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Question Repair Damaged Object

Messages
37
Honestly not sure if it is related to Workshop Framework though I imagine MAYBE it is. Maybe not. I've used Workshop Framework for ages and never had such an issue. I am also running SS2 the first time. Some time after getting through the first few quests in SS2 I got "Repair Damaged Object" message popping up. I know this means I need to repair an item, I've played FO4 before, but I never remember seeing this message. Maybe it is one of those "tutorial" messages, that goes away once you did it the first time? I would post my mod list but I don't quite remember the process for that.
 
Short answer is who knows but maybe and sounds reasonable. First it should or could be auto repaired if you left that settlement for a long time. Next you could add the SKK mod for managing settlements. Save, install the mod use the feature that repairs all but gives you a message on what was repaired or the other feature that highlights what needs to be repaired. Exit uninstall the mod. Go back to the first save before the mod and go fix the thing yourself. Not a PC way but that is how you would do it for a console because we have no logs or other such goodies.
 
Honestly not sure if it is related to Workshop Framework though I imagine MAYBE it is. Maybe not. I've used Workshop Framework for ages and never had such an issue. I am also running SS2 the first time. Some time after getting through the first few quests in SS2 I got "Repair Damaged Object" message popping up. I know this means I need to repair an item, I've played FO4 before, but I never remember seeing this message. Maybe it is one of those "tutorial" messages, that goes away once you did it the first time? I would post my mod list but I don't quite remember the process for that.
You could also try this mod.
or this one, I have the bots at all of my settlements.
 
The SS2 settings in MCM or the 2078 holotape have a setting to turn on costs for vanilla items. Make sure this is disabled.

I adore the repair bot. Amusingly the doctor protectron will heal him and he will heal the medic bot. :D
 
The SS2 settings in MCM or the 2078 holotape have a setting to turn on costs for vanilla items. Make sure this is disabled.

I adore the repair bot. Amusingly the doctor protectron will heal him and he will heal the medic bot. :D
I just had the Medic Bot chase down a rabbit to fix him up. He can move pretty quick. :grin
 
Maybe this is the cause and if so then I would say it is a fault in WSFW as it only happens with that mod installed. There is this vanilla thing that WSFW seems to enhance to perfection. The quest where your generator goes down and needs repair, normally the generator goes down when the quest is given. If never given the generator stays running but if you look at it i might have the option to repair. Not the way things work with WSFW installed. With WSFW the quest is never given unless you just happen on them by fluke and start a conversation. The power stays running but the generator needs repair and shows up in other mods as broken, if you don't start the quest with WSFW installed. It will not auto heal and no other mod(I have used) can make it heal. There is some connection to a settlement attack but I have not figured out that connection.
 
Maybe this is the cause and if so then I would say it is a fault in WSFW as it only happens with that mod installed. There is this vanilla thing that WSFW seems to enhance to perfection. The quest where your generator goes down and needs repair, normally the generator goes down when the quest is given. If never given the generator stays running but if you look at it i might have the option to repair. Not the way things work with WSFW installed. With WSFW the quest is never given unless you just happen on them by fluke and start a conversation. The power stays running but the generator needs repair and shows up in other mods as broken, if you don't start the quest with WSFW installed. It will not auto heal and no other mod(I have used) can make it heal. There is some connection to a settlement attack but I have not figured out that connection.
Can you share your load order?
 
Can you share your load order?
Not relevant, it is on Xbox and things don't work the same. We even have a different way of doing load orders. Our Hud framework is an ESP so we can move it to a specific place in the load order to avoid conflicts with other mods. PCs have a different fix for the same conflicts. I also have a PC game that I use to mod and combine mods and my Xbox LO will not work on it. But I don't play on PC so.....
 
Not relevant, it is on Xbox and things don't work the same. We even have a different way of doing load orders. Our Hud framework is an ESP so we can move it to a specific place in the load order to avoid conflicts with other mods. PCs have a different fix for the same conflicts. I also have a PC game that I use to mod and combine mods and my Xbox LO will not work on it. But I don't play on PC so.....
It is true that Xbox does not work the same but the load order does matter, and the game doesn't place mods in the proper order other than master files going at the top.
This page on the Wiki shows proper load order and some info on updating mods.
 
