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Check your pipboy's Data/Workshops menu for Commonwealth entries. If there is one, that replaces Sanctuary for some reason. That reason can have different sources, like a mod that does something to the Workshop or a settlement mod (i.e. a mod that adds a settlement) or even the AIO version of the No More Disappearing Act mod with which I had four Commonwealth entries in my latest play-through...

Do you mean in FO4Edit or like literally checking the pipboy? :smile:

 

I literally have NOTHING in it when I first start out and after I click the workbench. Yet it allows me to edit and scrap ect.

You use two times "it" when referring to two different objects (I presume). Be specific to avoid confusion.

 

After having activated the Sanctuary Workshop, there should be a Sanctuary entry in the Pipboy's Data/Workshops tab. Also, how do you know certain workshops are unlocked right at the start, like you mentioned in your original post?

 

Did you by any chance tinker with ugrids to load settings? Five is the default setting and adding a higher number can cause too may grids loading and as a result quests are triggered before they should (because the area where they are triggered is now part of the cells that load) and all kinds of weird stuff starts happening.

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Hm, I'm thinking maybe you need to make sure you have a clean modding setup. I recommend going through my modding guide - linked in sig - in particular paying attention to these sections:

 

https://www.nexusmods.com/fallout4/articles/986

 

https://www.nexusmods.com/fallout4/articles/1003

 

https://www.nexusmods.com/fallout4/articles/1004

 

Don't just use those three sections - use the whole guide. Your issue sounds like things going off the rails because of a combination of things bumping up against each other.

 

I hope this helps!

Edited by audiodef
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D

 

Check your pipboy's Data/Workshops menu for Commonwealth entries. If there is one, that replaces Sanctuary for some reason. That reason can have different sources, like a mod that does something to the Workshop or a settlement mod (i.e. a mod that adds a settlement) or even the AIO version of the No More Disappearing Act mod with which I had four Commonwealth entries in my latest play-through...

Do you mean in FO4Edit or like literally checking the pipboy? :smile:

 

I literally have NOTHING in it when I first start out and after I click the workbench. Yet it allows me to edit and scrap ect.

 

The in game pipboy. Every time I add a new settlement mod I check it.

I do have a few mods that don't play well with scrap everything. So if I see a commonwealth entry in game, I know I have to put it lower than Scrap everything.

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I took a few modders advice and cleaned out my entire mod library. I hadn't reinstalled since I downloaded Fallout on opening day.

 

Got it back up to 119 plugins and so far no problem.

 

Thanks everyone for troubleshooting with me, and I'm going to run the cleaning programs mentioned when I'm stable! I am constantly testing each time I add a new batch to see if I can locate the culprit!

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My highly technical diagnosis from inspecting the log is that .... "Your WorkshopParentScript is f*#@ed".

 

The WorkshopParentScript.Workshops array is corrupt with each workshop entry reporting [None].workshopscript.HasKeyword() - "" Line

 

I would suspect that either:

 

(1) You have now, or have had in the past a mod that has hacked WorkshopParentScript.pex and/or WorkshopScript.pex Look in ...\Fallout 4\Data\Scripts for those files and delete them (hacked loose scripts are a cancer).

 

(2) You have an active mod that has a hacked WorkshopParentScript.pex and/or WorkshopScript.pex packed in its BA2 archive ... that's harder to find.

 

(3) You have removed a mod that had added a Workshop to the Workshops array.

 

(4) Your computer hates you.

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I took a few modders advice and cleaned out my entire mod library. I hadn't reinstalled since I downloaded Fallout on opening day.

 

Got it back up to 119 plugins and so far no problem.

 

Thanks everyone for troubleshooting with me, and I'm going to run the cleaning programs mentioned when I'm stable! I am constantly testing each time I add a new batch to see if I can locate the culprit!

Before you start going deeper into the game, better first coc yourself to each of the settlements you've added through a mod, because the corruption of the workshops only happens when one that is broken/breaks things is activated. Also, each and every time you are getting near a new workshop, make a save and then activate the workshop and then check your pipboy's Data/Workshops list to see if the settlement has been added to the list under its own name or as a Commonwealth entry. If it's the latter, reload the save an leave the workshop alone...

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