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kinggath

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  1. kinggath
    kinggath
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    Be certain that Workshop Framework comes AFTER Unofficial Fallout 4 patch (UFO4P) if you are using the two together. Otherwise, UFO4P will overwrite some of the code changes Workshop Framework makes and cause a lot of strange issues.

    Workshop Framework includes all Workshop related fixed from UFO4P (with their blessing of course!).
  2. kinggath
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    Please make all suggestions and bug reports here: Workshop Framework Forums

    If you're a Developer and would like to be involved in the future of Workshop Framework, such as improving/correcting the code, or adding input please head to the Github repository.
  3. kinggath
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    In version 2.3.6, we added a new startup scan that checks your workshops array to look for invalid data. If your save has this problem, you will get a debug pop-up warning you that you should not continue with this save. The update to this mod is not the cause, it is merely adding the warning so you are aware of the state your save is in.

    The goal for the future is that people will find out about this problem immediately after changing their load order so they won't continue playing without rolling back and ending up in a state where everything workshop related feels broken.

    Broken workshop arrays happen when uninstalling mods, or updating a mod that had a settlement that changed the IDs of those settlements. It can also occur if you switch mid playthrough to the esl version of a mod that added a settlement.

    Here are some of the symptoms you can experience with a broken workshops array (some of these quoted from SKK who has done extensive research on the subject), which should explain why we think it a serious enough problem to warn you on startup:

    > Resources not being assigned or produced correctly.

    > Quests and messages report [...] Location.

    > Workshop is not on the assign caravan, move settler or dismiss companion list.

    > Base game scripts and mods that use GetWorkshopFromLocation() or IsWithinBuildableArea() fail to work, including the ultra critical WorkshopParentScript.ResetWorkshop function that manages workshop resources.

    > Sim Settlements 1 or 2 City Plans connected to the wrong settlement.

    > Sim Settlements HUD data being unable to update in some settlements.
  4. Surliman
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    What exactly does Tools->Reset Settler Links do in the MCM?

    Does this mod improve population issues per settlement? I wanted to make Starlight big and I got 48 settlers all working jobs of one kind or another. Everything was fine. They worked and after hours they play and late at night they all went to bed except the 24 hour jobs.

    But then I added another settler, gave her a job sweeping floors and it all went to shit. A good 3rd of them idle in place and won't go to work. I've read up on the issues and know about the scripts hanging.

    So I wiped my game and going  back to Sanctuary at my level 1 save when I was looking through all my mods MCM entries and found the one I mention above. Just don't know what it's supposed to do.

    My latest system is a monster, i9 cpu, monster graphics card, 64 gigs of ram, etc...it's a beast. I know, the limitations in the game engine could care less about that, but I expected a greater ability to load a ton of objects into a settlement. The one at Starlight I buildt a lot of buildings, beds, crops and settlers. I was just about to start on decorative items when I noticed not everyone was doing their jobs.

    So most likely I have to give up my dreams and forego doing anything wonderful with settlements. Just pretty much leave them tiny with a handful of settlers and screw building anything.
  5. vaflya
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    **\*\*UPDATE / SOLUTION FOUND\*\***

    I use bethini for my ini settings.  I set the advised papyrus settings in Bethini and saved.  After much hair pulling and gnashing of teeth i found that Bethini was writing the papyrus changes to the fallout4.ini file vice the correct fallot4custom.ini file.  I cut and pasted from file to file and voila! It works.


  6. Seallv
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    Works well on NG, except one dll file, that was called something like PowerLineTools.dll. I dont think it matters much anyway. Thank you!
  7. kreatifer
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    Instant CTD during the main menu after downloading the 2.3.6.

    I have to sacrificed(i mean deleting) my 10 GB save files and when the main menu or S.P.E.C.I.A.L intro is started 3 seconds later the game still crashed. Please FIX this, help me how to get the solution.

    Thanks
    Best Regards
    kreatifer 
    1. Firuu
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      I assume you mean 2.4.6? No idea why you would install an older version.
      Also, are you on NG or OG?

      Crashing during startup/main menu means you are missing something.
      Using wrong version of F4SE, not having BASS installed if downgraded, etc.
      Probably best to follow a guide like TMR if you don't know what you're doing. 
    2. Tapsaa247
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      Same thing happening here.

      Updated from 2.4.5 to 2.4.6, almost instant crash in main menu.

      Downgraded back to 2.4.5 and crashing stopped.
  8. ChiqueRox
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    Disregard. Didn't see the forums link.
  9. Headcase
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    For the life of me I can not export settlements can someone please show me exactly what to put into the ini files and explain exactly how to export the settlements. I get to fallout 4\logs\script\  then I get nothing in the way of user\ WSFWexport_settlement_000000.0.log
    Update: I have managed to get the export files to the above location but can not work out how to import them to a new game.
    I have red that you put them into your data file but i keep getting the files for this location not found text. All I want to do is move a settlement set up from an old game to new game. can someone please help. Thank you.
  10. HorribleMemes32
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    so as someone who has never stepped foot on spectacle island in game, let alone try to build there, what is the "spectacle island problem" referred to in the description?
  11. BlazeStryker
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    So, I just did the update from 2.4.5 to 2.4.6 and I got tolld to drop the save because of "removed settlements" (I hadn't) but I get it. the Framework itself will require a new run, is what I'm saying. I'm alright with that. I just feel you might want to warn folks.
  12. WasteLandCaravaner
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    so what are the changes for Workshop Framework from version 2.4.5 to version 2.4.6?
    1. 7Seventy7Seven7
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      2.4.6

      • Improved DisplayRack script to prevent a race condition and to handle object reference inventory items.


      Changelog always in:
      https://github.com/kinggath/WorkshopFramework/wiki/Change-Log-History
  13. Great mod. The only problem I have is that when I use layout blueprints, they don't include the wiring. I have to noclip and fly around to connect everything, which takes anywhere from 5 minutes to hours, depending on the settlement.