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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Wasteland Workshop DLC
Category: Settlements & Workshops
Assigned To: Nobody
Platform: PC
Severity: Low
Votes: 0
Watching: N/A
Opened By oxhorn on Jun 2, 2016 5:42 pm
Last Edited By BlackPete on Sep 23, 2018 7:48 am
Closed By Sclerocephalus on Sep 23, 2018 6:27 am
Resolution: Duplicate
Comment: Duplicate of #21894

Issue #20572: Garden plots have major problems--invisible carrots!

 
The garden plots that come with wasteland workshop have some major issues:





1) Crops appear to be tied to the ground beneath the garden plot, not to the garden plot. Place a garden plot on the ground, and fill it with carrots. Then move the garden plot and place it in your desired location. Even though the garden plot and carrots move, invisible carrots remain where they were originally planted. You can hover your mouse over them, see whether or not they are asigned, and store or scrap them.





This same issue happens when you store or scrap a garden plot. If you store or scrap a garden plot, it disappears along with your crops. You get the message "Clamped items are stored in your workshop". However, invisible phantom crops remain in the places they were in the garden plot. Hover your cursor over them while in the workshop, and you can see all the information about them, as well as store and scrap them.





2) Placing garden plots too close together causes some issues. Each garden plot has room for 9 crops (at least for tatos, carrots, and mutfruit plants. I'm not sure about gourds and watermelons). However, if you place your garden plots down first and fill them with crops, you're unable to place crops too close to the edge of a garden plot that is next to an already full garden plot. I am assuming this is due to the distance calculation the workshop does to make sure crops aren't planted too close together.





However, the workaround is to place a garden plot on the ground, fill it up, and then move it close to your other full garden plot. This works, but it leaves you with the phantom invisible carrot issue I mentioned above.

Related Issues: 21894  

Comments

6 comment(s) [Closed]
e1337ninja said:
 
I had this problem happen on a spot that wasn't even a garden plot. It was a spot that carrots were planted into the default ground. Removing the carrot (storing to workbench) removed the visible carrot. However continuing to hover over that spot showed dialog options to harvest or store in the workshop, even though visually there was no carrot there. Also settlers continued to do the crop maintenance animations on this spot. I could infinitely store to workshop and build up my carrot numbers. Something fishy is going on where storing crops into the workshop causes an invisible infinite loop of that crop item in it's planted spot. One cannot build on top of these invisible crops either.

Sclerocephalus said:
 
The "invisible crops" are actually helper markers to play the animations on. Most workshop owned objects in the game have those markers (not only crops).

If an object is moved, the marker isn't moved with it. In that case, the script attached to the object receives an event and calls a separate function to move the marker to the object's new position. This slight delay is not perceptible in game. Thus, if an object is moved and the marker stays behind, something appears to go horribly wrong.

Problem is that you should not be able to select the markers in workshop mode - unless they have a WorkshopObjectScript attached (they must not !). In fact, an erroneously attached script would perfectly explain the weird behaviour: if an item with that script attached doesn't have a marker, a new marker is created at run time (when a workshop reset is running). Since markers don't have markers themselves, new markers would be created for them when the reset runs for the next time, and new markers for those in the next reset, and so on. If that really happens, it would be a very serious bug because it litters the game world with run-time created references and in the worst case, the engine could even run out of available references in the FF range ....

Sclerocephalus said:
 
There's nothing wrong with the markers in the base game. Might be a WW specific issue.

Sclerocephalus said:
 
Arthmoor said:
 
Will this have been fixed with the latest batch of settlement script updates?

Sclerocephalus said:
 
Has been fixed in the meantime for ticket #21894.

Showing Comments 1 - 6 of 6