******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8 ******************************************************************************************** September 2022 Nylonathathep confirmed still working fine with Fallout VR if you modifiy the ESP header from 1.0 to 0.95 in xEdit ********************************************************************************************
Why regenerating WorkshopParentScript.Workshops and WorkshopLocations arrays is difficult.
With the recent uptick in user awareness around corrupt workshop lists from WSFW notifications, there has been an increase in requests to regenerate them. This is the technical difficulty:
1. Each workshop is assigned a WorkshopID on registration via (WorkshopRef as WorkshopScript).InitWorkshopID(int newWorkshopID)
2. The WorkshopID is the Workshop's index in WorkshopParentScript.Workshops array assigned by the workshop registration process.
3. Each WorkshopObjectScript and WorkshopNPCScript resource connected to the workshop has the owning WorkshopID set in script.
4. Many workshop resource objects are non persistent so can not be found by StoryManager quest fills or script unless they are in the loaded uGrids around the player.
5. Hopping the player between workshops to load/find the resources to update their WorkshopID is not always effective due to build borders being extended past the uGrids loaded radius.
So whilst it is technically possible to regenerate the Workshops and WorkshopLocations arrays for VANILLA games, the sort of user who will be removing workshop mods from their save game to corrupt lists is highly likely to be running other instability inducing changes like extended build borders so resources can not be found to update and remedy.
SKK Workshop Ownership Utilities [ Detect WorkshopParent Issues ] works around this by simply filling gaps in the Workshops list with hidden workshops.
Fallout 4 is principally an RPG where user actions have permanent consequences to the story or gameplay. The user action of removing a workshop from an active game has the RPG consequence of permanently f*#@ing the workshop arrays. GG
started a new game running fallout 4 next gen and aquired local ownership of sanctuary. no mods, no nothing else. the utility states that sancuary has 1 workshop keywork warning. I've also found others showing similar warnings and notices. any ideas? is it just a bad code from beth?
Hello SKK. Could you please add an option to disable the Mirelurk Queen from respawning in Murkwater after the workshop is unlocked? Pretty annoying issue never fixed by Bethesda, every time we visit the settlement the Mirelurk Queen is terrorizing it from inside. I think such option fits this mod.
Not something this would do as it requires a base game object to be hacked:
placed ObjectReference 00178e80 lvlMirelurkQueen > Actor form 001184df lvlMirelurkQueen > LChar form 001184e0 LCharMirelurkQueen > Actor form 000e12ab EncMirelurkQueen
You could do that in xEdit in 60 seconds to either:
(a) Disable placed ObjectReference 00178e80 so it never spawns and use workshop ownership utilities to force take ownership since the hostile actors will never be cleared.
(b) Switch the respawn flag on Actor form 000e12ab EncMirelurkQueen which would affect all mirelurk queens in the game.
(a) Disable placed ObjectReference 00178e80 so it never spawns and use workshop ownership utilities to force take ownership since the hostile actors will never be cleared.
Thanks for your reply. Can it be done in-game too, like clicking on the dead Mirelurk Queen then using disable and markfordelete, or will it still respawn if not disabling it on xEdit?
Thinking about it, I wonder if it would be possible to move the mirelurk queen spawpoint to just outside the settlement, facing north. That way she would spawn in front of the gates/turrets.
Walk in game to where you want to put it. Console [ Player.GetPos ] on X Y Z. In xEdit move 00178e80 to those XYZ coordinates and save as override add to plugins.txt. Classic base game hax.
Hello. I have a suggestion. Would you be able to add an option that lists the name of settlers and their respective jobs? Like Settlement Management Software V2 does, but that mod is outdated and has soft and hard incompatibilities with other mods.
Random settlement attacks on the castle are disabled by default as it has keyword WorkshopType02AlwaysExclude and its WorkshopScriopt is set [ .AllowAttacks = false ]. Your best bet is to use Settlement Attack System
Excellent mod. After destroying the Brotherhood, I used it to regain control of the settlement. However, one thing that could come in even better would be unlimited workshop auto-exit time.
I have a very urgent question, how can i get the perfect numbers for a uGrid 5 / 7 / 9 concerning allowed MaxDraw and MaxTriangles for Settlement X? I would really like to put these numbers as default to the WorkshopREF. This help especially console users.
I have never done any testing of MaxDraw and MaxTriangle changes.
You would need to do that whilst monitoring drawcalls using an ENB, Fallout4.exe memory using task manager and save file size. I dont know what the limit is for drawcalls but Fallout4.exe generally stops loading games at around 5Gb memory allocated.
getav 349 - Will show the maximum value of the triangle budget for the settlement. getav 34B - Will show the maximum value of the draw call budget for the settlement.
setav 349 <value> - Will set the maximum value of the triangle budget for the settlement. setav 34B <value> - Will set the maximum value of the draw call budget for the settlement.
Sooo... have you checked out Fallout London yet? Settlements have a few issues.
I ran the diagnostic tool and it threw several errors but quickly realized I'm in way over my head. Any chance you might be digging through the mod as I type? Fixing the workshops, even if only until they update them mod, feels like a MotM!
