the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Ch.3 Workshop Framework Invalid Entries error

fathamburger

Active Member
Messages
251
Hey all,

After updating everything and ensuring workshop framework comes from Nexus, I am getting the same error as at least two other folks here on the forums and basically can't start Ch. 3 yet. Fortunately my RL is very busy so I'm in no hurry despite the curiosity and excitement!

""Workshop Framework has encountered an error! Your Workshop array seems to have invalid entries, probably due to removed settlement mods. It is not recommended to continue playing this save." . Running ROTC as well. I should mention that I took a break since last dec and didnt fire up the game or patch during the period when KG mentioned some similar issue he had to push out a hotfix for and ROTC/settlement mod optimization. Maybe we had to patch and convert all the way through and some process was missed here.

This save is overweight with mostly DLC content mods like Thuggyverse, Subversion. Going to see if I can optimize the load order some after I hit post.

resized ScreenShot110.png
 
ok this is interesting that we would have exactly the same missing entry even though we have a different number of workshops, if it IS sanctuary consistently then that points to the Ch. 3 update screwing up something there but it seems like MANY other things are more directly broken and it would probably be a challenge to fix everything else with enough time left to play without half the gameplay being console command workarounds before Starfield comes out

also you never got a repair option either?
Never got a repair option!
 
Some further digging has been done on the Sanctuary Hot Springs mod and it appears to overwrite Sanctuary, Red rocket, Concord, Robotics Disposal, basically a huge chunk of the area and has two separate workshop quests. I think it is clearly the culprit in what is causing these workshops to become corrupted.
except Ive never installed it or anything that might modify Sanctuary other than SS2 chapters themselves. Only Kilo is running that.
 
I also want to make this as clear as humanly possible. This is not WSFW somehow breaking something or reporting a false positive. This is WSFW telling you something is very wrong. In addition to the number of things that Yagisan listed above, Captain LaserBeam has also pointed out that a badly done settlement mod can break the settlement system in your game.

I'm sorry for anyone seeing this error. But it is not the fault of WSFW. It is WSFW telling you that its a problem.
 
Also if you're going to continue playing via this "fix" , please let us know eventually whether you were able to play thru Ch. 3 / everything else successfully. Especially with the battle at sanctuary in the trailer, this might break that. I also just jumped around to Jamaica Plains (next most developed settlement I have probably) and Warwick Homestead specifically as that one would be a relatively light load and they were expected to be fine. However Sanctuary still CTD's possibly confirming that location as the problem workshop
I didn't continue with the 'fix' because of what was noted previously that you will be required to use SKK to fill the gaps. It suppressed the error message but I don't necessarily want an extra mod to suppress an error message. It's mostly just helpful to find out what issue(s) you are having with your workshops.

I might just try to patch out the error message because I totally understand that one of my settlements isn't an actual settlement and is a player home. I don't use it as a settlement and don't have any issues with it - it's all on me and is why I am modding my game. I also understand what WSFW is trying to do, but at least provide some extra details that SKK does to provide feedback about what is triggering the error, and to allow a toggle or something in WSFW to bypass the error.
 
except Ive never installed it or anything that might modify Sanctuary other than SS2 chapters themselves. Only Kilo is running that.
Taking a quick look at the load order you posted previously, you have a few possibilities. My first guess would be Age of Airships, as I recall some issues with that one and it includes player homes, but there are other possibilities on your list as well. Also, any mods that change the vanilla story (Subversion, Thuggy's series, etc.) will be... less compatible than previously, due to some quests relying on the vanilla state of certain npc's. They are not necessarily fully incompatible (I haven't tried a playthrough with any of them yet with Ch3), but I'm guessing that timing will be important.

As always, if you decide to remove/disable any mods from a current playthrough, you'll need to start a new game (or at least go back to a save before the mod was installed).
 
