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PA workbench - and only PA - not seeing Adhesive and a couple other components


spacefiddle

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Update: current status is,

  • PA workbenches, built anywhere, don't see all components
  • Won't let you build something if it thinks you don't have components, shows as grey / 0 components
  • Tested this with both junk and the raw scrap broken down
  • For example: doesn't see Adhesive or Aluminum. Can't build anything, these show grey in build menu as if i had none
  • If i take the components OUT of the workshop storage, and have them in inv, I can build normally
  • I have no idea what's going on
  • srsly halp
  • I've looked at the various mods that alter PA, but I don't see anything obvious. I'm mystified as to how it can see the workshop container, but not every component inside it? It's definitely not seeing in either Junk or Scrap form.

It gets weirder: I have a total of 13 Nuclear Material in this workshop's storage, in various junk items. No raw scrap, all in junk.

The PA station sees 6.

 

how the f

 

Does anyone know where to start looking at the build menu for Power Armor workbenches...? All other workshop crafting benches are working normally.

 

Load order (may not be current as I'm changing stuff while I troubleshoot):

 

 

 

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 Unofficial Fallout 4 Patch.esp
7 7 Worsin's Garage.esm
8 8 Snap'n Build.esm
9 9 Arbitration - Resources.esm
10 a ArmorKeywords.esm
11 b TrueStormsFO4.esm
12 c SettlementKeywords.esm
13 d Homemaker.esm
14 e SnappableGuardPosts.esp
15 f AkaPoweredNeonLetters.esp
16 10 FIXEDGoodfeels_no_DLC_needed.esp
17 11 BetterSettlers.esp
18 12 BetterSettlersCleanFacePack.esp
19 13 BetterSettlersMortalPack.esp
20 14 BetterSettlersNoLollygagging.esp
21 15 Insignificant Object Remover.esp
22 16 Scrap Everything - Core.esp
23 17 SettlementAttacksBeyond.esp
24 18 BetterStores.esp
25 19 Sanctuary Raider & Dog Removed.esp
26 1a free_downgrades.esp
27 1b PipBoyShadows.esp
28 1c WIPAG - Model-X.esp
29 1d WIPAG - Decal Station.esp
30 1e CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp
31 1f TacticalKatana.esp
32 20 700_CritsOutsideofVATS.esp
33 21 ColorfulSurvivalIcons.esp
34 22 CaitEdit.esp
35 23 slevins_chemVFX-Light.esp
36 24 BowieKnifes.esp
37 25 RainofBrassPetals.esp
38 26 Glorious_Glowing_Plasma_Weapons_by_Diranar.esp
39 27 FO4Hotkeys.esp
40 28 SMC.esp
41 29 Armorsmith Extended.esp
42 2a Armorsmith Automatron.esp
43 2b Armorsmith Far Harbor.esp
44 2c TacticalKatanaAWKCR.esp
45 2d BowieKnifesAWKCR.esp
46 2e Buildable_PAFrames.esp
47 2f Scrapper Corpse Highlighting.esp
48 30 You Talk Too Much.esp
49 31 LongerHeadlampLightWithShadows.esp
50 32 DV-Deadly Vertibirds.esp
51 33 DV-Armored Pilots.esp
52 34 DV-No Levelled Vertibirds.esp
53 35 LovingCurie_1.0.3b.esp
54 36 Move (Get Out the Way).esp
55 37 InteriorsEnhanced.esp
56 38 TEST_spacefiddle_Scarcity.esp
AlienAssaultRifle - TESTCopy.esp
57 39 3dscopes.esp
58 3a ValdacilsItemSorting-ZZ-DLCFarHarbor.esp
59 3b ValdacilsItemSorting-Mods.esp
60 3c BetterModDescriptions.esp
61 3d wipag-automatron.esp
62 3e CutWeaponModsRestored.esp
63 3f Immersive Reflex Sights.esp
64 40 3dscopes-AddToSpawnList.esp
65 41 3dscopes-framework.esp
66 42 3dscopes-FarHarbor.esp
67 43 SpotlightShadows.esp
68 44 ValdacilsItemSorting-Junk+DEF_INV.esp
69 45 BS-ExtraCustomProps.esp
70 46 BS-FarHarborExpansion.esp
71 47 InteriorsEnhanced-FarHarbor.esp
72 48 SpotlightFix.esp
73 49 AutoDoors.esp
74 4a SettlersRename.esp
75 4b Quick Save.esp
76 4c ValdacilsItemSorting-Aid.esp
77 4d ValdacilsItemSorting-Ammo.esp
