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Question Guide to Cleaning after Deleting Workshop

Wasteland Geographic

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I have dozens of character saves that are polluted by deleted workshops. I know some of you understand how this works. Has anyone written a guide to cleaning a save after deleting a workshop?

Would anyone like to? One dozen cupcakes and a precious photo of my cat if you do.
 
Do you mean uninstalling settlement mods? Or deleting workshop from Conquest or one of the CAMP mods?

Generally it's not advisable to uninstall settlement mods since at the least you will not ever be able to use the affected cells for other settlement mods and I have also heard it can mess up the full settlement index which likely means bad things happening in every settlement. I haven't experienced the latter but I don't normally uninstall settlements and continue, I rollback or start from a new game.

For Conquest/CAMP I don't know the specifics though I've had quite a lot of bugs with Conquest, it didn't work well for me with Sim Settlements and I do know that every location you use for Conquest settlements can not be used at any point in the future plus they cover a big area like 4x4 cells so it can easily hit locations used by settlement mods you might later on install. I didn't look more into these since the problems with using Sim Settlements in Conquest settlements were enough for me to abandon using Conquest, it's been over a year since I last used it. It does work great if you intend to build without plots but for me I constantly use plots so it just wasn't for me.
 
yeah? @Wasteland Geographic I just don't understand what you are asking?
I think he's asking about fixing it in Fallrim Tools ReSaver after uninstalling settlement location mods. But I don't believe it's something that can be easily fixed in ReSaver. ReSave can access anything but some data can't be removed without ruining the save.
 
@VersusXV thank you, that helps.

@Wasteland Geographic if that is what you want then, "this might be that" hahaha :crazy

Compliments of @Whisper :drinks
:blush
https://www.simsettlements.com/site...-recovering-a-problem-settlement-part-2.8304/
:acute:acute:acute:acute:acute:acute:acute:acute:acute:acute:acute:acute:acute:acute

:rollseye If this is what you are looking for then I want to see a picture of that cat!

:!cat::!cat::!cat::!cat::!cat:
Wow that is extremely useful for me if it can even work for non vanilla, new settlements added by mods!

@Wasteland Geographic can you let me know if this solves the issue? My settlement mods at General Atomics Galleria, Breakheart Banks, Swan's Pond are all at locations where other settlement mods already existed for them but had problems. So I have had some asking about installing mine after their save had already used the other mods in the same locations. I will likely link to that thread on all of my settlement mods.
 
I appreciate all the input.

I'm asking how to unpollute a save after uninstalling a settlement.

Kinggath taught me to never do that and I avoid it at all costs. However, this year I have been rebuilding my game after an HD crash. And in some cases, I have missing mods.

So, for example, I cannot remember if I was using Northern Exposure the last time I played so and so character. I'm getting old and I have replaced my memory cells with whiskey. No regrets.

I'm a special case (my mom told me) because my playstyle is very different. I do not do "play throughs" because I get bored with one character. As a writer, characters are the thing I care about more than the rest of the game (also true in Skyrim), So, I have a system whereby I play dozens of saves in a random rotation across years. This does cause me complications as you can imagine.

I have dozens of characters I can revive if I can clean their saves.

Side note. I did used to play with conquest and loved it. The way I payed with it was to roll a random grid coordinate and try to set up a town there. It was very interesting and entertaining. I stopped when lots of you pointed out problems that it might cause.
 
Yes. Never do that and avoid it at all costs.
I think the only way to do that would be if ReSaver was scriptable. And even then, I'm not sure.

The problem is the workshop array. It is a regular Papyrus array of the script attached to the WorkshopParentQuest. That array holds all settlement workshops (that is, their RefIDs). The index at which a workshop is in that array is the WorkshopID.
There is also a second array in there, which holds the corresponding Location records

Now, if you uninstall a settlement mod, it's entry in the WorkshopArray will become invalid and effectively null (I'm not 100% sure that papyrus turns invalid IDs to null, but I strongly suspect it).
That will cause problems, because WorkshopParent and other scripts will go through that array, with the assumption that all of it's entries are valid.
It can cause even more problems, because some objects (Anything with a WorkshopObject script, but potentially more) also have their WorkshopID stored in an integer variable. They will sometimes try to get their parent workshop using that ID. But this isn't as bad as the point before.
And there might be even more places which use the WorkshopID which I don't know about...

IN THEORY, if the settlement you want to remove is the very last entry of that array, you could just remove that entry from the array, shortening it by 1. Objects which reference it might still do weird stuff and break, but it shouldn't be too bad.

But, if the settlement in question is somewhere in the middle, I don't even know what to do.
Take the last settlement, and move it into the gap? That might work, but, I'm not sure you could properly recognize everything which could be updated.


Mhh, maybe something could be done. Make a mod which has, like, 10 cells, each with a workshop and a location, and guaranteed without anything else. Then, just use these to fill the gaps.
But I still don't know how well that would work, or how safe it would be to do this...
 
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