******************************************************************************************** If you have read the comprehensive solution description and articles but still need support, best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8 ********************************************************************************************
Room 2 has something in it, but room 3 is empty for future upgrades. If you have any thematic suggestions ...
A portable player home is very convenient and helpful.
This hideout will not be registered as a residence, but will appear in the settler's moving destination and Pip-Boy's workshop list. Is this normal behavior?
No it should not appear in the settler move list as it is not a registered settlement.
It specifically uses WorkshopSettlementMenuExcludeList to ensure this does not happen
Most likely the startup functions have not run because you are using a naughty ALT start mod. Console [ cqf SKK_THQuest "SKK_THQuestScript.Startup" ] to fix that.
I tried entering console commands, but the situation did not change. The ALT start mod uses "Fast Start - Skip Sanctuary Prologue", but I activated SKKTarkovHideout.esp after escaping Vault 111 and saving. (Since I was using SS2 and workshop framework, I tested it with the minimum MOD configuration without these installed, but the situation did not change.)
We confirmed that the diagnostic function of SKK Workshop Ownership Utilities did not detect any errors and that it was not counted as a place of residence. I have also confirmed that "workshopID=-1". Although the hideout was displayed as a destination for settlers to move to, selecting it did not actually move the settlers.
I hope it's just a display issue and not something that causes damage to the workshop system...
It's hard to imagine that such a mod exists, but if this situation is only happening to me, it seems safe for me to at least not continue using this mod. Thank you very much.
Hello, are "Tarkov Hideout" and "Commonwealth of Decay" compatible? I'm encountering a bug with the vendor, who disappears after 2 to 4 seconds. When I move the Fence Stash, the vendor reappears but vanishes again after a few seconds. I tried adding the keyword "skknodisable" to the actor (using FO4Edit), but it causes the game to crash. Any ideas, please?
Adding SKK_476NoDisable to the actor form using xEdit should work fine as long as SKKTarkovHideout.esp (and the over-ride file if separate) are BELOW SKK476OpenWorld.esp in the load order so its can be master.
I have added some masterless script to automatically apply the keyword if SKK476OpenWorld.esp is installed, will try and publish that update in the next 24 hours.
Thanks for the reply, I had a look in xEdit (thank you for putting WorkshopMenuMain exactly as I needed to search!) - it doesn't seem like I have anything. Here's screenshots of the record (no overrides in any mod) and the references (only referenced by DLCs and Hideout mod)
https://imgur.com/a/YlgHsTR
EDIT: Just to confirm as well - I am missing the entire Hideout category!
Extremely underrated mod! This is absolutely bomb diggity. I’m using this with Fallout London so I can always get back to base without going through 3+ loading screens. Total game changer. I’d suggest considering blocking fast travel out (so you have to use the ladder to exit where you entered) so that there’s no risk of breaking quests.
18 comments
If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8
********************************************************************************************
Room 2 has something in it, but room 3 is empty for future upgrades.
If you have any thematic suggestions ...
********************************************************************************************
This hideout will not be registered as a residence, but will appear in the settler's moving destination and Pip-Boy's workshop list.
Is this normal behavior?
It specifically uses WorkshopSettlementMenuExcludeList to ensure this does not happen
Most likely the startup functions have not run because you are using a naughty ALT start mod. Console [ cqf SKK_THQuest "SKK_THQuestScript.Startup" ] to fix that.
The ALT start mod uses "Fast Start - Skip Sanctuary Prologue", but I activated SKKTarkovHideout.esp after escaping Vault 111 and saving.
(Since I was using SS2 and workshop framework, I tested it with the minimum MOD configuration without these installed, but the situation did not change.)
We confirmed that the diagnostic function of SKK Workshop Ownership Utilities did not detect any errors and that it was not counted as a place of residence. I have also confirmed that "workshopID=-1".
Although the hideout was displayed as a destination for settlers to move to, selecting it did not actually move the settlers.
I hope it's just a display issue and not something that causes damage to the workshop system...
I have added some masterless script to automatically apply the keyword if SKK476OpenWorld.esp is installed, will try and publish that update in the next 24 hours.
If you dont have [ HIDEOUT ] shown in the hideout then something has probably over written the WorkshopMenuMain list.
https://imgur.com/a/YlgHsTR
EDIT: Just to confirm as well - I am missing the entire Hideout category!
You can try and re add it with the console command [ cqf SKK_THQuest "SKK_THQuestScript.AddWorkshopMenus" ]
If fast travelling out of an interior cell breaks a quest then that quest should be fixed, not everything else.
Thanks again for this great mod.