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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Settlements & Workshops
Assigned To: Sclerocephalus
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By Sclerocephalus on May 16, 2018 12:55 pm
Last Edited By BlackPete on May 18, 2018 9:15 pm
Closed By Sclerocephalus on May 18, 2018 8:45 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.4

Issue #24503: WorkshopAttackScript - improvements to reset handling at workshops that are under attack

Had this initially bundled with Issue #24455, but it is actually a different issue.

Right now, we set the attack flags when an attack quest starts running (from an OnStageSet event on WorkshopAttackScript). I moved this function call to the StartAttack function, so the flags get not set until the final timer starts running, the attack message - if any - has been displayed on the screen and the attackers have been set up. If the player subsequently travels to the affected workshop, the attack will take place, so we don't delay any workshop resets without any need. This also saves us a few checks on WorkshopParentScript.

Moreover though, it saves us the trouble to add more checks for cases where an attack gets delayed (see #24455 for more information on why this may happen): If we set the flags when the quest starts running, it is possible that the player incidentally travels to the affected workshop (incidentally because he doesn't know that there will be an attack anytime soon since the message hasn't been displayed) before any attackers have been set up. There might be no attack started in that case but the reset would be delayed anyway (because the flags were set already). With the modification explained above, this will no longer be an issue.