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Custom Settlements Suddenly showing maxed out build limit

MrJacean

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14
After updating to the hotfix, a large amount of mod added workshop items no longer display in the settlement and workshop build limit is maxed out and settlers seem to have been confused/lost from their workobjects.

This is in a custom settlement addition that using the standard workshopparent quest and workshop initialize location scripts.
 
I have been unable to replicate this. What custom settlement mod are you using that has this issue?
 
Commonwealth GECK, West Roxbury. loaded with framework 1.0.1, after hotfix missing items from SOE, etc. Likely also lost many workshopobjects added that were added by custom mods/scripts like Gatherers Out There, Herbalists, Supermutant Workshop, Better Stores custom crops, etc
 
The framework doesn't touch the build menus, so that is likely from something else. If you ever uninstall a workshop mod of any sort, you'll want to rebuild the menus.

Pick up Settlement Menu Manager. In its holotape it has a rescue tool to clean up your build menus.
 
It's not the build menus that is the problem. Menus pop up fine. If I got to a different settlement I can place the same items no issue. Build limit just got randomly maxed and some items got kicked from the build existing but if I go somewhere else on the exact same load, no issues placing same items. Nothing else added or removed to the load orders. Workshop plus, framework, mod menu manager, that's it. I even verified using fallrim to see if anything else load order wise or added between when these were added or not by detecting loaded mods, nothing else. Just those three.

G2m updated, and fallout 4 updated (so f4se is out until they update or I backdate my fo4 build)
 
This sounds like the items are being hidden in the layers. Try setting the Toggle Layer hotkey and pressing it. If that's the issue, I had another report of that and am looking into it.
 
I know that the build limit thing I was able to fix by going into the mod menu for sim settlements and resetting the build limit (so it was applying whatever sim settlements standard default is I guess)

As for the layers, so here's another problem relating to hotkeys though I think you might be right about layers because the grass is acting like something is on top of it, I just can't see it.... but hotkeys aren't working for me. No matter what. Not sure if place everywhere is circumventing it with it's own hotkeys or what, but even though I the hotkeys almost none of them work. It's not key placement because I have one for "new save" for instance as part of workshop plus, and that one works fine. I can set another hotkey to that same key (in this case let's say N or /) and now the hotkey does nothing. So whatever underlying layer of scripting that is required to get things like clone, flying, undo/redo and toggle layers working via hotkey. That's not working. New Save request, working perfectly fine. Is that a mod menu manager issue or something else being wonky?
 
The hotkeys can be blocked if you ever used the mod FO4 Hotkeys. Check your Fallout4Custom.ini for bUseConsoleHotkeys and delete it.

If you didn't have that, and the hotkeys aren't being recorded by MCM in the menu, check the MCM page for any tips regarding that.

If the hotkeys are saving correctly in MCM, try using then outside of WS mode, ws+ should fire a warning in the corner that hotkeys are disabled outside of workshop mode. If you aren't getting those messages, than we're back to square one with your game lacking the script files.
 
My custom ini is pretty small actually

Code:
[Display]
iLocation X=0
iLocation Y=0
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
sDefaultLogOverlay=Papyrus

MCM "says" that it is saving the hotkey and will even acknowledge if I'm trying to apply it to an already existing in game hotkey. The hotkey for creating a new save, in my case "N" does work but the hotkeys for all the newly introduced features like undo/redo/fly/toggle layers/etc all do not work.

I noticed that pressing , or . will do a slight rotate to pieces in workshop mode but didn't remember that being a default fallout hotkey nor something added by place anywhere. Perhaps another random mod adding hotkeys or maybe I just never noticed the slight rotate hotkeys before but using any other available key still has the same results. So don't think it's conflicting, just think it's not registering them for whatever reason.

I did notice this, not sure if it's relevant or not, in the MCM hotkeys github problem tracker about hotkeys needing to be attached to quest and not a ref alias.
 
So I don't know if it was related to the automatic sim settlements build limit thing that made it show that settlement was over build limit, or what, but the items are available to place otherwise in the build menu. Menus are working fine, I just noticed that trying to place the items down again it shows that I have 163 stored "shack foundation" in my workshop meaning for whatever reason, it pulled them from the build and shoved them back into the workshop.

