Blueprints will no longer show layers other than Default

Discussion in 'Workshop Plus Bug Reports Archive' started by Whisper, Jan 23, 2019.

  1. Whisper

    Whisper Well-Known Member Community Rockstar Vault Librarian Verified Builder

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    Noticed this in Sanctuary. I created a new layer (#8) and added items to it, put down the blueprint controller - and can only choose "Cancel" or "Default" when it comes to picking layers.

    Moved to Red Rocket, in case Sanctuary is a bit overwhelmed with too many layers/items. Same result.

    Moved to Starlight. This settlement has been captured, the molerats dealt with, absolutely nothing has been scrapped. Built one item (a 0.5 x 0.5 square floor-piece). Exactly the same behavior.

    Reloaded the save and fast-travelled to Starlight again. Built one item (shown below, on L0). Same behavior. Walked away for 5 minutes while leaving the game in workshop mode - just in case the scripts needed to catch up. Came back and tried again, same behavior.
    20190123205559_1 (Large).jpg
    20190123205611_1 (Large).jpg
    Versions of WSFW and WS+ installed:
    modsinstalled.jpg
    Exited the game. Enabled Papyrus logging and started up again.

    Immediately fast-traveled to Starlight. Created one of the above prefabs again, on the Default layer. Created a Blueprint controller - cancelled from creating a blueprint.

    Created Layer 0, picked-up and tab-cancelled the pickup of the prefab - it added to Layer 0. Switched layers a couple of times. Tested by toggling the visibility of the selected layer, it was correct (it was Layer 0 and the prefab was hidden). Created another Blueprint controller - it still only offered the Cancel and Default options, no Layer 0 to create a blueprint from.

    Papyrus logs attached - including extra logs as follows (the logs from the User subdirectory):

    AutoBuilderLog.0.log
    Followers.0.log
    IDEKsLogisticsStation.0.log
    UncappedSettlementSurplus.0.log
    Workshop.0.log
    WorkshopFrameworkLog.0.log
     

    Attached Files:

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  2. Whisper

    Whisper Well-Known Member Community Rockstar Vault Librarian Verified Builder

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    Thinking about it (at work at present) I have updated to the latest WSFW version (1.10?) when it came out.

    Prior to that update I did create and use a blueprint successfully.
     
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  3. Whisper

    Whisper Well-Known Member Community Rockstar Vault Librarian Verified Builder

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    Did a little hunting, here's a video showing the issue - WS+ 1.0.4 vs the original 1.0.3:
     
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  4. Bollox42

    Bollox42 New Member

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    I can verify this - I had the exact same problem (blueprint controller only showing default layer). Downgraded to v103 and it works perfectly.

    Seems v104 has a few bugs, it also has issues with HUD placement and it always shows the max layer count of another settlement (even though you only have default).
     
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  5. VersusXV

    VersusXV Well-Known Member Staff Member Vault Librarian Verified Builder

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    Thank you for this. I will use v103 for the time being!
     
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  6. Bollox42

    Bollox42 New Member

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    HAH - I finally got v104 Blueprints working!!! There's a trick to it -

    1) Add/make 2 new layers
    2) Exit Workshop mode and go into Mod Config and Workshop Plus
    3) Goto Options and select "Add previous items to layer", select "Default Layer". This seems to "initialise" the newly created layers.
    4) Go back into Workshop mode and switch to/activate layer 0
    5) Build layer0 handle
    6) Build (or pick up & drop) the items you want to add to the Blueprint, this adds them to layer0
    7) Build the Blueprint tool. Choose "Create Blueprint" - you should now finally see a list showing ALL your layers - WOOHOO!!!! Congrats, it worked ;).

    NOTE: It will always fail to let you rename the Blueprint. This is yet another bug but it doesn't really matter because the Blueprint will work perfectly normally and you can simply rename it at a weapons workstation I believe.
     
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  7. VersusXV

    VersusXV Well-Known Member Staff Member Vault Librarian Verified Builder

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    Really cool post! I imagine this could be helpful for tracking down the causes of 1.04's bugs.
     
  8. Bollox42

    Bollox42 New Member

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    Another quick update - it also seems that you can simply select "cancel" at stage 3 (Add previous items to layer), and you only need to do it once per session, per settlement, BUT you need to do the whole procedure EVERY time you restart Fallout4, for EVERY blasted settlement!!

    Big Kev's Blueprinting tips:

    1) If you used Place Everywhere when creating a Blueprint - always disable "Surface Snap" and "Object Snap" before building a blueprint or it screws up placement. Any objects you aligned with Place Everywhere will revert to their original snap locations, messing everything up.

    2) Vanishing Objects - For complex Blueprints, or ones that contain "non-standard" objects - eg planks, plywood, fireplaces you re-used that were lying around the settlement - do not move the freshly built Blueprint with the controller. Once you pick it up, the objects vanish and any re-positioned objects instantly snap to the "world" axis, making a darn mess! The only way around this (that I've found) is to build the Blueprint controller exactly where you want the finished object to be. Not easy to do and takes a lot of patience! Also, never hide the Blueprint controller, you can create a new one to move it, but once you hide it several objects will vanish. Just move it somewhere you can't see it and forget about it. You can build more blueprints after this (at the same settlement), and the first Blueprint's objects will stay put, but you have to do the same procedure for the newly built Blueprint.

    Hope that helps someone ;).
     
  9. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

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    Fixed for 1.0.5.
     
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