lamccormick Posted February 5, 2020 Share Posted February 5, 2020 I've encountered a very strange crop placement bug in Fallout 4. If I try to move, or store, a preexisting crop, then sometimes a random object will appear from elsewhere in the game. I've encountered this bug twice. Once at Greentop Nursery, where it was connected to a Mutfruit Plant, and today at Oberland Station where it was connected to a tato plant. In the case of Greentop Nursery, it moved player built parts from Vault 88. Today at Oberland Station one plant moved an ash pile to me, a second plant summoned one of my Automatron provisioner's (A sentry bot) while resetting him to his base unarmored protectron model, and a third plant summoned a dead super mutant. In both cases, I assumed it was a mod problem and attempted to identify it by disabling mods one at a time. This was fruitless, however, because even with all mods disabled and reloading a previous save the issue occurred again. I've done several google searches and I cannot seem to turn up anything about this bug. I've also tried reviewing the bug pages of the mods that I thought were likely culprits without success. I'm attaching a link to a video that scrolls through my mods, once quickly, once more slowly, and then shows the bug in action. As a side note, if I store the crop in question rather than moving it then the item that appeared when it was moved is permanently deleted from the game. It gets the same tags as if someone used "markfordelete" on it; and nothing will restore it. https://vimeo.com/389606238 There are four mods in my mod list that I personally created. 1. RecallRebalance - modifies the cost of the crafted portable recall devices from the mod ImmersiveTeleportation. It only affects the constructible object file for the device in question.2. Personal Mod - This adds a Ham Radio, a wall mirror container, and Institute Medbay Bed, to the workshop build menu. It created a separate object file for each of the base objects as well as a transform and constructible object entry. It also cleans the faces of the base game settlers by removing grime, radiation dust, and some of the blemishes.3. Preston - Edits Preston's appearance.4. Sturges - Edits Sturges' appearance. I do not suspect any of my personal mods for two reasons; first because the first incident (Greentop Nursery) happened in a separate play through where none of these mods existed, and second, none of the objects that randomly appear, nor crops, were edited by any of the mods I created. Also, WorkshopTerminals, and SanctFixedBridge, have not been loaded at any time in this play through. The Castle mod, is referring to the Castle Restored v.2. I am hoping that someone can help me figure out what is causing this bug and how to prevent it from happening in the future. Link to comment Share on other sites More sharing options...
HeyYou Posted February 5, 2020 Share Posted February 5, 2020 Wow, that's just weird....... Just out of idle curiosity, why do your settlers show up in red? They sure aren't acting hostile....... That's gotta be a mod interaction.... There was another member that had modified two vaults, in two separate plugins. He could load one, or the other, but not both, if he loaded both, he would see mix and match vaults. Parts of one, would show up in the other, and scrapped items, would show up in the other vault..... So far as I know, he has not found a solution to that. I didn't peruse your load list especially carefully, but, are you loading any mods that change the workshop scripts at all?? Link to comment Share on other sites More sharing options...
lamccormick Posted February 5, 2020 Author Share Posted February 5, 2020 (edited) Wow, that's just weird....... Just out of idle curiosity, why do your settlers show up in red? They sure aren't acting hostile....... That's gotta be a mod interaction.... There was another member that had modified two vaults, in two separate plugins. He could load one, or the other, but not both, if he loaded both, he would see mix and match vaults. Parts of one, would show up in the other, and scrapped items, would show up in the other vault..... So far as I know, he has not found a solution to that. I didn't peruse your load list especially carefully, but, are you loading any mods that change the workshop scripts at all?? The settlers are showing up in red because I was wearing power armor with a targeting hud installed at the time. There are some workshop mods, waterworld adds showers, water markers, and relaxation markers, and probably used some scripting to get the NPCs to use the showers. Immersive Teleportation definitely has some scripting attached to the teleport effect. Scrap Everything was my first suspect, but uninstalling it didn't have any impact. I've loaded all the way back to the first save game from the play through, removed all mods, and then went to Oberland Station to see if it still happened. It did. Edited February 5, 2020 by lamccormick Link to comment Share on other sites More sharing options...
HeyYou Posted February 6, 2020 Share Posted February 6, 2020 (edited) Remove all the mods, start a NEW game, get to the point you can, and then try it. See what happens. I suspect its a script error, that is baked into your save, right from the beginning..... but, one would think, that if you loaded a save from right outside the vault, NONE of those scripts should have fired yet...... (and thus, not being IN your save....) Yep, I have the HUD mod as well. Forgot you can pick what colors..... for mine, enemies are Red. :D Are there any mods that change the workshop script itself??? (not just scripts in general.) Adding things to the build menu *shouldn't* matter, I have tons of mods that add stuff to the menu, and I have never seen that particular bug, I have scrap everything as well...... but, something that changes the base workshop script, THAT may be a problem. It's also entirely possible its a bug introduced by the latest beth update..... the items showing up are pretty random in nature....... Edited February 6, 2020 by HeyYou Link to comment Share on other sites More sharing options...
lamccormick Posted February 6, 2020 Author Share Posted February 6, 2020 (edited) I guess I am going to have to try something. I just tried using a file cleaner purge unattached instances and non-existent form instances from the save file. That should have been most of the left over stuff from the mods, but it still happened. Edit: I don't *think* there is anything that changes the basic workshop script. Most of the script references I saw while cleaning belonged to the Waterworld mod. Remove all the mods, start a NEW game, get to the point you can, and then try it. See what happens. I suspect its a script error, that is baked into your save, right from the beginning..... but, one would think, that if you loaded a save from right outside the vault, NONE of those scripts should have fired yet...... (and thus, not being IN your save....) Yep, I have the HUD mod as well. Forgot you can pick what colors..... for mine, enemies are Red. :D Are there any mods that change the workshop script itself??? (not just scripts in general.) Adding things to the build menu *shouldn't* matter, I have tons of mods that add stuff to the menu, and I have never seen that particular bug, I have scrap everything as well...... but, something that changes the base workshop script, THAT may be a problem. It's also entirely possible its a bug introduced by the latest beth update..... the items showing up are pretty random in nature....... Edited February 6, 2020 by lamccormick Link to comment Share on other sites More sharing options...
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