Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Athelbras

Uploaded by

Athelbras

Virus scan

Safe to use

Tags for this mod

About this mod

Workshop construction menu checking and repair

Permissions and credits
Changelogs
Workshop Menu Fixer

Version 3.2


Workshop construction menu checking and repair.


Description:

This is used to check the Workshop's construction menus for problems, and then make repairs if needed. The problems can occur if a mod is installed which inserts (injects) new menu items, but are not properly removed when the mod is uninstalled.


Brief Overview:

When a player installs a mod that adds a new menu item into the Workshop's menus, the mod might simply have the new menu item appear always and only in one specific place -- such as between Structures and Furniture. Or the mod might insert (inject) the new menu item "dynamically" at the very end of a row of menu items, or somewhere in the middle, regardless of other menu items that have been added by DLCs and mods.

For "dynamically" inserted (injected) menu items, they might not be removed correctly when the mod is uninstalled. In which case the Workshop construction menus become "broken" -- the faulty uninstall leaves a menu item that is Empty. That empty menu item can then confuse the game and cause other menu items to not be shown or not work correctly.

Which is why this mod has been created -- the "broken" menu problem happened to me when using, and then eventually uninstalling, a mod that utilized dynamic menu injection but did not remove itself correctly. So this checks the Workshop construction menus to see if there are any Empty menu entries. And if found they can then be carefully removed.

Various menu management mods already exist which provide a wide range of features, including ways of resolving menu problems. Whereas this mod is intended to be simple, easy to use, and a basic solution for players who do not desire a lot of complexity but need a fix for the most common problem, or for those who would like to confirm that their menus are okay.


How To Use:

Absolutely positively create a "backup" saved game before installing and running this mod. Game play can be resumed from that saved game if necessary.

Install this mod, load the saved game that you want to have examined, wait a few moments, and then interact with the presented messages.

You will have the option to exit without checking. When checking is selected the results of those tests will be shown, and if problems are discovered the repair procedure can then be optionally selected.

Please be patient. The checking phase can require a minute or two of processing, depending on the number of menu items in the Workshop's construction menu. And several minutes might be needed for the checking and repair phases when problems need to be fixed.  But note that an extensive menu with thousands of menu items can take a significant amount of time; e.g. 15 minutes, half an hour, or more.

WARNING: Do not "tab out" of the game or exit the game or return to the game's main menu screen while this mod is processing menus. Doing those things can cause severe harm when menu-injecting mods are currently installed. It is best to simply wait while doing nothing at all.

Afterwards, you can either: uninstall this mod, disable this mod, or keep it active to check the Workshop's construction menus again at any time by loading the Workshop Menu Fixer holotape that has been placed in the Player Character's MISC inventory.

Best to do checking when the area is peaceful, with nobody bothering your Player Character or trying to distract you for attention.


Text Log File:

For those who are interested in technical details (instead of just "Menu Looks Okay" / "Menu Problems Found and Fixed") ...

A text file named WorkshopMenuFixer.ini is provided when installing this mod. It automatically enables information to be written to a log file in a simple text format that can be read using NotePad and other text editing programs. The logged text identifies the steps that are performed during both checking and repair, plus the final results of those procedures.

The log file does not contain personal information.

The log file is written to this Windows subdirectory (folder): \Documents\My Games\Fallout4\Logs\Script\User\

Here is what the WorkshopMenuFixer.ini file contains. It is in the same place as the WorkshopMenuFixer.esp file.

[Papyrus]
bEnableLogging=1
bEnableTrace=1


It can be edited to discontinue logging (or deleted) while still being able to perform checking and repair. Here are the edits:

