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Door leading to the Bradberton Amphitheater vanishes

FloydFire

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Door with ID xx03444b in the Nuka-World DLC vanishes after using it, in the other part the door is still there, after the first use going from Nuka USA to the Bradberton Amphitheather the door vanishes...
 
Is that a sim settlements problem? I'm having the same issue I just didn't figure it was sim settlements doing it. Do you crash when you try and zone in?
 
No i posted it on Salvage Beacon, i'm currently using sim settlement ( but didn't go to nuka world in this save for now) i played in the past with the mod Salvage Beacon and it indeed disable the gate (no crash in my end)
 
Ahh my bad, I'm using Salvage Beacons as well. I didn't realize it was the cause.
 
What version of Salvage Beacons did you use? That was a bug in a very early version (from about a year ago) that I've since prevented from happening - but if it had already happened, it wasn't something that could be fixed on that save.
 
Could any of you having this issue try completely uninstalling Salvage Beacons, then manually download and extract the esp and ba2 files to your Fallout 4/Data folder and test on a new character to see if it still happens?

Oh, and if you could - @kinggath me with the results. I tend not to check on Salvage Beacon bug reports because it has been stable for so long.
 
@kinggath - Tested with no change (as expected) on an existing character. Using version 1.0.3 at the moment and haven't had it installed that long. Definitely less than a year. The file header for the esp shows 1.0.2, btw.

EDIT: Tested on recent profile where I haven't been to Nuka-World yet. The door is present until you enter Bradberton Amphitheatre. After exiting, it's gone.
 
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Hmm - I have no idea how that could be happening. Will add it to my list to look into - maybe an old script snuck into the live archive.
 
I'm experiencing the same issue. I disabled the mod for the time being. I hope that won't cause other problems. I really only had the one operator working out of the red rocket. After disabling the mod the gates now remain and my guy at the red rocket is unemployed. I'll let him stay on welfare for a bit till this mod gets sorted. It's been a great mod though for when I was in the commonwealth proper.
 
I just googled this, and lol, first result was this thread.
Salvage Beacons is the last mod I'd have suspected here.. Removing it doesn't seem to do anything, though. Neither does enabling the door via console. :/

edit: so the door was actually deleted. that's what the [D] in the console means. I tried using FallrimTools ReSaver to remove the changeform from my save. This destroyed the save. Meh.

edit2: so I made a mod which fixes this. and by "fixes" I mean "places a second door at the same position and links the exit door to it". I could upload the file if anyone wants it...
 
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I just googled this, and lol, first result was this thread.
Salvage Beacons is the last mod I'd have suspected here.. Removing it doesn't seem to do anything, though. Neither does enabling the door via console. :/

edit: so the door was actually deleted. that's what the [D] in the console means. I tried using FallrimTools ReSaver to remove the changeform from my save. This destroyed the save. Meh.

edit2: so I made a mod which fixes this. and by "fixes" I mean "places a second door at the same position and links the exit door to it". I could upload the file if anyone wants it...

Hey man can you send me the mod you made? I Have the exact same issue, or have you found a fix?
 
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Door with ID xx03444b in the Nuka-World DLC vanishes after using it, in the other part the door is still there, after the first use going from Nuka USA to the Bradberton Amphitheather the door vanishes...
Have you found a fix yet? I have the same issue
 
Yeah would love to have the "fix" as well, even if i was hoping to get some real fix, so the door gets deleted? maybe we can try and find why, since kinggath is doing a wonderful job in developing sim settlements and would love to help fix this, maybe pra just post it the "fix" here so people can play with salvage beacon without worrying about that door
 
i'll get home tomorrow, i'll post it then.

but well, since it can't be verified who actually deleted the door and when, the bug hunt is quite difficult :/
 
I can later try to install the mod exactly when in nuka world (in my current playthrought i dont have it installed) and see if the door vanish, from what i could see another user did that and reported it back in the nexus when there was a bug section, so yea i discovered that was salvage beacon cause that guy did :P i just posted here cause i knew that would have more visibility for kinggath and anyone that can help, i'm not into scripting much but i guess maybe looking at the sources for the scripts (since kinggath said that maybe some part got into the ba2 archive) should give us something to work, it's i think the only issue i had with salvage beacon...
 
So, here is my "fix"
 

Attachments

  • door-fix.esp
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I spent a couple hours working on Salvage Beacons this morning and could never replicate this.

This makes me believe that this is the old bug. If you've been around for a long time with Salvage Beacons in your save (like almost since release), it could just be you are only noticing it now.

If you had the issue happen since after version 0.3.1, it's likely you still have an old copy of the script. This would almost certainly be thanks to your mod manager not updating it correctly. The solution is to download the mod manually and overwrite the files in your Fallout 4/Data folder.

Unfortunately, once the door is deleted, updating manually won't bring it back, but pra's fix above will take care of it for you!
 
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