diziet
Active Member
- Messages
- 544
I'm designing a city plan for the above and I've come across what might be some kind of bug, but what in I'm not sure. When trying to scrap there are lots of things that you would expect to scrap but don't, just like the difficulty I had at Longfellows Cabin. However, at random - well, two or three times so far, some stuff that just wouldn't scrap, or disable/markfordelete, suddenly highlights green and I can scrap it. But it then doesn't scrap in the city plan when I test it. To be explicit, no scrap mod has ever touched the save I'm designing with, neither has any settlement border mod. These are my mods:
I've taken some screenshots to try and illustrate,
first a picture of an offending collection of rubbish:
this rubbish cannot be disabled/marked for delete, selecting it in console gives a refid and baseid plus pos and rot, but trying 'disable' gets a message about
however on two or three occasions while moving around in workshop mode I came back to this location and suddenly the items are highlighted and I can scrap them. Looking at this picture:
you can see the details for some normally unscrappable rubbish, note the pos and rot numbers, in the baseline is just one item with that baseid and its numbers are:
"posX" : 25516.73046875,
"posY" : 46962.359375,
"posZ" : 1268.584228515625,
"rotX" : 0.0,
"rotY" : -0.0,
"rotZ" : 300.41226196289062
all very nearly identical (with rounding) except the rotZ, this is not the only item that is in the baseline, didn't scrap when the city was built and has just the rotZ out of wack. None of such items are of course in the scrap-profile (first thing I checked). All of such items are ones that initially didn't show up as scrappable and wouldn't scrap using console, look what happens when I try to disable another such item:
but suddenly as if by magic, later on this happens:
So, is it at all possible that while playing the game, with only the mods listed above, somehow I managed to break (perhaps partially) the precombine of the Visitor's Centre? I know that sounds daft and if this wasn't happening I'd say 'of course not'. Maybe there is a delay after moving into the area for the settlement to be properly 'worked on' using the workshop?
If an item is in the baseline and not in the scrap profile, what would cause it to not be scrapped (apart from havok etc. which unless rubbish drops from the sky... well), I think the answer is in the rotZ numbers, but given that rubbish probably isn't havok'y (ouch!) and the big difference in the rotZ I don't understand how TS is exporting with the different numbers.
Is there possibly a connection with the fact that an awful lot of leaf and rubbish decals in and around the house, will appear on top of items that you lay on the floor 'above' them?
GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
DLCUltraHighResolution.esm=0
Unofficial Fallout 4 Patch.esp=1
HUDFramework.esm=1
SimSettlements.esm=1
SettlementMenuManager.esp=1
SimSettlements_IDEKsLogisticsStation.esp=1
ruined_simsettlement_addonpack.esp=1
ProjectBlueprint.esp=1
ProjectBlueprintCOBJs_Sim_FarHarbor.esp=1
ProjectBlueprintCOBJs_Sim.esp=1
FO4Hotkeys.esp=1
TransferSettlements.esp=1
SimHomestead.esp=1
SimSettlements_MegaPack_YearOne.esp=1
WVSimSAddon.esp=1
SimSettlements_XPAC_IndustrialRevolution.esp=1
SimSettlements_XPAC_RiseOfTheCommonwealth.esp=1
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
DLCUltraHighResolution.esm=0
Unofficial Fallout 4 Patch.esp=1
HUDFramework.esm=1
SimSettlements.esm=1
SettlementMenuManager.esp=1
SimSettlements_IDEKsLogisticsStation.esp=1
ruined_simsettlement_addonpack.esp=1
ProjectBlueprint.esp=1
ProjectBlueprintCOBJs_Sim_FarHarbor.esp=1
ProjectBlueprintCOBJs_Sim.esp=1
FO4Hotkeys.esp=1
TransferSettlements.esp=1
SimHomestead.esp=1
SimSettlements_MegaPack_YearOne.esp=1
WVSimSAddon.esp=1
SimSettlements_XPAC_IndustrialRevolution.esp=1
SimSettlements_XPAC_RiseOfTheCommonwealth.esp=1
I've taken some screenshots to try and illustrate,
first a picture of an offending collection of rubbish:
this rubbish cannot be disabled/marked for delete, selecting it in console gives a refid and baseid plus pos and rot, but trying 'disable' gets a message about
however on two or three occasions while moving around in workshop mode I came back to this location and suddenly the items are highlighted and I can scrap them. Looking at this picture:
you can see the details for some normally unscrappable rubbish, note the pos and rot numbers, in the baseline is just one item with that baseid and its numbers are:
"posX" : 25516.73046875,
"posY" : 46962.359375,
"posZ" : 1268.584228515625,
"rotX" : 0.0,
"rotY" : -0.0,
"rotZ" : 300.41226196289062
all very nearly identical (with rounding) except the rotZ, this is not the only item that is in the baseline, didn't scrap when the city was built and has just the rotZ out of wack. None of such items are of course in the scrap-profile (first thing I checked). All of such items are ones that initially didn't show up as scrappable and wouldn't scrap using console, look what happens when I try to disable another such item:
but suddenly as if by magic, later on this happens:
So, is it at all possible that while playing the game, with only the mods listed above, somehow I managed to break (perhaps partially) the precombine of the Visitor's Centre? I know that sounds daft and if this wasn't happening I'd say 'of course not'. Maybe there is a delay after moving into the area for the settlement to be properly 'worked on' using the workshop?
If an item is in the baseline and not in the scrap profile, what would cause it to not be scrapped (apart from havok etc. which unless rubbish drops from the sky... well), I think the answer is in the rotZ numbers, but given that rubbish probably isn't havok'y (ouch!) and the big difference in the rotZ I don't understand how TS is exporting with the different numbers.
Is there possibly a connection with the fact that an awful lot of leaf and rubbish decals in and around the house, will appear on top of items that you lay on the floor 'above' them?