spacefiddle Posted August 24, 2016 Share Posted August 24, 2016 Update: current status is,PA workbenches, built anywhere, don't see all componentsWon't let you build something if it thinks you don't have components, shows as grey / 0 componentsTested this with both junk and the raw scrap broken downFor example: doesn't see Adhesive or Aluminum. Can't build anything, these show grey in build menu as if i had noneIf i take the components OUT of the workshop storage, and have them in inv, I can build normallyI have no idea what's going onsrsly halpI'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.esp100 64 Faster Terminal Displays (20x).esp101 65 DD_All_the_COncrete.esp102 66 Arbitration - Survival Damage by Player 2x.esp103 67 Arbitration - Survival Damage to Player 3x.esp104 68 Arbitration - Better Combat AI.esp105 69 My_Minutemen.esp106 6a Worthless Clothing.esp107 6b ValdacilsItemSorting-ExplosivesSortTop.esp108 6c Arbitration - Reduced Grenade Spam.esp109 6d Arbitration - Farther Grenade Detection.esp110 6e Arbitration - Stealth Overhaul.esp111 6f Arbitration - Fall Damage Overhaul.esp112 70 Arbitration - Molotov.esp113 71 Arbitration - No Condition Regeneration.esp114 72 Arbitration - Automatron AI.esp115 73 Arbitration - Compatibility for Mods that Make Nights Dark.esp116 74 Better Artillery Flares (vanilla weight version).esp117 75 Glowing Animals Emit Light.esp118 76 Scrap Everything - Far Harbor.esp119 77 Glowing Animals Emit Light - Far Harbor.esp120 78 Scrap Everything - Automatron.esp121 79 AlienAssaultRifle.esp122 7a AlienAssaultRifle-DMG85.esp.esp AlienAssaultRifle-DMG75.esp.esp123 7b AltNightVision.esp124 7c AltNightPerson.esp125 7d AltReconVision.esp126 7e DarkerNightsDetection.esp127 7f TrueStormsFO4-FarHarbor.esp128 80 DarkerNights.esp129 81 TrueStormsFO4-GlowingSeaExtraRads.esp130 82 TrueStormsFO4-FarHarborExtraRads.esp131 83 TrueStormsFO4-EarlierSunsets.esp132 84 TrueStormsFO4-EarlierSunsetsFH.esp133 85 ClassicSniper.esp134 86 spacefiddle_Follower-Stealth-Distance-Fixes.esp EFF.esp135 87 QuickTrade.esp136 88 AWKCRPatch-UFO4P.esp player central inventory.esp137 89 AutomatronSecuritron.esp138 8a EvilViking13_PatchworkSanctuaryBridge.esp139 8b Journal.esp140 8c Assaultron Junk Parts.esp141 8d Assaultron Junk Parts No Comp.esp142 8e SolarPower.esp143 8f spacefiddle_HomeDespot.esp144 90 Vault-Tec Workshop Overhaul.esp145 91 SpotlightFix-200-Shadow.esp146 92 Northland Diggers.esp147 93 Homemaker - Greenhouse and Bunker Disabler SKE.esp148 94 3DNPC_FO4.esp Link to comment Share on other sites More sharing options...
JimmyRJump Posted August 24, 2016 Share Posted August 24, 2016 What happens if you have the adhesive in your own inventory? Is it a regular PA station or one you've built yourself and at what settlement? Link to comment Share on other sites More sharing options...
spacefiddle Posted August 24, 2016 Author Share Posted August 24, 2016 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 expectedOn constructed PA workbench, works normally for all components it seesFor components PA isn't seeing from Workshop cloud storage, it works if I'm carrying themPA 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 expectedI 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. Link to comment Share on other sites More sharing options...
JimmyRJump Posted August 24, 2016 Share Posted August 24, 2016 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 :( Link to comment Share on other sites More sharing options...
spacefiddle Posted August 24, 2016 Author Share Posted August 24, 2016 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. Link to comment Share on other sites More sharing options...
spacefiddle Posted August 28, 2016 Author Share Posted August 28, 2016 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. Link to comment Share on other sites More sharing options...
VaporWatch Posted October 25, 2016 Share Posted October 25, 2016 I'm having this issue suddenly as well. Was this ever resolved by the OP (or anyone else)? Link to comment Share on other sites More sharing options...
deathclay Posted May 18, 2019 Share Posted May 18, 2019 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! Link to comment Share on other sites More sharing options...
Wolftiger470 Posted August 20, 2020 Share Posted August 20, 2020 (edited) 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 August 20, 2020 by Wolftiger470 Link to comment Share on other sites More sharing options...
Wererommel Posted August 22, 2020 Share Posted August 22, 2020 (edited) 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 August 22, 2020 by Wererommel Link to comment Share on other sites More sharing options...
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