78 4e ValdacilsItemSorting-CosmeticsByType.esp
79 4f ValdacilsItemSorting-Misc.esp
80 50 WIPAG - Materials Overhaul.esp
81 51 OMEGA_Worsin_Valdacil_Compat.esp
82 52 WIPAG - Paint Garage - Full (Hard).esp
83 53 ValdacilsItemSorting-ArmorBySlot.esp
84 54 WIPAG - Mod Overhaul.esp
85 55 ValdacilsItemSorting-NotJunk.esp
86 56 ValdacilsItemSorting-Perks.esp
87 57 ValdacilsItemSorting-Weapons.esp
88 58 ValdacilsItemSorting-ZZ-DLCAutomatron.esp
89 59 VC_BetterWorkshopLightsComplete_Shadows.esp
90 5a BrighterSettlementLights_LessHarsh.esp
91 5b Reverb and Ambiance Overhaul.esp
92 5c DD_Perk_Reset_WIZURD_HAIRRYY.esp
93 5d BetterModDescriptionsAE.esp
94 5e BetterModDescriptionsSTCSAdd.esp
95 5f Arbitration - Button Lowered Weapons.esp
96 60 DDP_Bridge_mark1.esp
97 61 CutWeaponModsRestored-FarHarbor.esp
98 62 CWMR-FH-Patch-ValdacilsItemSorting-DLCFarHarbor.esp
99 63 CWMR-Patch-ValdacilsItemSorting-Weapons.esp
100 64 Faster Terminal Displays (20x).esp
101 65 DD_All_the_COncrete.esp
102 66 Arbitration - Survival Damage by Player 2x.esp
103 67 Arbitration - Survival Damage to Player 3x.esp
104 68 Arbitration - Better Combat AI.esp
105 69 My_Minutemen.esp
106 6a Worthless Clothing.esp
107 6b ValdacilsItemSorting-ExplosivesSortTop.esp
108 6c Arbitration - Reduced Grenade Spam.esp
109 6d Arbitration - Farther Grenade Detection.esp
110 6e Arbitration - Stealth Overhaul.esp
111 6f Arbitration - Fall Damage Overhaul.esp
112 70 Arbitration - Molotov.esp
113 71 Arbitration - No Condition Regeneration.esp
114 72 Arbitration - Automatron AI.esp
115 73 Arbitration - Compatibility for Mods that Make Nights Dark.esp
116 74 Better Artillery Flares (vanilla weight version).esp
117 75 Glowing Animals Emit Light.esp
118 76 Scrap Everything - Far Harbor.esp
119 77 Glowing Animals Emit Light - Far Harbor.esp
120 78 Scrap Everything - Automatron.esp
121 79 AlienAssaultRifle.esp
122 7a AlienAssaultRifle-DMG85.esp.esp
AlienAssaultRifle-DMG75.esp.esp
123 7b AltNightVision.esp
124 7c AltNightPerson.esp
125 7d AltReconVision.esp
126 7e DarkerNightsDetection.esp
127 7f TrueStormsFO4-FarHarbor.esp
128 80 DarkerNights.esp
129 81 TrueStormsFO4-GlowingSeaExtraRads.esp
130 82 TrueStormsFO4-FarHarborExtraRads.esp
131 83 TrueStormsFO4-EarlierSunsets.esp
132 84 TrueStormsFO4-EarlierSunsetsFH.esp
133 85 ClassicSniper.esp
134 86 spacefiddle_Follower-Stealth-Distance-Fixes.esp
EFF.esp
135 87 QuickTrade.esp
136 88 AWKCRPatch-UFO4P.esp
player central inventory.esp
137 89 AutomatronSecuritron.esp
138 8a EvilViking13_PatchworkSanctuaryBridge.esp
139 8b Journal.esp
140 8c Assaultron Junk Parts.esp
141 8d Assaultron Junk Parts No Comp.esp
142 8e SolarPower.esp
143 8f spacefiddle_HomeDespot.esp
144 90 Vault-Tec Workshop Overhaul.esp
145 91 SpotlightFix-200-Shadow.esp
146 92 Northland Diggers.esp
147 93 Homemaker - Greenhouse and Bunker Disabler SKE.esp
148 94 3DNPC_FO4.esp

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Built myself, Oberland station, and it works if I have either the components or junk in the character's inventory. From what I've seen so far:

  • On every other workbench, behaves exactly as expected
  • On constructed PA workbench, works normally for all components it sees
  • For components PA isn't seeing from Workshop cloud storage, it works if I'm carrying them
  • PA station sees most components from crafting view. It sees zero Adhesive, most notably, in storage.
  • I can access R the container from the PA station, and behaves as expected
  • I can remove Adhesive from the PA R menu, and put it right back in. Still doesn't see it in craft mode.
  • R container menu from PA station sees everything in the cloud storage, looks exactly the same as R menu from all other stations there.