If it was SS2 itself and its chapters then every single person who installed it on a pre-existing save would be getting that warning and that is definitely not the case.
thats true. Was just thinking there isnt anything else on that list that really modifies sanctuary.
Taking a quick look at the load order you posted previously, you have a few possibilities. My first guess would be Age of Airships, as I recall some issues with that one and it includes player homes, but there are other possibilities on your list as well. Also, any mods that change the vanilla story (Subversion, Thuggy's series, etc.) will be... less compatible than previously, due to some quests relying on the vanilla state of certain npc's. They are not necessarily fully incompatible (I haven't tried a playthrough with any of them yet with Ch3), but I'm guessing that timing will be important.

As always, if you decide to remove/disable any mods from a current playthrough, you'll need to start a new game (or at least go back to a save before the mod was installed).
There's one other possibility actually besides subversion, a far less common mod I'm running.. the Doctor Who Tardis mod not only has part of the quest start in Sanctuary but basically makes the Tardis a player home.. I'll dig into it later but just mentioning it here in case everyone else experiencing this also has that one in common

I didn't continue with the 'fix' because of what was noted previously that you will be required to use SKK to fill the gaps. It suppressed the error message but I don't necessarily want an extra mod to suppress an error message. It's mostly just helpful to find out what issue(s) you are having with your workshops.

I might just try to patch out the error message because I totally understand that one of my settlements isn't an actual settlement and is a player home. I don't use it as a settlement and don't have any issues with it - it's all on me and is why I am modding my game. I also understand what WSFW is trying to do, but at least provide some extra details that SKK does to provide feedback about what is triggering the error, and to allow a toggle or something in WSFW to bypass the error.
Yes thats basically what I wanted you to to confirm, if the dummy fix was really not a fix and just fooling the error into not popping up
 
I'm getting this error and I'm pretty sure I know why. I had to update the Framework to the latest version for Ch.3 to work. I'm guessing I gotta start over my save now?
 
I'm getting this error and I'm pretty sure I know why. I had to update the Framework to the latest version for Ch.3 to work. I'm guessing I gotta start over my save now?
There is now an ESP patch on the WSFW download page on Nexus that will suppress the warning message for you and will allow you continue playing without the popup.
 
  • Like
Reactions: Flo
Hello Just for adding Info that could help to find the root of this. I installed simsettlement C3 all in one (and uninstalling previous last version of Sim settlement and Simsettlement C2) and also updated Workshop Framework to 2.3.6. Along with that I also Updated:
The Fens Sheriff's Department - Bleachers 2-(Removed chapter 1 before)
Building Budget Extender
Underground Hideout
Heather Casdin - A Unique Companion.

Just mention that prior to update Workshop Framework to 2.3.6, I did not get the message. For me, so far, the problem could be in one of those mods (if really the problem is not in WSFW). Also it could be that in previous WSFW releases, WSFW was not cheking that and so the message was not displayed even the issue was there
 
Hello Just for adding Info that could help to find the root of this. I installed simsettlement C3 all in one (and uninstalling previous last version of Sim settlement and Simsettlement C2) and also updated Workshop Framework to 2.3.6. Along with that I also Updated:
The Fens Sheriff's Department - Bleachers 2-(Removed chapter 1 before)
Building Budget Extender
Underground Hideout
Heather Casdin - A Unique Companion.

Just mention that prior to update Workshop Framework to 2.3.6, I did not get the message. For me, so far, the problem could be in one of those mods (if really the problem is not in WSFW). Also it could be that in previous WSFW releases, WSFW was not cheking that and so the message was not displayed even the issue was there

Well for me, the guy that did the Thuggysmurf optimization's response probably nailed it for me. Goodneighbor expansion for me is probably the culprit, I installed and uninstalled and anything that adds a workshop "cant be uninstalled", he also mentioned Diamond City Expansion... The Bleachers may also be a common element among us if it needed to be installed to make Fens Sheriff work. Anyway.. it depends if under these conditions, we're still safe to play or not but also the patch to supress the checks didnt work.

Ive played a bit of Ch. 3 so far but its a horrible buggy mess probably outside of this, none of the hotfix patches worked for me.
 
Well for me, the guy that did the Thuggysmurf optimization's response probably nailed it for me. Goodneighbor expansion for me is probably the culprit, I installed and uninstalled and anything that adds a workshop "cant be uninstalled", he also mentioned Diamond City Expansion... The Bleachers may also be a common element among us if it needed to be installed to make Fens Sheriff work. Anyway.. it depends if under these conditions, we're still safe to play or not but also the patch to supress the checks didnt work.