So now I'm thinking that it's not just hidden in a layer, something happened when installing this that made it remove the items from active build (perhaps thinking it was far exceeding build limitations) and threw them back into the workshop as overages.
 
Yeah, same for all the other missing items in build, they're all stored in the workshop. Attempting to reload the game without workshop plus and workshop framework disabled results in near immediate CTD.

So only options are to go back to a save 40+hrs of building prior or continue from current with items put back in workshop to rebuild everything, but need to have MCM installed to go to sim settlements build limits, reset build limit to allow me to place items again... but this pretty much nuked a 100+ hr settlement build. :sad

Not sure what caused it or if it can be undone somehow but it's definitely workshop plus or framework related.

But most hotkeys are still not functioning either way.
 
The layer system does not ever remove items on its own. It doesn't care about build limit, in fact it never even acknowledges build limit in any way.

It will hide things (not in response to build limit, but there was an issue where items could end up hidden incorrectly depending on the timing of scripts), and they can be unhidden. The only way it will scrap things is if you specifically press the Clear Layer hotkey and confirm that you want to scrap them.

If you are finding things stored in your workshop, that is happening from a different mod. You can look at the source code of these mods on Git, the function StoreInWorkshop is never used anywhere - which is the only way to do that.

If the items are just hidden, and you are unable to use hotkeys, run this function:

cqf wsplus_layermanager ShowMultipleLayers_Lock

If WS+ is hiding items on you, this will reveal them all.


If you are on the verge of losing a hundred hour save, I have to recommend that you change your approach to modding. NEVER overwrite your last save after you install a new mod. That last save is your lifeline, as if you uninstall any new mods and go back to it - it will function identical to before you installed the mod. Mods are unable to edit a save file just by being installed, your game has to be saved for anything to change. So that last save will remain exactly as you left it.

There's no way to know how a new mod will interact with your existing load order, and even the most innocuous looking mod can cause havok. So you need to be prepared to roll back to that save and uninstall the mod.


I will continue to help if I can, but from your very first post with issues, it's been clear there is something else going on here. Your papyrus logs from the first have shown that you have missing files, so of course WS+ and WSFW are not going to work. You weren't just missing files for these new mods, you were missing many core game scripts. Installing a mod cannot do that, mods cannot delete other mod files, they cannot delete base scripts. A bad mod manager, a virus, or any number of file operations could though.
 
typing "cqf wsplus_layermanager ShowMultipleLayers_Lock" into console gives message "no script attached to object contains a function ShowMultipleLayers_Lock"

Also, while I would not consider myself an expert on anything in life, I'm not intentionally reckless either. I was able to load and exit game fine without any of these issues, just hotkeys were not working, something I had assumed would be an easy fix. I have an additional save about 3 days prior, which is about a day before loading anything relating to workshop plus. I had just been building for a monthly mod contest so a lot of time was spent in those particular days.

I had no issues with missing items prior to the latest update to Workshop framework, this in conjunction with the update to Sim Settlements at the same time is when the "build limit" bug first popped up. These issues with my load order and "missing scripts" also did not exist prior to installation of this combination of mods. In fact I'm actually quite aware of what I'm adding or not and if it causes an issue, I immediately disable it and go back to a premod save. Prior to this only items with issues was Better Manufacturing causing CTD, and SOE Water FX, specifically the splash causing issues. removing better Manufacturing, removed any of those issues and using SOE without the splash also removed any others. They're eliminated as soon as they pop up.

So referencing issues in a game, post mod installation as it's broken, doesn't really help. While I know coincidence isn't causation, as your mods were the ONLY ones added or updated and certainly the only one that affected workshop, there is definitely an unintended issue happening and while it might be simple to assume that it's actually something else inherently wrong, there is absolutely zero reason to believe anything else would randomly make my build limit get maxed out, which then can only be fixed by going to the sim settlements MCM to reset build limit. I can't tell you the "why" or perhaps the "what else interacted with it" which ended in this result, but somehow, it is exactly what happened.

If Steam is saying that the game validated fine with no issues, and issues exist in a f4SE or non-F4SE load, with latest version of everything installed, let's not get trapped in that line of thinking. No base scripts are actually removed, they're all right there. So something instead was causing it to not "see" them or be able to access them, which is an entirely different problem then them actually being "deleted". Everything is there, some of it just wasn't working, and what I'm trying to do is figure out why. Not just for myself, but again more importantly for the thousands of others who have downloaded my Commonwealth GECK settlements so they don't also potentially run into the same issues.

