******************************************************************************************** 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.
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 fucking the workshop arrays.
I appreciate this mod very much, but almost as much as the mod itself, being a technical writer myself, I appreciate your thorough documentation. Through your articles I have discovered that every game I've played, I have created a ton of problems for myself, but more importantly, why. Things like Build High to expand settlement borders, Scrap Everything, and mods that add additional workshops...no wonder I see problems in my settlements with assigning NPCs, adding up resources, etc. Some of those "bad mods" I still find worth it, like Scrap Everything. I'm aware of what it does and I will accept the hit because my GPU can take it, but I didn't realize until now how much the border expanding mods decimate everything.
This saddens me because I love building more than anything else in the game--maybe my #1 favorite thing from any other game I've ever played--but at the massive cost of stability. So, a choice: build like a maniac and beautify the wasteland as much as possible but have everything tank like a submarine made of screen doors, or run a semi-stable game (as much as one can) with (mostly) accounted for resources and (semi) stable NPCs. Le sigh. I guess I'll choose the latter. For now. Or at least when I decide the aesthetics are more important than the stability of my game, accept that risk and stop complaining about it.
Thank you for teaching me why I'm a complete moron.
Hello. I'm trying to reclaim raider ouposts in the Commonwealth after Open Season, and cannot. I tried out this mod, and used the holotape option "Convert local workshop from Raider Outpost" (sic) but sadly, even though I can claim the settlement, I still have the "chain" circle map icon, and cannot connect to my normal settlements via provisioners.
I've seen several people claim that raider outposts which had turrets were "forever broken". I'm much too far past the saves when I did Open Season, so going back isn't going to happen.
Any suggestions how I might change these former raider outposts back to vanilla settlements?
Funny, I have recruited new settlers, but if I build new turrets, they shoot the new settlers.
It sounds like the function ClearRaiderSettlement has not completed properly.
Be at the workshop, open the console and select it so the reference id is showing and paste in [ HasKeyword WorkshopType02 ] without square brackets. What is returned ?
Ah, it was a 1. Guessing I want it to be "0" then. Your clue lead me a good direction. I Googled "WorkshopType02" and found "cf RemoveKeyword WorkshopType02" and that seems to have done it. :) Map icon is now normal and I can assign provisioners. Thank you. ;)
Unfortunately switching a raider workshop is far more thanjust removing that keyword, which is simply the most EZ attribute to check state. Just removing the keyword without running all the other reset processes is building in a configuration mismatch which can turn into a total workshop system corruption.
Hi! Your mods are really great, thank you! I have 128 parent workshop, but I use only 77. Is there any way to delete some workshop id? How I can register a new workshop?
hi after analyzing I have 128 parent workshop which is according to what I understand the limit, I saw a comment further down where the answer is that it is not possible to modify the parent list and that it is definitive so I have the answer that you give but if I start a new game, is it still dead with 128 or does the list start again from 0?
With your knowledge of the workshop system, and the fact that I cannot get a hold of CDante who created the mod "Transfer Settlements", I am asking here:
Previous game, I made BP's of all my main and favorite settlements. In a new game 2 days ago, I finished scrapping (using "Scrap Everything" Ultimate ....") and installed my BP for Sanctuary. 2 workshops appeared on top of one another - I am assuming these were the original that came with Sanctuary for the new gameplay, and is empty, and the one brought over with the Sanctuary BP, which shows all (Beds, Turrets, Power, Water, Food, et al). I removed the one that came with Sanctuary when I arrived there, and kept the one that came with the BP since it had all my stuff in it.
Then yesterday, that workshop just suddenly disappeared, nowhere to be found visually, but I could still access build mode and all my settlement stuff was still showing.
My question is simple: Which workshop should I have kept?
Sorry but I dont know how Scrap Everything or Transfer Settlements work so I cant really offer any sensible advice or even opinion. Everything I do is limited to the vanilla base game.
