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Question Xbox - Conflict with Place Anywhere

Mellesande

New Member
Messages
8
I reinstalled FO4 this weekend, modded the crap out of it and started a new game. Workshop activation does not work properly. After a long and tedious process of trial and error to find the issue I found that is between Workshop Framework and Place Anywhere.

Behavior Description: When hovering over a workshop, the activation menu is simply A) Search. When you press A you get a combination of the workshop edit mode and the inventory mode but you can't really do much in the inventory mode as you don't have the submenu for storing junk and stuff.

Everything I Noticed or Tried: Workbenches seem to work fine and I get all the activation options I should and inventory mode seems to behave correctly. I can Store All Junk from them even though I can't from the workshop itself.

The save file I loaded what felt like 400 times to narrow down the culprit happened to be saved in Sanctuary right before the workshop is activated for the first time. I can't remember what the activation menu is supposed to be when the workshop is in that never been touched before state and I REALLY didn't want to do Happy Days with Baby Shaun and Vault 111 again at that point just to find out. What I had was A) Search. When I pressed A I got the workshop tutorial explainer popup thingie like I would expect but I also noticed that for just a very brief flicker the correct activation menu appeared in the background and was then replaced with A) Search. All subsequent interactions with the workshop still have A) Search.

When I load the game with just one or the other mod loaded, everything works as I would expect. I get the full normal activation menu, I can enter inventory mode only and I can do things like Store All Junk. When I loaded a really old save on a diff character the behavior was the same except first time activation since I was long past that. Finally, I ran down to Red Rocket just to be thorough (on the new save) and it was the same.

Other Details: This is my first time installing Workshop Framework but I have successfully used Place Anywhere for ages. I tried with and without Unofficial Patch since I had the impression that Workshop Framework either needs it or prefers it. No discernable difference. I can't change the load order. Place Anywhere always moves itself below Workshop Framework. I'm guessing WSFW is an esm? I forgot to look. The game has been hard closed and restarted. The console has been restarted. Other than swearing a lot of done everything I can think of and they just will not play nice together.

Anything else you need to know? Any suggestions? (Besides play on PC :-D)
 
Craft the Workshop Framework holotape, probably in the Chem station, and use it to turn off the workshop activation for WSFW. This way it won’t interfere with other mods using the same activation, and you can temporarily turn the activation back on for WSFW if you want to import layouts in a settlement.
 
Thank you for the response. I'm willing to try this. But this doesn't fully make sense to me and I'm hoping you can explain further. I understand the steps you are suggesting, I just don't really understand the intended outcome so that I can judge if the workaround is sufficient or even working as expected. When WSFW is loaded by itself, I appear to have the exact same activation menu that I have when I load Place Anywhere by itself. Neither of those mods adds a Search option when loaded alone so why would that be what I'm getting when there's a conflict? Is it the supposed to be the same UI choices but the difference is in the script being called by those selections? I'm not a total noob modder though my experience is all PC. I am, however, a total noob to WSFW so that leads to part of my difficulty. I simply don't know what I should be experiencing so I can only go by what I get when its loaded solo since I can't use any extra tools to look at code when its on Xbox. I tried to watch some tutorial videos of WSFW and catch a glimpse of what it's supposed to look like but its really hard to catch at just the right second. Thank you again for any insight.
 
Thank you for the response. I'm willing to try this. But this doesn't fully make sense to me and I'm hoping you can explain further. I understand the steps you are suggesting, I just don't really understand the intended outcome so that I can judge if the workaround is sufficient or even working as expected. When WSFW is loaded by itself, I appear to have the exact same activation menu that I have when I load Place Anywhere by itself. Neither of those mods adds a Search option when loaded alone so why would that be what I'm getting when there's a conflict? Is it the supposed to be the same UI choices but the difference is in the script being called by those selections? I'm not a total noob modder though my experience is all PC. I am, however, a total noob to WSFW so that leads to part of my difficulty. I simply don't know what I should be experiencing so I can only go by what I get when its loaded solo since I can't use any extra tools to look at code when its on Xbox. I tried to watch some tutorial videos of WSFW and catch a glimpse of what it's supposed to look like but its really hard to catch at just the right second. Thank you again for any insight.
The problem is related to the FO4 engine.

You can only have one active extra button on existing objects. For example, you can only have one additional option on the workshop at a time, so whatever mod loads last will "win". Depending on how they are implemented they could ultimately cancel each other out completely. It's the reason WSFW allows you to disable it's functionality completely.
 
Just an also worth mentioning is you seem to be running Place anywhere with the option menu active. That is default setting but it should be turned off and only turned on when you want to use that feature because it will mess with many other mod for the above mentioned issue. Go to the pipboy open the PA item under aid scroll down to option menu and turn it off. If you need it just turn it on use it then turn it off.
 
For example, you can only have one additional option on the workshop at a time, so whatever mod loads last will "win".
I wish it worked that way. Extra activation options are added via a perk entry point (Activate / Add Activate Choice); the condition functions for the entry point are evaluated for every object you run your crosshair over. If the condition functions for more than one such entry point (typically belonging to different mods) evaluate true on the same object, all Activate entry points break. It even breaks the related entry point for replacing the text on the default activate option when that happens. Very frustrating. At least it doesn't crash, I guess...
 
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