Now possible theories are these:

- However workshop plus is implemented may not function as properly outside of vanilla settlements
- Possibility that CELL doesn't recognize/have properly set the "has workshop" but is within build area/sandbox
- Possibility that having sim settlements plots automatically set this to some inherent default sim settlements default build order max which prevents more items being placed to prevent game crash issues (I remember in one of your videos stating that you cap build limits to prevent game overtaxing/crashing - perhaps it somehow referenced that set max number which this huge settlement would definitely not adhere to being that it is absolutely massive in size about 20k x 20k)

So perhaps something in my build or load order could be the cause of hotkeys not working, so I'll work on that separately. I can try a complete reinstall of the game, mod manager, all mods, replicating exact load order at time of last save - I'm willing to do my own due diligence.

But somehow, something, definitely "adjusted" the workshop and build limit and as a result of which, it put what was deemed "surplus" items into the stored workshop. They aren't scrapped, they're stored. This has to be something mod done as this is not a standard vanilla thing to happen and since it's only your mods being added, again logic dictates that somehow, whether intended to or not, it did.
 
"But somehow, something, definitely "adjusted" the workshop and build limit and as a result of which, it put what was deemed "surplus" items into the stored workshop"

Sim Settlements does adjust the build limit when you use plots or a City Plan to denote that new items were built - since script placed items don't affect the build limit naturally. It doesn't ever store items though.

Storing items because the workshop is over build limit is not a behavior the base game does, nor any mod that I know of. Has anyone ever seen a mod do this to help MrJacean figure this out?


"typing "cqf wsplus_layermanager ShowMultipleLayers_Lock" into console gives message "no script attached to object contains a function ShowMultipleLayers_Lock""

You're still having deep papyrus/LO issues if you're getting that error. It's saying that not only can the function not be called, but that it flat out doesn't exist in the scripts you have available.


So you essentially have three things to sort out here. Missing scripts, stored workshop items, and hotkeys - which is probably not very important compared to these other two. To tackle these we need to eliminate some variables.

Best thing to try when in a deep troubleshooting hole, is to go back to the last state everything worked and make sure it still works. So remove WSFW and WS+ and go back to that 3 day old save to see what the results are.
 
Yeah. I'm doing a deep clean of this current environment while also having a couple of others testing the areas on their own load to attempt to get duplicated problems.

I'm running a viewer so I can see where lags and hiccups are happening in the livelog and I'm thinking this is where it's breaking down and setting max buildlimit.

Code:
    [ (FF010D13)].dlc05:workshopbuilderscript.PlayAnimation() - "<native>" Line ?
    [ (FF010D13)].dlc05:workshopbuilderscript.StartBuilding() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopBuilderScript.psc" Line 201
    [ (FF010D13)].dlc05:workshopbuilderscript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopBuilderScript.psc" Line 123
    [ (FF010D13)].dlc05:workshopbuilderscript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/04/2018 - 09:29:22PM] error: Cannot call IsRunning() on a None object, aborting function call
stack:
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.UpdateWorkshopHUDMeters() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 3342
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.CheckSettlementNeeds() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 3153
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.HandleEnteredWorkshop() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 1478
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.HandleLocationChange() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 970
    
    <truncated stack>
[10/04/2018 - 09:29:22PM] warning: Assigning None to a non-object variable named "::temp1186"
stack:
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.UpdateWorkshopHUDMeters() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 3342
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.CheckSettlementNeeds() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 3153
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.HandleEnteredWorkshop() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 1478
    [kgSIM_SIMSettlementParent (10002E0E)].simsettlements:simparentscript.HandleLocationChange() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimParentScript.psc" Line 970

As stated this is then fixed by using the recalculate max in sim settlements and allows me to place items again. Absolutely Zero clue what it is that put items into my workshop, and it's not even just from one mod it's from like half a dozen different mods, random item types, it's very strange. followed by a string of workshopobjectactorscript.psc failures.

I'm going to do a complete game reinstall and mod restructure, but I have a feeling that the end result will be the same. I think whatever happened to this save, has already happened and there is no "undoing it". I can just go back to the save prior to installing any of this and it seems to be working fine but I'm stuck on trying to figure out what caused this bug in the first place to see how it can be avoided in the future.