Ive played a bit of Ch. 3 so far but its a horrible buggy mess probably outside of this, none of the hotfix patches worked for me.
Any mod, ANY MOD, that is more than a texture replacer is unsafe to uninstall. The guy who literally wrote the scripting language that Bethesda uses said so, and we posted a screen cap of that statement.
 
Well for me, the guy that did the Thuggysmurf optimization's response probably nailed it for me. Goodneighbor expansion for me is probably the culprit, I installed and uninstalled and anything that adds a workshop "cant be uninstalled", he also mentioned Diamond City Expansion... The Bleachers may also be a common element among us if it needed to be installed to make Fens Sheriff work. Anyway.. it depends if under these conditions, we're still safe to play or not but also the patch to supress the checks didnt work.

Ive played a bit of Ch. 3 so far but its a horrible buggy mess probably outside of this, none of the hotfix patches worked for me.
I found my culprit I think. I had loaded all of the city plans mega pack. I then discovered that there were other Mods I needed so I added those too. Then my game wouldn’t load at all until I made room. So knowing there were plans I was not using I went and disabled them. Which then was working fine until I updated the framework and to the SS with SS2 & 3.
 
I started getting this too after updating all the files that I hadn't in a while, so I guess I'll just start over. I had to remove some guns/armor, and the Bioshock themed vault were removed, so I'm guessing that was part of the problem. Its cool that workshop lets you know their is a problem now though!
 
The message will still come up again when you have the patch installed, but the patch adds a prompt if you want to ignore the message in the future.of

I just got it but given the flurry of hot fixes etc I wasn't sure if it came from the latest update or if it was the suppression fix finally giving in. It was less about the message vs "how bad could it be?" which has finally been answered
 
This is a log of my own "playpath" since level 1

Playpath
--------

Sims Settlements / Rise of the Commonwealth / Settler patch / Everyone's Best Friend / Atomic Radio / Freedom radio (main quest done)
The Train (at level 20) (done, buggy and only optional)
Clear all side quests to faction choice fork (done now I think)
Beat all DLC content - Automatron, Far Harbor, Nuka World, Vault 88 (all done)
Railroad Ending (done with Shaun)
Minutemen ending (done)
Brotherhood of Steel ending + Operation Manhattan (done)
Institute bad ending + America Rising (done, waiting on America Rising 2)
Institute Subversion ending + Father Companion (USED AS CANON GOING FORWARD done)
  • The Machine and Her (5 hrs, hacking AND lockpicking, DONE)
  • Fallout Brotherhood (1 hr)
  • The Absent Ghoul (3 hrs ish, done)
  • Commonwealth Responders (done around 10-15 hrs, no Jamaica Plain)
  • Fourville (quest hub, vault survivors from Salem, 10-15 hrs done)
  • Hilda Institute story (memory lounger can bug out if too many holotapes, but finally finished after a few hrs if no issues)
  • David Hunter Brotherhood story (a few hrs, done)
  • Sims Settlements 2 (done, recruits and mk 1 plans still left to do)
  • Age of Airships 1 (a few hrs to see everything, BREAKS 5mm ammo price! set back to 1 from 100 in FO4Edit)
  • The Bleachers (done, around 8 hrs)
  • Age of Airships 2 (main quest decent 6 hrs or so done, 10 hrs ish with side quests)
  • Secret of Huntress Manor (5 hrs ish done not including bugs)
  • Miami Misadventures (done, maybe an hr tops to figure things out)
  • Tales of the Commonwealth + Settlers of the Commonwealth (done except for Birdie's char quest, 20 hrs ish)
  • Fallout Who Regenerated (Tardis at Fraternity 110? near CIT, stuck on one repair component, stuck on Time Vector Generator)
  • Outcasts and Remnants + Valkyrie + Fusion City (Valk, OAS, fusion city done) (about 60 hrs total)
  • Fens Sheriff Department (in progress)
  • Sim Settlements Ch. 3 (lots of bugs, not started)
 
Top