[08/24/2023 - 06:18:43PM] SKK_WUTestWorkshopListScript,warning,39,39,[_camp_workshopscriptex < (5200D802)>],[Location < (52006B7D)>],[Location < (52006B7D)>],[Location < (0001F3FE)>],[Cell <Vault111Ext (0000DD41)>] So one workshop is missing, index #38.
A repair using 'Repair Workshops Damage' did not fix the problem. I had understood that by the repair an empty entry is added as a placeholder. Unfortunately, I was not offered a repair option.
Repair workshop damage in the menu repairs damaged resources after an attack, not fundamental corruptions of the game system.
You should be offered a repair option if Errors are found running the Workshop Parent diagnostic. If you are not offered that option then its not something that can be repaired.
ps Looks like you installed the Fallout 76 CAMP mod https://www.nexusmods.com/fallout4/mods/32772 and then removed it. Ouch.
Yes, that's true about Fallout 76 Camp, but only half, I have not removed him. the mod is activated for me for years. However, I can not 100% rule out that I had not deactivated him but once briefly test. I have even built a large settlement with the workshop, which flourishes and thrives. Fallout 4 is a constant, ongoing, changing process.
I got in the diagnosis but only a warning and no error, is it perhaps because I do not get a repair option?
1) Is this mod compatible with Workshop Framework? 2) Do mods such as "Conquest" mess up the workshop script system, if settlements built with them are placed in safe, "unclaimed", un-named locations? 3) Do mods like "Clean and Simple" that pre-clean vanilla settlement build areas break precombines? (I have noticed that in many instances, mod authors will create mods, publish them here, but not fully understand the "side effects" their mods may generate because of what they inadvertently change in a cell, etc.)
I use these kinds of mods and have experienced a lot of issues, but having absolutely no kind of background in modding, coding, etc (Even things like Xedit, CK, MO2, Vortex, etc are completely beyond my grasp and at 66, I am too old to want to go back to "school"), I have no idea what to fix, or how. So, I ask questions and hopefully, someone with knowledge can explain things in a way I can understand as a layperson. With that said, however, yes or no to the questions above would suffice. Thanx!
1) I'm using this mod with Workshop framework for years with no problem as far as i know. 2) never used "Conquest". 3) Yeah, "Clean and Simple" breaks precombines.
so potentially, I could use this mod to unclaim settlements that I've built/uploaded to make them act like neutral towns I don't need to worry about managing? On top of all the other cool features? cool cool I like.
364 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.
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 fucking the workshop arrays.
This saddens me because I love building more than anything else in the game--maybe my #1 favorite thing from any other game I've ever played--but at the massive cost of stability. So, a choice: build like a maniac and beautify the wasteland as much as possible but have everything tank like a submarine made of screen doors, or run a semi-stable game (as much as one can) with (mostly) accounted for resources and (semi) stable NPCs. Le sigh. I guess I'll choose the latter. For now. Or at least when I decide the aesthetics are more important than the stability of my game, accept that risk and stop complaining about it.
Thank you for teaching me why I'm a complete moron.
Sincerely,
Me
Informed choice vs frustrated ignorance.
I'm trying to reclaim raider ouposts in the Commonwealth after Open Season, and cannot. I tried out this mod, and used the holotape option "Convert local workshop from Raider Outpost" (sic) but sadly, even though I can claim the settlement, I still have the "chain" circle map icon, and cannot connect to my normal settlements via provisioners.
I've seen several people claim that raider outposts which had turrets were "forever broken". I'm much too far past the saves when I did Open Season, so going back isn't going to happen.
Any suggestions how I might change these former raider outposts back to vanilla settlements?
Funny, I have recruited new settlers, but if I build new turrets, they shoot the new settlers.
Be at the workshop, open the console and select it so the reference id is showing and paste in [ HasKeyword WorkshopType02 ] without square brackets. What is returned ?