I'll keep you up to date, but anything you can think of that could have possibly caused things to just get stored when over build limit, that's a brand new one to me.
 
The points in your log aren't doing anything with the Build limit, the first piece is a manufacturing machine from the DLC. The other two are just SS updating it's own HUD module with HUDFramework.

Hopefully someone else will read this thread and recall a mod that stores things in the workbench. That's very specific behavior, so should jump out to someone.
 
The points in your log aren't doing anything with the Build limit, the first piece is a manufacturing machine from the DLC. The other two are just SS updating it's own HUD module with HUDFramework.

Hopefully someone else will read this thread and recall a mod that stores things in the workbench. That's very specific behavior, so should jump out to someone.

Here's the thing though. haha. So following that logic and what we discussed, I went through cleaned the load order again, fresh install, fresh mod install, everything in its place but load the initial release of workshop plus, framework, and roll back sim settlements one version during this install, don't install the updates.

Everything in the save is back in its place, nothing stored in workshop, no maxed build limit.

Install all three updates.... items stored in workshop. build limit maxed.

I genuinely don't understand the why.... but something quirky is happening. I don't know if it's interaction with a different mod or script or the location or what... but if I update to the most recent changes, it overrides the settlement. If I don't update, my settlement functions normally just no hotkeys working.
 
Updated to most recent sim settlements, keeping outdated workshop plus and frame work instead

Build limit maxed out again (fixed by mcm sim settlement menu again) and HUD framework still shows build limit as maxed even after reset but I can live with that. So some change between the last and current version of sim settlements altered how this particular settlement viewed its build limit. Now there are a few plots put in place in this settlement, but no city planner desk and nothing yet assigned/built within sim settlements, currently just a couple of blank industrial plots and wooden platforms.

The full reinstall of everything seems to have fixed the workshop plus hotkey functionality though. I think that was likely a F4SE issue as the vanilla load wasn't having as much hiccup in initial load. Either way, that's cleaned up.

Just need to figure out what changes between launch ws+/ws framework and current is interacting with something else, be it sim settlements, or another mod altogether that decided to store foundations and other workshop built items once build limit was supposedly maxed. Or perhaps it had nothing to do with build limit and that was just coincidental simultaneous occurrence.

Perhaps it was, as you thought, a layers thing, but since it couldn't properly access the layers functionality it just stored the items as it didn't know what to do with them? As they were "there" and "present" just not active layer and without the framework/workshop plus to identify what a "layer" was or what existed there, the default vanilla workshop had no other option but to store the items.
 
The only way an item could be stored is that function I keep mentioning. There is no base game mechanic that forces items to get stored automatically under any circumstances.

Given that you now have a repeatable setup, it's a simple half-split search away to find the culprit.

Disable half your mods (just uncheck them in the plugins tab) and attempt to trigger the issue. If it happens, you are in the bad half of your mods, otherwise the inactive are your bad half.

Continue loading half of your bad mods and repeating the steps in your save that trigger the bug until you find the single mod that causes it. It takes a max of 8 tries since you're cutting your list in half each time.

There's one catch here- if you have many F4SE plugins, they require you actually uninstall to disable. They are generally dll files that modify the executable. Would save those for last if you find that you still have the problem after finishing the half split test.
 
okay. So I've narrowed down the only mods causing script errors still is SOE, water placement and I think that's where the harvestablemirelurkegg came from as well since that error went away with that disabled. Gatherers Out There having script errors, and Manufacturing Extended. None of them were connected to items going missing (other than obviously the items that were placed by that mod)

As for the items missing, the only connection I'm actually finding is between the Sim Settlements Contest tool and Workshop plus/framework. So the items that were deleted are the same items that were highlighted when I turned that mod back on. Is there a possibility that somehow it confused the highlighting of invalid workshop objects with the highlighting of active layer? Because with that mod completely deleted. I seem to be able to update now to the latest version, turning it back on and things get wonky again with missing items. I've permanently deleted it and things seem to be working. But I'll keep testing but is there anything in the City Plan Contest Mod that could "remove" items from active play if they weren't valid? Perhaps something related to the export script?

As for the other errors in SOE, ME, and GOT, I think the other existing script errors are just baked into the mods as I'm seeing them in even brand new game loads if I place the same items.
 
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