Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(I use the institute, but you could coc dmndplayerhouse01 or whatever.)
If a settlement is affected by the bug, just fast travel to it and hit V (open workshop mode) and it fixes itself instantly.
There is unofficial patch that is supposed to help with this a bit - but the issue is very complex and msot likely will never (who know..) fixed - it is caused by loading avrious cells and settlers.
It most occurs around trio of settlement near each other - Sanctuary, RR and Alb. farm and i can confirm it occured mostly in those for me.
In my current survival playthrough I met with it like 5 times in some 150 hour gameplay - except settlemeents above it was only Castle that did this. I get used to check workshop data after leave some location I dont visit so often which rpevent me leave location if something is not in order.
Sadly only "fix" you can do is indeed visit settlemnt yourself and jsut open build tab and check if everything remain ok once you leave (my Sanctuary buged often when I reach area behind RR.. Though I dont visit those places anymore for long time)
For those hoping for a patch; just give up and work around the problem. The game was never created to be played without frequently using fast travel and fixing the issue without breaking every single players saves would be near impossible due to how the underlying systems work.
bool function RecalculateWorkshopResources(bool bOnlyIfLocationLoaded = true)
if bOnlyIfLocationLoaded == false || myLocation.IsLoaded()
;WorkshopParent.wstrace(self + " RecalculateWorkshopResources=TRUE")
RecalculateResources()
return true
else
;WorkshopParent.wstrace(self + " RecalculateWorkshopResources=FALSE")
return false
endif
endFunction
Fix would be only calling recalc when exiting workshop mode, since if you exit workshop mode you can no longer change anything anyways , but monkeys at Bathesta are retarded to understand this.
Since i don't have time for this ♥♥♥♥ someone can look what is calling that function and fix it, i'm legit ♥♥♥♥♥♥♥♥♥♥♥♥♥♥ right now because monkeys at bathesta prolly get payed 10000x more than me.
Edit: And no, it's not caused by the ♥♥♥♥♥♥♥ radios or TV's , all that is pure ♥♥♥♥♥♥♥♥ and you are only seing it getting fixed because you enter workshop mode wich calls RecalculateResources() period.
♥♥♥♥
It is caused by a sound issue crashing the script for the cells. When a cell in the settlement crashes then it recalculates the settlement data according to as if that cell did not exist. It is caused by radios, bugged turret sounds, and any other sound that has an incremental volume. Once the sound is turned off by distance it has a chance to crash the script and the cell.