[Papyrus]
bEnableLogging=0
bEnableTrace=0


Here is an extract of the Checking Phase from the log file for a "broken" Workshop construction menu in a real saved game:
Spoiler:  
Show
[12/13/2021 - 10:49:30AM] WorkshopMenuFixer log opened (PC-64)
[12/13/2021 - 10:49:30AM] <<< Workshop Menu Fixer >>>
[12/13/2021 - 10:49:30AM] [ Starting ... ]
[12/13/2021 - 10:49:30AM]
[12/13/2021 - 10:49:30AM] [ Checking Phase ]
[12/13/2021 - 10:49:47AM] Checking: Main ...
[12/13/2021 - 10:49:47AM] ... Menu SubCategory is FormList / [FormList < (00106DA2)>]
[12/13/2021 - 10:49:47AM] ... Menu SubCategory Entry Count = 14
[12/13/2021 - 10:49:47AM] ***
[12/13/2021 - 10:49:47AM] *** Problem Found: Entry 0 / *** Empty *** / value is NONE
[12/13/2021 - 10:49:47AM] ***
[12/13/2021 - 10:49:47AM] ***
[12/13/2021 - 10:49:47AM] *** Problem Found: Entry 1 / *** Empty *** / value is NONE
[12/13/2021 - 10:49:47AM] ***
[12/13/2021 - 10:49:47AM] ... Entry 2 / Okay / Keyword Form / [Keyword <WorkshopRecipeFilterQuest (0011FBD3)>]
[12/13/2021 - 10:49:47AM] ... Entry 3 / Okay / FormList: Structures / [FormList < (00106DA3)>] / 16 Menu Entries
[12/13/2021 - 10:49:47AM] ... Entry 4 / Okay / FormList: Furniture / [FormList < (001B4AAE)>] / 7 Menu Entries
[12/13/2021 - 10:49:48AM] ... Entry 5 / Okay / FormList: Decorations / [FormList < (00106DA4)>] / 8 Menu Entries
[12/13/2021 - 10:49:48AM] ... Entry 6 / Okay / FormList: Power / [FormList < (00118F60)>] / 11 Menu Entries
[12/13/2021 - 10:49:48AM] ... Entry 7 / Okay / FormList: Defense / [FormList < (001DE913)>] / 5 Menu Entries
[12/13/2021 - 10:49:48AM] ... Entry 8 / Okay / FormList: Resources / [FormList < (00106DA7)>] / 5 Menu Entries
[12/13/2021 - 10:49:48AM] ... Entry 9 / Okay / FormList: Vendors / [FormList < (00118F65)>] / 7 Menu Entries
[12/13/2021 - 10:49:48AM] ... Entry 10 / Okay / Keyword Form / [Keyword <WorkshopRecipeFilterCrafting (0012E2C7)>]
[12/13/2021 - 10:49:49AM] ... Entry 11 / Okay / FormList: Cages / [FormList < (00249E4B)>] / 1 Menu Entries
[12/13/2021 - 10:49:49AM] ... Entry 12 / Okay / FormList: raider / [FormList < (0024A008)>] / 8 Menu Entries
[12/13/2021 - 10:49:49AM] ... Entry 13 / Okay / FormList: Creation Club / [FormList < (0024A0DC)>] / 14 Menu Entries
[12/13/2021 - 10:49:49AM] ... *** Total EMPTY Menu Entries = 2 ***

You may safely delete all log files (*.log) that appear in these two Windows subdirectory folders:

\Documents\My Games\Fallout4\Logs\Script\
\Documents\My Games\Fallout4\Logs\Script\User\


Installation:

Install using a mod manager, or unpack the mod and copy the .ESP file, .BA2 file, and .INI file into the game's \DATA folder, then enable the mod.

Position this mod's .ESP file anywhere in your "Load Order" sequence. There are no restrictions.


Requirements:

No special requirements.  DLCs are not needed.   Just install and use.


Known Issues:

Detects and Reports the presence of a "risky" duplicated menu entry (which can potentially cause game hangs and crashes), but is not currently able to fix them. They are marked as "risky" because I am not yet able to determine whether the location of the duplicated menu entry in the Workshop hierarchy is just an innocuous duplicate or an actual "endless loop" problem. So at best they are simply warnings to raise awareness. Perhaps I will be able to devise a workable approach some day. But then again, maybe not. It's tricky, given scripting limitations.

One or more Creation Club mods cause duplicated entries to appear in the Workshop construction menu. This mod detects and reports it, but does not currently apply fixes. So here is a link to a mod that fixes those:  Creation Club Workshop Menu Fixes. Thanks to kanguru for the pointer.

Saved games containing up to 10,000 workshop menu entries can be analyzed by this mod. Saved games exceeding that maximum will result in an error message and analysis is then discontinued.


Known Conflicts:

None at this time.


To Uninstall:

This mod can be safely uninstalled whether Checking/Repair have been used or not. Uninstall with the mod manager that was used for the original install, or delete this mod's files.


Permissions:

This mod may not be reused in part or whole for any purpose other than its original intent.  It may not be uploaded to any other web site.

Get in touch with me if you wish to discuss translation into a non-English language; prior approval is mandatory.


Change Log:

See the Change Log to review what is included in each update.


My Other Mods:

Shield Bubble can be found Here.

Qwirky can be found Here.

Sparky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Salvage Bot: "Mister Salvage" can be found Here.

Settlement Medic Bot: "Mister Medic" can be found Here.

Settlement Police Bot: "Mister Law" can be found Here.

Settlement Repair Bot: "Mister Mechanic" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Disruptor can be found Here.

Alien Blaster Long-Barrel Fix can be found Here