greekrage Posted January 28, 2022 Author Share Posted January 28, 2022 Update: I get zero errors using the utilities for keywords and parents.Basically redid the whole data part using another cell and had to remove the old map marker that was giving me a blank location name when i tried to move settlers or assign trade routes from other locations.(also made a new map marker for the new setup).I even had to patch the navmesh to make a route to and from the island that was cut off and even made a floating bridge (fishfarm parts) from this location across to the edge of salem and saw random settlers using it..I also managed to move settlers from other locations and they respond as intended (took a while to show up).Now my only issue is that they still dont sleep....This one is driving me nuts because they do everything else like work,roam etc... but a sleep time they get up and just stand there. YES i have a lot of beds and even add more via workshop and all in areas that are easily accessed . Its crazy...Is there anything in the workshop script that maybe preventing them ? Link to comment Share on other sites More sharing options...
Zorkaz Posted January 28, 2022 Share Posted January 28, 2022 1. Did you try it from a clean save (Where the plugin wasn't active)2. Did you try taking and reputting the beds down. Maybe there's a link problem?3. Are they workshop beds? Some beds in the CK won't have the proper scripts and actor values attached to them and won't work Link to comment Share on other sites More sharing options...
greekrage Posted January 28, 2022 Author Share Posted January 28, 2022 (edited) 1. Did you try it from a clean save (Where the plugin wasn't active)2. Did you try taking and reputting the beds down. Maybe there's a link problem?3. Are they workshop beds? Some beds in the CK won't have the proper scripts and actor values attached to them and won't workas i stated above..Yes the beds are valid ive duplicated and attached all needed keywords ,actor values and the workshopobject script like i do for all the beds i use in my mods,i also had a couple of workshop military cots and then i even added beds in game from the workshop.......As for save yes ive tried over 10 saves from prior to the mod and even test saves straight out of the vault. (dont forget ive done and redone the data for this mod over 15 times in a week now...and always the sleep issue after ive fixed everything else...... Im going to attempt to REMOVE all my beds from the mod and only add in game and see if that works...(shouldnt matter though)... Edit: no beds etc.. didnt make a difference even on a fresh save... Its like the sleep option isnt even in the location....weird.. Edited January 28, 2022 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted January 28, 2022 Author Share Posted January 28, 2022 (edited) DEcided to upload the file with a warning to users about the sleep issue...Hopefully someone takes a look at it and points out the error so i can upload a finished version... Here is the mod https://www.nexusmods.com/fallout4/mods/57670 Edited January 28, 2022 by greekrage Link to comment Share on other sites More sharing options...
LarannKiar Posted January 28, 2022 Share Posted January 28, 2022 (edited) DEcided to upload the file with a warning to users about the sleep issue...Hopefully someone takes a look at it and points out the error so i can upload a finished version... Here is the mod https://www.nexusmods.com/fallout4/mods/57670 Try this. Here's what I did: - Placed a new XMarker (EditorID: SandboxMarker. FormID: XX052777). - Linked the Workbench to this Marker with the WorkshopLinkSandbox keyword. The original linked ref was an activator, DefaultEmptyTrigger (FormID: XX0345DF). For some reason (haven't investigated it) Settlers couldn't find a Bed with this Search Location. (See WorkshopSleep0x8 >> Search Location >> WorkshopLinkHome keyword). About WorkshopLinkHome: Settlers are linked with this keyword to the Location Ref Type WorkshopLinkSandbox or WorkshopLinkCenter. From WorkshopParentScript: ; if sandbox link exists, use that - otherwise use center marker ObjectReference homeMarker = workshopRef.GetLinkedRef(WorkshopLinkSandbox) if homeMarker == NONE homeMarker = workshopRef.GetLinkedRef(WorkshopLinkCenter) endif actorToAssign.SetLinkedRef(homeMarker, WorkshopLinkHome) Note: the beds you placed are not assigable. They are linked to the workbench with the WorkshopItemKeyword but their WorkshopIDs are not set (which means WorkshopID == -1). Workshop objects have a script: WorkshopObjectScript. It has a hidden script property: WorkshopID. Every workshop location (the workbench actually) has a WorkshopID. Workshop IDs are not static, they are set during the game. If an object's WorkshopID script property doesn't match the actual WorkshopID of the workshop location, Settlers can't be assigned to this object. (As far as I remember, some vanilla settlements had this issue as well). Edited January 28, 2022 by LarannKiar Link to comment Share on other sites More sharing options...
greekrage Posted January 29, 2022 Author Share Posted January 29, 2022 (edited) DEcided to upload the file with a warning to users about the sleep issue...Hopefully someone takes a look at it and points out the error so i can upload a finished version... Here is the mod https://www.nexusmods.com/fallout4/mods/57670 Try this. Here's what I did: - Placed a new XMarker (EditorID: SandboxMarker. FormID: XX052777). - Linked the Workbench to this Marker with the WorkshopLinkSandbox keyword. The original linked ref was an activator, DefaultEmptyTrigger (FormID: XX0345DF). For some reason (haven't investigated it) Settlers couldn't find a Bed with this Search Location. (See WorkshopSleep0x8 >> Search Location >> WorkshopLinkHome keyword). About WorkshopLinkHome: Settlers are linked with this keyword to the Location Ref Type WorkshopLinkSandbox or WorkshopLinkCenter. From WorkshopParentScript: ; if sandbox link exists, use that - otherwise use center marker ObjectReference homeMarker = workshopRef.GetLinkedRef(WorkshopLinkSandbox) if homeMarker == NONE homeMarker = workshopRef.GetLinkedRef(WorkshopLinkCenter) endif actorToAssign.SetLinkedRef(homeMarker, WorkshopLinkHome) Note: the beds you placed are not assigable. They are linked to the workbench with the WorkshopItemKeyword but their WorkshopIDs are not set (which means WorkshopID == -1). Workshop objects have a script: WorkshopObjectScript. It has a hidden script property: WorkshopID. Every workshop location (the workbench actually) has a WorkshopID. Workshop IDs are not static, they are set during the game. If an object's WorkshopID script property doesn't match the actual WorkshopID of the workshop location, Settlers can't be assigned to this object. (As far as I remember, some vanilla settlements had this issue as well). Thanks for the help but the edited file has no changes... the defaultempty trigger is the same and i see no new markers...Looked at the workbench and no new or different link refs to or from ( any chance you uploaded the original esp ? )Also note : the setup i use is the exact same as styck and bladedah used that has worked for all my mods without issue...this is the first time i came across this problem which leads me to believe that either something is corrupted or the location and original map marker played a role... I have even seen someone use a setowned trigger for the sandbox... Edit: tried it again and it worked but still dont see any visible changes in CK... First time i tried it i renamed it BUT used a virgin save...and it did what it did before... Then i opened the file you sent as it was named in CKand checked everything (still didnt see any changes) and i also did a tiny navmesh edit and saved....Then went and tried again with the same save..and it worked and they even used the beds i had placed (unless you edited those as well ).... Weird thing is that they dont use ingame placed beds unless i assign them to a settler... LOL EDIT!!! : you put the marker inside the center ?...ahahahaha no wonder i couldnt find it... Edited January 29, 2022 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted January 29, 2022 Author Share Posted January 29, 2022 Fixed version uploaded and works great... Thank you again LarannKiar Also a big thanks to all that made the effort and also replied ... Link to comment Share on other sites More sharing options...
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