Workshop Plus is now open source! If you're interested in helping develop it, or just getting access to an example of how to integrate with Workshop Framework, head to the Github repo.
- See Logs tab > Change Logs for pull patch notes.
IMPORTANT - 1.0.6 requires the latest build of Fallout 4 (1.10.162 or greater) - if you have not updated Fallout 4, roll back to 1.0.5b of Workshop Plus or you will no be able to load the game!
Same here, only flew when I first opend workshop and could not move. Cant figure out how to make it fly again, trying MCM and hotkey toggle does not work
Is the better settlers bug patched? I dont even know what the bug is, but i saw it mentioned but not explained when searching settlers in search comments and i have that mod. My problem is that my settlers wont go to their job posts, wont auto accept jobs and i dont know if this mod has something to do with it. Edit: nvm it looks like its a problem with the base game itself or even workshop framework.
@Kinggath. your link to changelogs does not show what was changed. Why not be normal like everyone else, and post the changelog on the mod page... just saying.
UPDATE: did some testing and I seem to be able to get this to work as long as I am in a standard settlement, such as Sanctuary. When I try to use this in an interior cell, such as a home added by a mod, the clone function doesn't work. Something in the script must be checking to ensure that you are in a settlement not just a workshop area. I'm able to decompile ActionManager.pex and it looks like the clonegrabbed function checks to see if you're in a settlement. I tried editing that out but can't seem to recompile ActionManager.psc to ActionManager.pex. --------------------------------------------------------------------------
Like some of the other users, I'm unable to get the Clone function working. It's simply does nothing and I know I'm using it properly, with the item actually held.
I've tried unpacking the ba2 files and ensuring there are no script conflicts. Same with Workshop Framework. I can change the hotkey in MCM but it does nothing when I use it in game. I've also tried grabbing an item in Workshop mode and then using the cqf wsplus_actionmanager CloneGrabbed console command. I don't get any error but it doesn't clone when I return to the game from the console.
I also checked the MCM.log file and got the following message:
Loading MCM data. Loading keybind definitions for WorkshopPlus Warning: Failed to parse malformed keybind definition file for mod WorkshopPlus. Warning: Failed to get keybind data for WorkshopPlus with keybind ID WP_Clone
I've also noticed that MCM is not creating a workshop plus .ini file after changing keybinds. Where does workshop plus store that changed keybinds?
Looking at the ESP file in FO4Edit shows no conflicts either. I also tried installing the Workshop Framework Script Override and placing it at the bottom of my load order.
Using Fallout 4 v 1.10.163 and v1.0.15a of Workshop Plus. Getting these errors for Workshop Framework in FO4Edit:
If you are having difficulty getting the Clone tool to work, the 'Place Everywhere' mod also has a duplicate tool that does work. it has to be enabled in the '.ini' file and it will be bound to the [/,?] key if you are using a qwerty keyboard using the US layout. Just a word of warning though, it is easy to cause the duplicate object to spawn askew. I avoid this by locking onto the object to be cloned (F7 key) and setting my viewing angle perfectly horizontal when I press the "/" key.
Hi. How do I snap (connect) a layer to the next layer? Because when I activate a plan in the form of a house, I can't connect it to any house activated from another plan or other built elements.
For some reason it won't remember hotkeys. If you enter a hotkey (e.g. Clone) and play It does keep it throughout that game session, but once you shut the game down and start again it will be gone and you have to enter it again.
I'm on the old pre-NG game version and tried every version of this mod with the same result.
Other than that it's an awesome mod and a must in my game, total respect to the author for making it.
I had the same problem, but when I exit, I always just use 'qqq'. I don't trust anything but a full save. So before exiting I'll do a full save then 'qqq'. I found that if I exit with 'Quit', it will give me an 'Exitsave' that will retain that info, but then it adds another megabyte to the save file with the potential for errors. Also using the old pre-NG game version 1.0.12 of WS+.
I have the same thing for the "Undo" hotkey only; the "Redo" is remembered. I never load from an Exitsave. Apart from that minor inconvenience, it works in-session beautifully.
865 comments
Known Issues/Conflicts
Workshop Plus is now open source! If you're interested in helping develop it, or just getting access to an example of how to integrate with Workshop Framework, head to the Github repo.
- See Logs tab > Change Logs for pull patch notes.
IMPORTANT - 1.0.6 requires the latest build of Fallout 4 (1.10.162 or greater) - if you have not updated Fallout 4, roll back to 1.0.5b of Workshop Plus or you will no be able to load the game!
Edit: nvm it looks like its a problem with the base game itself or even workshop framework.
need much time... in to mode
your link to changelogs does not show what was changed.
Why not be normal like everyone else, and post the changelog on the mod page... just saying.
I have a suggestion.
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Like some of the other users, I'm unable to get the Clone function working. It's simply does nothing and I know I'm using it properly, with the item actually held.
I've tried unpacking the ba2 files and ensuring there are no script conflicts. Same with Workshop Framework. I can change the hotkey in MCM but it does nothing when I use it in game. I've also tried grabbing an item in Workshop mode and then using the cqf wsplus_actionmanager CloneGrabbed console command. I don't get any error but it doesn't clone when I return to the game from the console.
I also checked the MCM.log file and got the following message:
Loading MCM data.
Loading keybind definitions for WorkshopPlus
Warning: Failed to parse malformed keybind definition file for mod WorkshopPlus.
Warning: Failed to get keybind data for WorkshopPlus with keybind ID WP_Clone
I've also noticed that MCM is not creating a workshop plus .ini file after changing keybinds. Where does workshop plus store that changed keybinds?
Looking at the ESP file in FO4Edit shows no conflicts either. I also tried installing the Workshop Framework Script Override and placing it at the bottom of my load order.
Using Fallout 4 v 1.10.163 and v1.0.15a of Workshop Plus. Getting these errors for Workshop Framework in FO4Edit:
[00:00] Checking for Errors in [0F] WorkshopFramework.esm
[00:00] WSFW_ScrapFinder01 [QUST:0F012373]
[00:00] QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Unknown: 105 $69>
[00:00] WSFW_ScrapFinder02 [QUST:0F012B12]
[00:00] QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Unknown: 105 $69>
[00:00] WSFW_ScrapFinder03 [QUST:0F012B13]
[00:00] QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Unknown: 105 $69>
[00:00] WSFW_ScrapFinder04 [QUST:0F012B14]
[00:00] QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Unknown: 105 $69>
[00:00] WSFW_ScrapFinder05 [QUST:0F012B15]
[00:00] QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Unknown: 105 $69>
Just a word of warning though, it is easy to cause the duplicate object to spawn askew. I avoid this by locking onto the object to be cloned (F7 key) and setting my viewing angle perfectly horizontal when I press the "/" key.
I'm on the old pre-NG game version and tried every version of this mod with the same result.
Other than that it's an awesome mod and a must in my game, total respect to the author for making it.