I Googled "WorkshopType02" and found "cf RemoveKeyword WorkshopType02" and that seems to have done it. :) Map icon is now normal and I can assign provisioners. Thank you. ;)
I have 128 parent workshop, but I use only 77. Is there any way to delete some workshop id? How I can register a new workshop?
If you keep the DLCs & mods that have added the other workshops in a new game they will be in that new game.
Previous game, I made BP's of all my main and favorite settlements. In a new game 2 days ago, I finished scrapping (using "Scrap Everything" Ultimate ....") and installed my BP for Sanctuary. 2 workshops appeared on top of one another - I am assuming these were the original that came with Sanctuary for the new gameplay, and is empty, and the one brought over with the Sanctuary BP, which shows all (Beds, Turrets, Power, Water, Food, et al). I removed the one that came with Sanctuary when I arrived there, and kept the one that came with the BP since it had all my stuff in it.
Then yesterday, that workshop just suddenly disappeared, nowhere to be found visually, but I could still access build mode and all my settlement stuff was still showing.
My question is simple: Which workshop should I have kept?
after a long break I have now updated SS2 and promptly got this workshop array error.
I red the article about Corrupt Workshops, the log says the following:
[08/24/2023 - 06:18:34PM] SKK_WUTestWorkshopListScript,Pass,37,37,[workshopscript < (2A069437)>],[Location < (2A016A11)>],[Location < (2A016A11)>],[Location < (2A016A11)>],[Cell <000BRICKVAULT (2A004C6D)>]
[08/24/2023 - 06:18:34PM] SKK_WUTestWorkshopListScript.TestWorkshopList,NO WORKSHOP,Index,38
[08/24/2023 - 06:18:43PM] SKK_WUTestWorkshopListScript,warning,39,39,[_camp_workshopscriptex < (5200D802)>],[Location < (52006B7D)>],[Location < (52006B7D)>],[Location < (0001F3FE)>],[Cell <Vault111Ext (0000DD41)>]
So one workshop is missing, index #38.
A repair using 'Repair Workshops Damage' did not fix the problem. I had understood that
by the repair an empty entry is added as a placeholder.
Unfortunately, I was not offered a repair option.
Is there a solution, but to start a new game?
You should be offered a repair option if Errors are found running the Workshop Parent diagnostic. If you are not offered that option then its not something that can be repaired.
ps Looks like you installed the Fallout 76 CAMP mod https://www.nexusmods.com/fallout4/mods/32772 and then removed it. Ouch.
I got in the diagnosis but only a warning and no error, is it perhaps because I do not get a repair option?
[ cqf SKK_WU "SKK_WUCleanWorkshopListScript.CleanWorkshopList" ]
And then run the test again
[ cqf SKK_WU "SKK_WUTestWorkshopListScript.TestWorkshopList" ]
Thanks a lot.
Maybe you should include the function in the description so that others can benefit from it as well. :-)
1) Is this mod compatible with Workshop Framework?
2) Do mods such as "Conquest" mess up the workshop script system, if settlements built with them are placed in safe, "unclaimed", un-named locations?
3) Do mods like "Clean and Simple" that pre-clean vanilla settlement build areas break precombines? (I have noticed that in many instances, mod authors will create mods, publish them here, but not fully understand the "side effects" their mods may generate because of what they inadvertently change in a cell, etc.)
I use these kinds of mods and have experienced a lot of issues, but having absolutely no kind of background in modding, coding, etc (Even things like Xedit, CK, MO2, Vortex, etc are completely beyond my grasp and at 66, I am too old to want to go back to "school"), I have no idea what to fix, or how. So, I ask questions and hopefully, someone with knowledge can explain things in a way I can understand as a layperson. With that said, however, yes or no to the questions above would suffice. Thanx!
You would need to ask on those relevant mod pages if they break precombines or
hackmodify base game scripts.2) never used "Conquest".
3) Yeah, "Clean and Simple" breaks precombines.