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Observations and Issues

AMD64Gamer

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Just installed Workshop Plus and noticed the following:
  1. The Pip-Boy Light and night vision modes from the West Tek Tactical Optics mod shut off as soon as you enter workshop mode with Workshop Plus installed. When building a settlement, I usually work non-stop on it during the game's day and night cycles, using either the Pip-Boy Light or one of the night-vision options from West Tek Tactical Optics so I can see what I'm doing. Sometimes I may have to do one or the other if I'm building in an area that isn't well lit during the daytime. The Pip-Boy Light and West Tek night vision modes re-enable once I have exited workshop mode. I was wondering if Workshop Plus could be patched so it doesn't shut the Pip-Boy Light or any other user lighting mod off while building a settlement.
  2. The latest version of Transfer Settlement warns you have opened the Pip-Boy in third-person mode rather than first-person mode to avoid animation glitches. With Workshop Plus, the warning doesn't come up and your character is stuck in a glitched state until you quit the game.
  3. I am no longer able to use the jump key in workshop mode--though I would guess this is because you have the ability to "fly" while building and this makes jumping unnecessary.
  4. Disabling the mod doesn't remove it from MCM. It has to be uninstalled completely (I am using the latest version of Nexus Mod Manager (0.65.10.0)
Other than that, Workshop Plus has the potential of saving a lot of time when building settlements--especially the Undo, Clone and Save feature, and is a real game-changer (no pun intended) for Fallout 4.
 
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Try tuning Off fly mode.
The problem is there is a race change when entering fly mode. And not to much can be equipped on a bloatfly. LOL
Also, turning fly mode off before firing up TS should fix that problem. At least it did for me.
 
Try tuning Off fly mode.
The problem is there is a race change when entering fly mode. And not to much can be equipped on a bloatfly. LOL
Also, turning fly mode off before firing up TS should fix that problem. At least it did for me.

OK, Thanks. Will try it now.
 
1. Let me know if turning off the flight mode fixes the problem with West Tek. Your answer will help me investigate a potential patch or fix.
2. This also has to do with flight, I put in a small buffer to prevent you from immediately going into the pipboy after exiting workshop mode so you don't get stuck in this state - sounds like I need to make that buffer a little longer.
3. Correct - this is due to flight. (So far all 3 issues are because of flight...)
4. Did you initially install WS+ MCM files manually or let NMM do it?
 
1. Let me know if turning off the flight mode fixes the problem with West Tek. Your answer will help me investigate a potential patch or fix.
2. This also has to do with flight, I put in a small buffer to prevent you from immediately going into the pipboy after exiting workshop mode so you don't get stuck in this state - sounds like I need to make that buffer a little longer.
3. Correct - this is due to flight. (So far all 3 issues are because of flight...)
4. Did you initially install WS+ MCM files manually or let NMM do it?

1. Yes, turning off the flight mode fixes the problem with West Tek.
2. Turning oft the flight mode fixed the issue with the Pip Boy Light as well.
3. Once flight mode was off, I was able to jump in workshop mode again.
4. I always use NMM to install all of my mods--no exceptions.
 
Yeah that makes sense - disabling the mod wouldn't remove the MCM files then. You'd pretty much have to do that manually.

MCM doesn't look for esps, it just checks if the config files exist.
 
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