence settlement wont work)A safer way that will work would be to setup the workshop in the cell next to this location (the cell that the pad occupies )I had this same issue when i did the Mystic pines location and tried using the original location,zone and map marker. As soon as i moved it all to a "unnamed cell" and set up there and simply extending the build area to the named cells everything worked.sorry forums are fubar today...im getting too many double posts Edited October 31, 2021 by greekrage Link to comment Share on other sites More sharing options...
niston Posted October 31, 2021 Share Posted October 31, 2021 the default shutdown is from SKK's tutorial, to shut down the initialization Quest after, well, initialization. Link to comment Share on other sites More sharing options...
greekrage Posted November 1, 2021 Share Posted November 1, 2021 the default shutdown is from SKK's tutorial, to shut down the initialization Quest after, well, initialization.yeah but this mod doesnt have a init quest... Just the parent... Thats why i asked... Link to comment Share on other sites More sharing options...
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