I'm not sure how it would hate Adhesive, specifically. And it's from multiple sources - the raw c_component_scrap, duct tape, veggie paste, the whole 9 yards. Inventory, can craft. Storage, it sees zero. Completely stumped.

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Oberland Station, eh... I have a truckload of problemos with that settlement myself, ever since I started using settlements added through mods. Well, not a truckload, just that the settlement no longer shows in the settlements list so that I'm unable to send settlers there (not that I do that often) nor add a supply line from whatever other settlement. Adding a supply line starting from Oberland to whatever other setlement, works, but the supply line never connects to the main line...

 

Anyway, back to your ailings...

 

Odd question maybe, but, is the PA station reasonably far from where the WorkShop is situated? If so, try to move it closer to the WorkShop and see what gives... Am suggesting this (I'm using Build High - Expanded Settlements which enlarges Oberland almost four-fold) because when I try to build vendor stalls too far from the WorkShop, I can't (only the three tiers of the food stalls, mind) and also, when moving too far away from the WorkShop to set up any form of construction, the amout of beds goes down: only the ones closest-by are 'seen'...

 

Other than that, I fear my knowledge is too limited to be of any assistance here :(

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Interesting. It's likely that in your case, while the buildable area has been expanded, the game is using the markers from the original boundaries to look for workshop-owned items. Naturally, not all settlements are consistent in how their borders are defined. That'd be too easy, right? I remember finding that stuff while working on something else. The expander you're using could probably be updated to eliminate that issue. It's not the distance, per se: it's a binary "in the area" or "out of the defined area."

 

I don't have any added or expanded settlement mods, but I have heard other reports of weirdness about Oberland. Figures, as I've made it my current HQ. In other playthroughs, I've built there in similar locations as the current work area with no issue. Never had an issue sending people there, either. I'm wondering if more recent content / DLC from Bethesda introduced new issues there.

 

Sadly, I am doing a low-Cha run without local leader, so I can't test provisioners. Of course. I have a routine that traverses linked settlements to find their connected containers; it can also list the contents of the current container. The mod doesn't alter anything, just reads values. It's able to get the Oberland container without issue.

 

I think for this issue, it's going to be something arcane that's not occurred before. I'll have to do some digging, looks like.

 

As for your expanded borders mod, tho, see if the author is aware of the multiple ways Workshop areas are defined. Some use the defined build area, but others seem to go "use the center-of-area marker and go X distance from it." If Oberland uses the latter, that would explain why it doesn't see anything outside the original borders, even if they're marked as buildable.

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Oberland Station, eh...

 

FYI, if you're curious: unfortunately it seems that this bug is affecting ALL power armor workstations, at any settlement. They see some components as they should; they see others not at all; and weirdly, I think once or twice they saw some but not all.

 

Edit: nope, still don't have it. Editing top post so anyone finding it gets current status.

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  • 1 month later...
  • 2 years later...
The problem isn't with the power armor stations but rather the power armor frame itself. The mod you have "Buildable_PAFrames.esp" likely turns power armor frames into furniture items which links them to what ever settlement it was deployed in.


I found that storing and redeploying the frame in a linked settlement with this mod https://www.nexusmods.com/fallout4/mods/10792?tab=description solves the problem. Hopefully this will be of use to anyone else who stumbles across this thread in another 2 or 3 years!

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  • 1 year later...

Actually I just ran across this problem. :sad: I don't have 'Buildable_PAFrames.esp' at all (this topic was the first I've heard of it) so not having it and looking here and other areas, ran into a question on if the poster had something that changes inventory for workbenches since the workbench had 100 of this and 50 of that but I was carrying 100 adhesive (4 shipments of) and that was the only thing showing. I looked at my mods and the only one that changed the workbench inv was 'global stash' which is a scrapping mod. I disabled that and scrapped and rebuilt a PA workstation and it showed the Workbench inv. Hope this helps others. :happy:

Edited by Wolftiger470
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Oberland Station, eh... I have a truckload of problemos with that settlement myself, ever since I started using settlements added through mods. Well, not a truckload, just that the settlement no longer shows in the settlements list so that I'm unable to send settlers there (not that I do that often) nor add a supply line from whatever other settlement. Adding a supply line starting from Oberland to whatever other setlement, works, but the supply line never connects to the main line...

 

This is what happens when you delete a mod which includes a workshop. It messes up the master list. I don't know of any fix.

 

You can test this by clicking on the faulty workshop while in console and typing "sv workshopID". If it reutnrs -1, your settlement has been dropped from the list.

Edited by Wererommel
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