Will this help me fix a problem with a mod added settlement? I had installed an Atom Cat settlement before I started a playthrough and didn't realize till about a hundred hours in, until I allied with the settlement that it wasn't near the end of my load order. It shows up in my settlements list, but I can't send settlers there or give them assignments. Author said it can't be fixed without starting a new game. I'll give this a shot and see what happens.
Well, I tried running the Workshop Parent Diagnostic. 39 WorksopParent Workshops, 0 errors warnings and overwrites. Keywords, 0 Errors, 1 Keyword Warning and 1 Keyword Notification. WorkshopIDs, Locations and Settlement keywords all -1. The Atom Cats Garage is the only Mod added Settlement Mod I've got besides your Mobile Workshop. I'm guessing by a quick count that even though it shows in my list of settlements, even list of settlements to send settlers to (But they don't go there) and that I can't recruit or assign any settlers that this settlement just never got properly registered to the Parent Workshop. I wanted to try running the Debug, but the website with the instructions in the link seems to be in maintenance. I tried a couple of the options in the utilities (Although in a haphazard desperate sort of way) and nothing seemed to make a difference and gave messages like there was no settlement, so I just reverted back to a prior save before anything I tried with the utilities. But I don't know what I'm doing yet, I'm trying to read through the articles and learn. Do you think this is unrepairable? If so, then I'll probably give up and just wait till my next playthrough to have a proper settlement. I appreciate any input.
414 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
********************************************************************************************
September 2022 Nylonathathep confirmed still working fine with Fallout VR
if you modifiy the ESP header from 1.0 to 0.95 in xEdit
********************************************************************************************
With the recent uptick in user awareness around corrupt workshop lists from WSFW notifications, there has been an increase in requests to regenerate them. This is the technical difficulty:
1. Each workshop is assigned a WorkshopID on registration via (WorkshopRef as WorkshopScript).InitWorkshopID(int newWorkshopID)
2. The WorkshopID is the Workshop's index in WorkshopParentScript.Workshops array assigned by the workshop registration process.
3. Each WorkshopObjectScript and WorkshopNPCScript resource connected to the workshop has the owning WorkshopID set in script.
4. Many workshop resource objects are non persistent so can not be found by StoryManager quest fills or script unless they are in the loaded uGrids around the player.
5. Hopping the player between workshops to load/find the resources to update their WorkshopID is not always effective due to build borders being extended past the uGrids loaded radius.
So whilst it is technically possible to regenerate the Workshops and WorkshopLocations arrays for VANILLA games, the sort of user who will be removing workshop mods from their save game to corrupt lists is highly likely to be running other instability inducing changes like extended build borders so resources can not be found to update and remedy.
SKK Workshop Ownership Utilities [ Detect WorkshopParent Issues ] works around this by simply filling gaps in the Workshops list with hidden workshops.
Fallout 4 is principally an RPG where user actions have permanent consequences to the story or gameplay. The user action of removing a workshop from an active game has the RPG consequence of permanently f*#@ing the workshop arrays. GG
placed ObjectReference 00178e80 lvlMirelurkQueen > Actor form 001184df lvlMirelurkQueen > LChar form 001184e0 LCharMirelurkQueen > Actor form 000e12ab EncMirelurkQueen
You could do that in xEdit in 60 seconds to either:
(a) Disable placed ObjectReference 00178e80 so it never spawns and use workshop ownership utilities to force take ownership since the hostile actors will never be cleared.
(b) Switch the respawn flag on Actor form 000e12ab EncMirelurkQueen which would affect all mirelurk queens in the game.
Thanks for your reply. Can it be done in-game too, like clicking on the dead Mirelurk Queen then using disable and markfordelete, or will it still respawn if not disabling it on xEdit?
Or try and do what those scrapping/decluttering mods that corrupt games do and move it to 0,0,-9999 with console [ SetPos ]
You would need to do that whilst monitoring drawcalls using an ENB, Fallout4.exe memory using task manager and save file size. I dont know what the limit is for drawcalls but Fallout4.exe generally stops loading games at around 5Gb memory allocated.
getav 349 - Will show the maximum value of the triangle budget for the settlement.
getav 34B - Will show the maximum value of the draw call budget for the settlement.
setav 349 <value> - Will set the maximum value of the triangle budget for the settlement.
setav 34B <value> - Will set the maximum value of the draw call budget for the settlement.
- Basic Overview of Settlement Build Limits, Triangles, and Draws
- Settlement Sizes in Triangles and Floors
5 GB / Max Number Settlements = Estimate - Average sized game with all locations explored, etc. ?!
I ran the diagnostic tool and it threw several errors but quickly realized I'm in way over my head. Any chance you might be digging through the mod as I type? Fixing the workshops, even if only until they update them mod, feels like a MotM!
It would be best to share your observations on a FOLON support channel.
Errr ...
Best run the diagnostics and see what is actually wrong.
An alternative site to enable debug logging https://falloutck.uesp.net/wiki/Enable_Debug_Logging