FWIW, the cause for this is having the workshop menu lag fix enabled in Buffout 4. Dunno why exactly, some strange vanilla side effect, But another method to get rid of it is to set that to false.
In the Decoration formlist, there is a Decoration keyword. It is there to provide the name and the icon for the submenu. The icon came via an ArtObject.
The mattress recipe also uses that very same Decoration keyword for it's category.
There is some mechanism in the workshop menu code, that, if a certain keyword is used to provide the icon for a submenu, recipes using that keyword are ignored.
The improved workshop menu code provided by Buffout has no such mechanism. So, this odd mattress recipe resurfaced.
So, the mattress recipe has indeed always been a bug, but it was hidden by vanilla workshop code's weirdness.
A bug is an unexpected result from game code. But here game code is untidy but avoids such an unexpected result. Ergo, not a game bug. So surely it's Buffout's bug as it's not carrying forward the apparently funky way the game's build avoids resulting in that bug.
It is not a bug in the game's code, it is a bug in the game's data. The game's code managing to hide bad data by chance doesn't mean the data isn't bad.
The problem is that a duplicate recipe exists, and that the duplicate points to a part of the menu it should not. Similar to how the giant bottles in Nuka World contain a faulty animation that permantly sets them at a specific scale and rotation if precombines are broken, this is bad data that can reveal itself to the player if they are using specific mods. In this case, the mod in question is a highly recommended mod that improves game stability and helps with debugging load orders.
A fix for this bad data has been offered, which prevents the problem and allows players to use mods of their choice without being affected by it. If your reaction is some variation of blaming players who encounter the bug for using mods that make it visible, or the author of the mod who made it visible, that seems quite rude.
I just checked your ESP in FO4edit to see what other ESP's touch that Object in my LO. The Unofficial Patch has it with the keyword still there. The UOP added a 4 steel component to the scrap/build Components list. So yes one day the UOP might tweak this.
Again thanks.
Now I just to find a mod that alphabetizes the list of settlements you chose from when you move a settler to a settlement.
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So, the mattress recipe has indeed always been a bug, but it was hidden by vanilla workshop code's weirdness.
The problem is that a duplicate recipe exists, and that the duplicate points to a part of the menu it should not. Similar to how the giant bottles in Nuka World contain a faulty animation that permantly sets them at a specific scale and rotation if precombines are broken, this is bad data that can reveal itself to the player if they are using specific mods. In this case, the mod in question is a highly recommended mod that improves game stability and helps with debugging load orders.
A fix for this bad data has been offered, which prevents the problem and allows players to use mods of their choice without being affected by it. If your reaction is some variation of blaming players who encounter the bug for using mods that make it visible, or the author of the mod who made it visible, that seems quite rude.
there. The UOP added a 4 steel component to the scrap/build Components
list. So yes one day the UOP might tweak this.
Again thanks.
Now I just to find a mod that alphabetizes the list of settlements you chose from when you move a settler to a settlement.