This mod is much appreciated. But I think the mod now is not needed for those who installed The Unofficial Fallout 4 Patch. Because as far as I know by now by reading the Unofficial Fallout 4 Patch: Version History, I think this bug has been patched.
DLC05:DLC05WorkshopElevatorScript: Elevator buttons vanish or end up misplaced and required a new cell load event to correct them when returning to the area. (Bug #20825)
Though I might be wrong. I need to test this to be sure.
A year later and I got the bug despite UFO4P. I'll see if this patch fixes it, otherwise I'll be forced to return the elevator to the first floor after using it. No big deal, but silly that Bethesda doesn't care about something so obvious.
As of now it looks like this fix is included in ufo4p, the only difference is the Utility.Wait time being different, which probably doesn't matter but idk. ufo4p pex changes include many more fixes which means this mod is more than likely depreciated. The only possibility is that ufo4p reintroduces the bug in a different change made to the pex, but I think that is unlikely.
Changes this mod makes to the original psc file: Event OnCellLoad() If (!Self.IsDisabled()) If (buttonsPlaced) int I = 0 int Count = MyButtons.length ObjectReference TheButton = None While (I < Count) TheButton = Self.GetLinkedRef(MyButtons[I].LinkKeyword) TheButton.Disable(False) Utility.Wait(0.1) ;only notable difference TheButton.MoveToNode(Self as ObjectReference, MyButtons[I].Node, "") TheButton.Enable(False) I += 1 EndWhile EndIf EndIf EndEvent
ufo4p psc: Event OnCellLoad() If (!Self.IsDisabled()) If (buttonsPlaced) int I = 0 int count = MyButtons.length ObjectReference Button = None While (I < count) Button = Self.GetLinkedRef(MyButtons[I].LinkKeyword) Button.Disable(False) Utility.Wait(1) ;only notable difference Button.MoveToNode(Self as ObjectReference, MyButtons[I].Node, "") Button.Enable(False) I += 1 EndWhile EndIf EndIf EndEvent
@Seb263 I'm sorry but no, it does not work. I don't know if it supports only the default vanilla elevators or not but it doesn't work for me once the buttons are broken. I tried running far away and coming back, didn't work. I tried fast traveling far away, coming back with fast travel, didn't work. I tried fastraveling somewhere but walking back to the settlement, didn't work. I even restarted the game multiple times in multiple different areas and the buttons are still not fixed. The only way for me to fix the buttons is to scrap the elevator and put a new one down.. And that's not a fix, that's just a new elevator.
I don't know if this means the buttons don't get broken when the mod is installed, but they do. I do also have UOF4P but the buttons still get broken. I don't know if your mod conflicts with UOFAP or not. I'd assume it shouldn't.
In case it's still relevant and for people searching for this in the future, yes. Source: https://www.afkmods.com/Unofficial%20Fallout%204%20Patch%20Version%20History.html Use Ctrl + F to find the fix you are looking for.
2.1.1a UFP didn't fixed this bug for me. This bug come in, when I place more elevators in a settlement. With this mod nothing changed. But with or without this mod, if I teleport to another location, and I teleport back, all elevator panel appear rightly.
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Because as far as I know by now by reading the Unofficial Fallout 4 Patch: Version History, I think this bug has been patched.
- DLC05:DLC05WorkshopElevatorScript: Elevator buttons vanish or end up misplaced and required a new cell load event to correct them when returning to the area. (Bug #20825)
Though I might be wrong. I need to test this to be sure...
Changes this mod makes to the original psc file:
Event OnCellLoad()
If (!Self.IsDisabled())
If (buttonsPlaced)
int I = 0
int Count = MyButtons.length
ObjectReference TheButton = None
While (I < Count)
TheButton = Self.GetLinkedRef(MyButtons[I].LinkKeyword)
TheButton.Disable(False)
Utility.Wait(0.1) ;only notable difference
TheButton.MoveToNode(Self as ObjectReference, MyButtons[I].Node, "")
TheButton.Enable(False)
I += 1
EndWhile
EndIf
EndIf
EndEvent
ufo4p psc:
Event OnCellLoad()
If (!Self.IsDisabled())
If (buttonsPlaced)
int I = 0
int count = MyButtons.length
ObjectReference Button = None
While (I < count)
Button = Self.GetLinkedRef(MyButtons[I].LinkKeyword)
Button.Disable(False)
Utility.Wait(1) ;only notable difference
Button.MoveToNode(Self as ObjectReference, MyButtons[I].Node, "")
Button.Enable(False)
I += 1
EndWhile
EndIf
EndIf
EndEvent
I'm sorry but no, it does not work. I don't know if it supports only the default vanilla elevators or not but it doesn't work for me once the buttons are broken. I tried running far away and coming back, didn't work. I tried fast traveling far away, coming back with fast travel, didn't work. I tried fastraveling somewhere but walking back to the settlement, didn't work. I even restarted the game multiple times in multiple different areas and the buttons are still not fixed. The only way for me to fix the buttons is to scrap the elevator and put a new one down.. And that's not a fix, that's just a new elevator.
I don't know if this means the buttons don't get broken when the mod is installed, but they do. I do also have UOF4P but the buttons still get broken. I don't know if your mod conflicts with UOFAP or not. I'd assume it shouldn't.
Use Ctrl + F to find the fix you are looking for.