LarannKiar Posted October 23, 2023 Share Posted October 23, 2023 (edited) It would be fantastic is someone could explain how WorkshopparentScript.ResetWorkshop which needs to find all workshop attached resources to recalcuate workshop ratings can find non persistent workshop resource objects that are unloaded outside the active uGrids. I don't have an exact answer but there's a ExtraData type "Workshop" introduced in Fallout 4 which appears to contain many (most?) information about the workshop including the power grid and placed items. Seems to even have an array of struct of deleted items.. If an array of unloaded refs exist, it "should be" there. I'll look into it later. Edited October 23, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
SKKmods Posted October 23, 2023 Share Posted October 23, 2023 I am actually being ironic/rhetorical as there is data logged and documented evidence READ DOCUMENT that a workshop CANT find unloaded resource references. Its a tough audience tonight tho. Link to comment Share on other sites More sharing options...
South8028 Posted October 23, 2023 Share Posted October 23, 2023 https://youtu.be/68ESv50KvRA?si=KOPNCZlqQ1OSkOMLWell, maybe I don't understand what you're talking about. But its time to test the settlement. My uGridsToLoad = 7, the number of cells with elements for construction is 140. = 35840. This is outside the scope of my uGridsToLoad? I could continue to build up to 500k, but Im lazy and I remember without this that I was building an area of several hundred thousand and everything was the same. Link to comment Share on other sites More sharing options...
LarannKiar Posted October 23, 2023 Share Posted October 23, 2023 I am actually being ironic/rhetorical as there is data logged and documented evidence READ DOCUMENT that a workshop CANT find unloaded resource references. Its a tough audience tonight tho. Hmm.. I should've slept a bit more I guess. Didn't get it. :) Nice article by the way. Link to comment Share on other sites More sharing options...
niston Posted October 24, 2023 Share Posted October 24, 2023 I believe that Spectacle island build area is actually is bigger than uGrids so has workshop resources unloading, never actually measured it myself tho. Yes. Electrical stuff tends to break as well, there. uGrids 7 will fix it. Link to comment Share on other sites More sharing options...
niston Posted October 24, 2023 Share Posted October 24, 2023 I have interiors [...] phantom collisions that appeared at the beginning, but as the development increased, the bug disappeared. Sounds very much like the navcut engine bug.Snapdragon made a fix for it: https://www.nexusmods.com/fallout4/mods/72904 Link to comment Share on other sites More sharing options...
South8028 Posted October 24, 2023 Share Posted October 24, 2023 I have interiors [...] phantom collisions that appeared at the beginning, but as the development increased, the bug disappeared. Sounds very much like the navcut engine bug.Snapdragon made a fix for it: https://www.nexusmods.com/fallout4/mods/72904No, there was another strange error. I just forgot already. The error there is the disappearance of collisions of the first few building blocks. I start building and if you stand on one of the first blocks you can fall through. After a short time the error disappears. Or it disappears immediately if you leave the interiors and return again. But, be that as it may, I dont use these empty interiors. Large flat islands with ocean are more convenient than emptiness. Link to comment Share on other sites More sharing options...
hereami Posted October 31, 2023 Share Posted October 31, 2023 If that's only for building around, why not use a portable Workshop instead of confusing game by huge primitives? If there is no building Primitive linked, then a Workshop right out of the box offers a circular area like 50 meters. I'm curious though if default value is adjustable or hardcoded, only DrawTriangles and such can be specified in WorkshopScript. Link to comment Share on other sites More sharing options...
SKKmods Posted October 31, 2023 Share Posted October 31, 2023 A placed workshop with no configuration has a default build radius of ~ 5,000 game units which is ~ half uGridsToLoad active radius of 10,240 game units. Link to comment Share on other sites More sharing options...
hereami Posted November 1, 2023 Share Posted November 1, 2023 A placed workshop with no configuration has a default build radius of ~ 5,000 game units which is ~ half uGridsToLoad active radius of 10,240 game units.Does configuration here mean attachment of build area? Because there seems be no relevant variables around. Link to comment Share on other sites More sharing options...
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