mastomak Posted October 15, 2023 Share Posted October 15, 2023 Hi. I am hoping someone can help me. I am trying to create a custom manufacturing plant. I have followed the tutorial at https://www.nexusmods.com/fallout4/articles/4126 and I don't think I missed any steps. However when I add my manufacturing plant into the game no menu appears on a linked terminal (I have checked all the wires are linked) to set what the plant produces. I have used my main character (in a factory with other working manufacturing plants) and a test game with no other manufacturing plants - but it made no difference. I have also tried copying all the code from the food processor in to my manufacturing plant (only difference is name and id according to FO4edit) and still no joy. I have no idea where to look now or what I have missed. Thanks for any help or pointers in advance. Link to comment Share on other sites More sharing options...
GlorfindelCotton Posted October 18, 2023 Share Posted October 18, 2023 Hi, I have the same issue. I've been drilling down a bit, and encountered what could be part of the issue. In the Container object (DLC05WorkshopBuilderFood01) there's a script called dlc05:workshopbuilderscript. When I start with no active file (eg simply selecting the desired masters) I am able to select that script and edit its properties as required. However as soon as I save my own esp I'm unable to ever use that script again (error loading script, like when the source is not available). I have all scripts extracted to scripts/source/DLC05, included workshopbuilderscript. Interestingly enough this happens with a few other scripts in the same folder, while for example the other one in that container (DLC05WorkshopConveyor) works just fine. Any luck? Any ideas anybody? Link to comment Share on other sites More sharing options...
Pyroteknics Posted October 18, 2023 Share Posted October 18, 2023 I put a reply in the other thread for some troubleshooting ideas for the script side of things as now reading your one as well it sounds like they are similar. If you can upload some screenshots of what you see in game (just a terminal linked directly to the manufacturing machine that's powered), a screenshot from CK showing the container (CONT) making sure the Native Terminal is set correctly to whatever you named your new terminal is and also the terminal in CK. In a strange kind of way, it is actually easier to work in 'reverse' creating and linking stuff in CK: 1) Terminal Sub-Menu (the item itself to build e.g. Nuka-Cherry bottle, Nuka Quantum etc) - this needs the papyrus fragment in here like DLC05Init.SetRecipe(0, akterminalRef, LinkTerminalKeyword) (recipe 0 points to index 1 in above window, recipe 1 is index 2 etc) with the sub-menu set to DLC05nativeWorkshopBuilderTerminalSubmenuDisplayRecipe - this is an in-built option.2) Terminal (this selects the manufacturing machine itself) and the sub-menu set to the terminal sub-menu created above. No scripts are used here.3) Container - the machine itself. The Native Terminal option is set to the terminal (not terminal sub-menu).4) Constructible Object - set the Created Object to the container above. You can set the flavour text / description the player sees here. The other post linked above I have put some script info in there along with where the source script files (.psc) and compiled script files (.pex) go so may be tricky going back and forth between posts. Cheers. Link to comment Share on other sites More sharing options...
GlorfindelCotton Posted October 20, 2023 Share Posted October 20, 2023 Nexus has decided I cannot post images here (neither jpg not png is accepted). Time to move on from modding lol. Many thanks for your assistance. Link to comment Share on other sites More sharing options...
Pyroteknics Posted October 20, 2023 Share Posted October 20, 2023 You can use a site such as ImgBB to upload your screenshots and then post/link them here and they should show with no issue and is what I have done in the past. Link to comment Share on other sites More sharing options...
GlorfindelCotton Posted October 20, 2023 Share Posted October 20, 2023 Didn't think about that (not a big poster eheh). I have decided to try a completely different way anyways, this terminal stuff is complicated, inefficient and unreliablle (if I put a terminal in my factory then I cannot manually switch any switch, machines get or lose power from nowhere (had a factory running with no connection to the generator), even had all conveyors stop running while the machines where still going. I should be able to get it working without the terminal entirely. Many thanks Link to comment Share on other sites More sharing options...
niston Posted October 21, 2023 Share Posted October 21, 2023 Tbh, this all sounds like you have a severely corrupted power grid. You should check it with power grid tools.Also, If you're running SUP F4SE, make sure to update to the latest version.Re conveyor belts, do note that the animations are unreliable and will randomly stop working - even though the belt is still powered and conveying things as it should.Furthermore, know that power travels along the conveyor belts' snap points and can power a (remote) builder that way. But this only works to a certain distance, I think 15 snapped connections IIRC. Link to comment Share on other sites More sharing options...
GlorfindelCotton Posted October 21, 2023 Share Posted October 21, 2023 Yes I was not referring to belt animation, they were actually not working as in not moving anything around. This caused the machine output to just pile up at the machine exit.Speaking of corrupted power grid - that's exactly what I mean by unreliable. A power grid powering 5 belts and 6 machines from two posts shouldn't really get corrupted.F4SE is latest version. Link to comment Share on other sites More sharing options...
mastomak Posted October 21, 2023 Author Share Posted October 21, 2023 Hi. Thanks for suggestions so far. I am still not getting much progress. As requested by Pyrotechniks I have uploaded screenshots of the terminal as it appears in game and my code from the CreationKit. In my test build character (Game 1 in the images) the terminal has a builder entry but the recipe menu fails (by adding in debugging statements this appears to be due to it not finding the linked ref array). In my main character (Game 2) the menu does not even appear. The images are at: https://ibb.co/3Rsx2yJhttps://ibb.co/G2WfCZf Thanks for any suggestions/help in advance. Link to comment Share on other sites More sharing options...
Pyroteknics Posted October 21, 2023 Share Posted October 21, 2023 From your in-game screenshot where the terminal is showing New build item <Token.Name=RecipeName> and no ingredients, this was exactly what I had when I first started and was down to the script. Your screenshot showing CK I can see your Terminal Sub Menu entry when you have your Stimpak (index 1) selected the Papyrus Fragment seems to have a lot of text in there which I believe is causing the issues. Try using the following fragment instead: DLC05Init.SetRecipe(0, akterminalRef, LinkTerminalKeyword) You can modify the SetRecipe(0 part and increment it if you have more items in your terminal index - remember, SetRecipe(0 references index 1 in your list, so SetRecipe(1 would reference index 2 and so on to match how many items you have Check your scripts location (normally .\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals) as by default it will create a .psc file (uncompiled script) that has the name TERM followed by 2 underscores and the form ID of your subterminal (e.g. TERM__1234ABCD). Check the contents of this file as it may be blank. The article I wrote (that you've already seen/used) shows an example output of what the contents of the script file should be. Once done and CK is happy, the completed script as a .pex file should appear in .\Fallout 4\Data\Scripts\Fragments\Terminals. Try that and see how you get on. Link to comment Share on other sites More sharing options...
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