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@Snapdragon I had difficulties reproducing the behavior with a companion (Preston) as well.
Not so much with settlers though, where I could unfortunately confirm the bug.
NB: If you want a testbed, you can use my concord mod as it's got many buildable interiors that are all placed at 0,0,0.
Ah, found it. It's in MCM, the option is called "Settler Activation".
@kinggath: It gets displayed on all Flyable Personal Vertibirds. Is there a way to exclude certain NPCs?
I wanted to ask if it's normal for WSFW and SS to print hundreds of kilobytes of error messages to the papyrus log? I don't have any SS plots yet, just started a new game due to SS, completed automatron (for robot provisioners) and finished setting up supply lines across most of the...
One super-very-extremely-nice thing to have would be the ability to construct sort-of prefabs in game.
Like, maybe that turret tower you've built many many times at many many settlements. How cool would it be if you could build it once, create a prefab from it and, from then on, plonk it down...
Oh, I'd totally second that. So. very. much.
But IMHO, the best thing that could happen to FO4 on PC is, if somebody came along and implemented a completely new UI for it, overlay style - Similar to what the MTASA team has done with San Andreas.
I encountered the exact same issue on PC.
Turns out that Sim Settlements needs to be above Workshop Framework in the load order. If it's not, I get the pip-boy detection bug.
Also when I load the holotape on a terminal under these circumstances, it will bug out completely. Retrying in pipboy...
I would like to suggest Settlement Management Software (original by matzman666 and the extended version by snike) as an interim solution. Just don't ever try to work on remote workshops with it (even tho it lets you), and don't use it to unassign/assign provisioners.