It is true that Xbox does not work the same but the load order does matter, and the game doesn't place mods in the proper order other than master files going at the top.
LO is absolutely key. That is why we have our own guide on mod placement. Even such it takes a lot of shuffling in different groups loaded on the same save point, trial and error, to figure out what works better.
The game is not even the same on PC and Xbox let alone PS4, just ask the Patch guys about the previs differences in Far Harbor. For years we have been bringing it to their attention that something weird happens in Far Harbor with the patch and previs, but they could not recreate the issue so thought us wrong. Not sure how but they know now and removed those previs changes from the patch for Xbox. Their claim is the game code is different?
Besides it is so much work to post an Xbox LO, you can't just copy and paste it off the device. Screen shots, then painstakingly typed out by hand. Just using the photos makes it very hard to read and even just follow. Long time ago I used to do a spread sheet before I started a game, but that was thousands of FO4 game play ago. Now I just back up with screen shots, but know what mod goes where by heart after close to 8000 hrs of Fallout play, or so says my Xbox account. That is one year of 24 hrs a day none stop, can't believe I killed that much time in this game. In other words I post my load order when there is a need or if it will help, but not when it is irrelevant.
 
Short answer is who knows but maybe and sounds reasonable. First it should or could be auto repaired if you left that settlement for a long time. Next you could add the SKK mod for managing settlements. Save, install the mod use the feature that repairs all but gives you a message on what was repaired or the other feature that highlights what needs to be repaired. Exit uninstall the mod. Go back to the first save before the mod and go fix the thing yourself. Not a PC way but that is how you would do it for a console because we have no logs or other such goodies.
I had dug around and found a post in a Reddit forum. Basically, this person created their own mini mod that re-started the workshop tutorial. I think that is what it was, as this did fix the problem. As in, the first time something needed to be repaired and I just left or whatever. IDK. It's a Bethesda thing. I've never had to deal with it before, but apparently it's just one of those things where it will pop a message in any settlement, even if nothing needs to be repaired.

I appreciate the responses and suggestions but I think we can consider the matter closed.
 
Honestly not sure if it is related to Workshop Framework though I imagine MAYBE it is. Maybe not. I've used Workshop Framework for ages and never had such an issue. I am also running SS2 the first time. Some time after getting through the first few quests in SS2 I got "Repair Damaged Object" message popping up. I know this means I need to repair an item, I've played FO4 before, but I never remember seeing this message. Maybe it is one of those "tutorial" messages, that goes away once you did it the first time? I would post my mod list but I don't quite remember the process for that.
Not a bug.
This is intended behavior for the setting "Maintenance Costs: Non-Plot".
It's easy and cheap to make turrets and water purifiers, so this setting is intended to help balance them with maintenance costs.
Plots are easier & cheaper once they are unlocked...
The SS2 settings in MCM or the 2078 holotape have a setting to turn on costs for vanilla items. Make sure this is disabled.
Maintenance costs (CAPS & Junk) are deducted automatically from your workbench, if present.
If they are NOT present, or not Enough are present, then all/some turrets, water pumps, generators will be damaged based on how much the workshop was short of the needed maintenance supplies.
The repairs are fairly cheap, and they can be found by looking for the smoke mostly.
Turrets & water pumps will Start emitting smoke, and generator will Stop emitting smoke (as if damaged in an attack).
The small 3 water pump will just be broken (as if damaged in an attack).
 
Not a bug.
This is intended behavior for the setting "Maintenance Costs: Non-Plot".
It's easy and cheap to make turrets and water purifiers, so this setting is intended to help balance them with maintenance costs.
Plots are easier & cheaper once they are unlocked...

Maintenance costs (CAPS & Junk) are deducted automatically from your workbench, if present.
If they are NOT present, or not Enough are present, then all/some turrets, water pumps, generators will be damaged based on how much the workshop was short of the needed maintenance supplies.
The repairs are fairly cheap, and they can be found by looking for the smoke mostly.
Turrets & water pumps will Start emitting smoke, and generator will Stop emitting smoke (as if damaged in an attack).
The small 3 water pump will just be broken (as if damaged in an attack).
yeah I fixed it, as I said before I think it was a vanilla thing that just didn't work well.
 
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