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need alittle help on a mod ive released.


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Im blaming old age since ive done 33 locations but am stumped with this problem and cant figure it out.

Im sure im missing something or maybe did something wrong.

 

I checked and double checked my data ,quests etc...

 

the problem is that even though everything else works flawlessly...the settlers dont sleep.

Beds are all workshop beds and properly linked to the workbench as workshopitems (even newly placed beds in game dont work ).

 

Is it a location problem or a script issue ?

 

The mod is this one if anyone wants to take a look... http://www.nexusmods.com/fallout4/mods/23808/?

 

also had an issue with settlers not showing up when beacon was placed but i fixed that issue( accidentally linked the attack marker to the map marker instead of the center. but i havent uploaded that fixed version yet as im hoping to add the sleep fix to it)).

 

Any help,hints or ideas are welcome...ill try anything at this point cause ive spent a lot of time on this and dont want to scrap it.

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BUMP!!

 

c'mon guys...im sure some or at least one of you have had this issue or at least know what may be the cause...

 

I went ahead and removed all and any data for the location...including all markers ,workbench etc. and re did the whole thing and the problem is still there...(yes another save game) .

 

Is it possible that the cells im using are the issue ?? I ve seen this happen in another mod ( someville) Didnt find a solution there either...

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Update:

 

Made a second settlement (same esp ) using a red rocket that i had added to the initial settlement but moved it to its own cell leaving just ONE cell separating them .

Did the exact same things setting up markers,data etc...

In the new settlement settlers sleep and work as intended....but in the initial ...still no change.

 

So wtf is going on ??

 

Im thinking of moving everything (markers,workbench etc. ) to a different cell since the location has 6 in total...do you guys think it will make a difference ?

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If they are complaining about a lack of beds, I'd think there is a pathing/navmesh issue (as I have seen in the past). If they just don't sleep, then I don't have a clue.

 

Also, keep in mind that a not insignificant percentage of modders are in college. I just finished my finals yesterday, but some people still have more to come.

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@greekrage

Are you sure it's on account of your mods?

Petard has reviewed 17 of your mods on youtube, and has not encountered that particularity...

 

 

 

I'm thinking it has more to do with FO4's "priority" system,

or another mod from the mod-merging in mod load lists approaching 255 that is the culprit hehe.

some mods are not meant to be merged...

 

As you're already aware, there's also this thread;

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

if you faff with the cell too much

you can encounter some weirdness as chronicled in this thread.

 

alternately, it could be that,

if folks haven't migrated around the papyrus "floatingpoint limitation",

and used other interoperable frameworks,

that could be at play too...

papyrus structs, enums and arrays are notoriously "leaky",

and that's how a lot of the AI behavior is keyed in FO4...

 

Bottom line, I think this will take a while to understand what's going on Greekrage,

I hope Purr4Me, chucksteel, shavkacagarikia and steve40 might be also able to point you in the right direction,

i know they're busy, but they figure stuff out in 10 seconds that'd take other folks ages hehe.

 

 

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@greekrage

Are you sure it's on account of your mods?

Petard has reviewed 17 of your mods on youtube, and has not encountered that particularity...

 

 

 

I'm thinking it has more to do with FO4's "priority" system,

or another mod from the mod-merging in mod load lists approaching 255 that is the culprit hehe.

some mods are not meant to be merged...

 

As you're already aware, there's also this thread;

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

if you faff with the cell too much

you can encounter some weirdness as chronicled in this thread.

 

alternately, it could be that,

if folks haven't migrated around the papyrus "floatingpoint limitation",

and used other interoperable frameworks,

that could be at play too...

papyrus structs, enums and arrays are notoriously "leaky",

and that's how a lot of the AI behavior is keyed in FO4...

 

Bottom line, I think this will take a while to understand what's going on Greekrage,

I hope Purr4Me, chucksteel, shavkacagarikia and steve40 might be also able to point you in the right direction,

i know they're busy, but they figure stuff out in 10 seconds that'd take other folks ages hehe.

 

 

well if it was all my mods i would hang myself..... im talking about this one specifically . The Someville issue was because of the old settlement beds still active...even after i removed them but i finally fixed that.

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@greekrage

that would be a horrific shame in that hypothetical

(cue Leonard Nimoy in The Simpsons meme hehe)

its the sheer law of averages - if you're as prolific as greekrage,

even 6Sigma won't stop random crud from cropping up.

 

in the spoiler, I speculate about some potential causes.

it's more likely, the priority system for FO4, and or the number of mods,

or the cell's precombine etc is not 100% for some reason...

those potentials, if those are the true root cause, could be to any mod, at any time...

hopefully though, I'm on a complete dead-end altogether

and it is like your Fort mod, and is easily resolved.

 

Or, it could be looking at some of the ref-edits...

it could be a little like what happens with Vault 75...

vault 75 is very frustrating on many levels to properly mod...

 

-----

in any event, you've given some folks a "what the" to think about

do you have any suspect snippets at all Greekrage, anything you suspect is causing the what-the ness?

your "greekrage-sense" is usually fairly close to the mark.

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If they are complaining about a lack of beds, I'd think there is a pathing/navmesh issue (as I have seen in the past). If they just don't sleep, then I don't have a clue.

 

Also, keep in mind that a not insignificant percentage of modders are in college. I just finished my finals yesterday, but some people still have more to come.

if it was a nav mesh issue i would be happy...

Its not though.... this is clearly a data issue... Possibly a script error or conflict and maybe even something ive placed like several custom registers/jobs i made for the location.

 

Gonna delete everything aside from the buildings ,basically anything thats related to settlers and start from zero. ( crops,jobs,vendor registers,guard mats etc. )

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