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.