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Issue Data
Status: Needs User Feedback
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Settlements & Workshops
Assigned To: Nobody
Platform: Windows PC
Severity: Medium
Votes: 0
Watching: N/A
Opened By spacefiddle on Jul 2, 2023 12:32 pm
Last Edited By Arthmoor on Mar 18, 2025 3:44 pm

Issue #33043: Junk items randomly disappear from Workshop storage

 
After testing and talking with a number of other avid Settlement builders, it seems there is a vanilla bug where the Workshop storage can develop a hole in its pockets, so to speak. Junk items - but NOT components - seem to randomly go missing on workshop update.

This happens without any mods - a number of us who thought Sim Settlement resources or similar were responsible have tested on vanilla setups, and it still happens - to random Junk items. Like, all the Bloodbug noses will vanish, or all the Hides you've stashed will just be gone. Noticed this when using a mod to show component totals, and randomly I'd have zero of something after sleeping when I know i just put a bunch of Junk X in there.

Others have reported that as a workaround, they dismantle everything before storing - and they don't seem to lose broken-down CMPO forms. So it's just the MISC junk items that get eaten by the black hole.

Once you start paying attention to your daily totals it seems to actually happen quite a bit. I'd gather most folks just assume they've used it, or, at this point, are using cheat mods or codes or whatnot and just getting more mats than they need anyway. But there's definitely something strange going on.

You guys have gone over the workshop system with a fine-toothed microscope at this point... soooo... i don't know if this issue is findable or fixable, if it hasn't been found by now. But I thought i'd report it for completeness and hey, worth a shot. Good luck. Let me know if there's any other data I can provide.

Comments

9 comment(s)
VoodooChild said:
 
Have you checked to see if when something like a a hide goes missing that leather component count hasn't changed? There's a natural breakdown of junk items over a period of time from what I remember. I only store raw components at this point, so I haven't watched for something like that in some time.

spacefiddle said:
 
Yes, it was actually via a component-tracking mod that I noticed this first. I'd dump in a bunch of hides, and the next day, i'd have zero leather. Or a bunch of acid-containing junk, like Abraxo, and the next day, i'd have zero acid. That's how i first noticed it. Once i was paying attention, i saw that if say some Deathclaw Hands disasppeared i'd be missing both bone and leather, but it was from losing component totals that i first saw the issue.

Arthmoor said:
 
I know this is a bit late to be asking, but does this happen only with certain settlements or with all of them? If it's only certain settlements then maybe those settlements have non-persistent resource containers in them.

VoodooChild said:
 
It's been a while, buddy. I am not sure. I can say that ALL settlements should have persistent memory containers and it seems that by the time Far Harbor and Nuka were released they at least held a standard. After all, there's probably no way for supply lines to run efficiently without. The standard should be across the board, no matter what, just like I pointed out with Tenpines. One way and one way only ad that's how they did it in the DLCs after they learned. As I mentioned, I've been mainly SF since release, so I haven't been in CKFO4 or FO4Edit in a while.

VoodooChild said:
 
For standard, all settlements should be set up like the DLCs and how we set up our own mod settlements. One persistent container and persistent workbench each settlement, linked one way, and one way only. If this was done via script for settlements that have multiple containers residual from their testing, I believe this would alleviate most problems that settlements have. The first settlements created seem to have the biggest issue as they were unsure how to set them up, but with true BGS fashion, they left everything dirty. Persistent containers, workbenches. Single linked reference. After that, UP would probably seem like gods for fixing something they neglected all these years that caused so many problems.

VoodooChild said:
 
A word of mention, linkage is probably easier to see in XEdit then modified in CK. I use both.

VoodooChild said:
 
Lastly, all of these containers could have actually been placed next to each other for easy reference if they actually had any kind of standard. Being persistent, they could have literally lined them up neatly and would have been easily accessed. Similar to a persistent NPC holding cell.

Arthmoor said:
 
Main reason I asked is because while I was checking on this stuff for the Tenpines issue, this is what I found where the settlement doesn't have its primary resource container 2-way linked:

Bunker Hill
Nuka-World Red Rocket
Somerville Place
Covenant - but there's two here.
Boston Airport
Home Plate

None of them have their second one 2-way linked, and only that 2-way link would make the second container persistent. Obviously Covenant is a mess to begin with so there being 2 resource containers in there with neither one being set up right doesn't surprise me.

VoodooChild said:
 
When I went over them all, which was a few years ago, if I remember correctly, I set all of mine up like Far Harbor. Little foggy on it now, but I think they were set up with a single link. I figured I'd look to DLC because they may have ironed out any bugs. I haven't set up the updated version of FO4 as I've been SF since it came out, so not sure if things changed.

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