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Issue Data
Status: New
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Settlements & Workshops
Assigned To: Sclerocephalus
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Jaymacibe on Jul 11, 2018 7:12 pm
Last Edited By Sclerocephalus on Sep 13, 2018 10:25 am

Issue #24780: Unable to properly move companions from one settlement to another using the workshop move command

I have been facing this issue for the last 5 game play tests that I've done to track this issue.
In my last playthrough I just used the Unofficial Fallout 4 patch because of the one issue with VIP tracker not seeing Codsworth.

In summary, if you dismissed a companion to X settlement (Sanctuary for an example) and companion is first assigned to X settlement, and then attempt to move said companion (lets say Codsworth) to Y settlement (Red Rocket). The companion will not move to Y settlement immediately.
Even if you slept for 1 hour or 5. The companion will stay at X settlement even though he/she/it is assigned to Y settlement.
In my tests 50/50 of the time if I slept for 24 hours then and only then will the companion will start to head out to Y settlement even if the distance is less than an hour of travel.
But some play tests the companion still stay at X settlement even after 24 hours.

That is where it gets frustrating.

If you go to Y settlement and use the moveto player console command and force the companion to be at Y settlement, that companion will start heading to X settlement.
If you bring up the workshop menu and select the companion with the move command and view the move window it will still show that the companion is assigned to Y settlement because only X settlement is listed.

At first game play I thought it was a mod causing the issue or my save file had too many scripts running.

I ran Fallrim Tools ReSaver to clean up my save and remove any scripts that are not attached anywhere.
I had Sim Settlement at first and did the debugging mentioned at Kinggath's site but none of the solutions fixed the issue of moving companions.

After that I slowly dwindled down my mods and kept making new saves and progressing until I finish Concord and get both Red Rocket and Sanctuary and acquired both Dogmeat and Codsworth.

Below is my latest test.

Using the VIP tracker, I would track where both are at or heading.

First I used Red Rocket as a stating point. I dismissed both companions to Red Rocket where I currently was at.
They both got assigned to Red Rocket.

After that I would use the move command to send Codsworth to Sanctuary.
He would not go immediately.
I slept for an hour. Still in Red Rocket.
I slept for 5 hours. Still in Red Rocket.
I then slept for 24 hours. He was just then finally going to Sanctuary and was half way on the bridge when I checked the tracker.

Now shouldn't the companions be moving from one settlement to the other just like normal settlers?
Normal settlers (at least what I had at one point but then they didn't during my first playthrough which sparked this whole thing) would stop what they are doing and immediately go to where you sent them to.

I've attached my latest safe test file that I used. I only use 1 third party mod (Unofficial Fallout 4 patch mod) and CC mods. You can see that list below:
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4004-pipboy(camo02).esl
254 FE 2 ccbgsfo4006-pipboy(chrome).esl
254 FE 3 ccbgsfo4014-pipboy(white).esl
254 FE 4 ccbgsfo4018-gaussrifleprototype.esl
254 FE 5 ccbgsfo4020-powerarmorskin(black).esl
254 FE 6 ccbgsfo4023-powerarmorskin(camo02).esl
254 FE 7 ccbgsfo4025-powerarmorskin(chrome).esl
254 FE 8 ccbgsfo4033-powerarmorskinwhite.esl
254 FE 9 ccbgsfo4038-horsearmor.esl
254 FE a ccbgsfo4042-bfg.esl
254 FE b ccbgsfo4044-hellfirepowerarmor.esl
254 FE c ccfsvfo4001-modularmilitarybackpack.esl
254 FE d ccfsvfo4002-midcenturymodern.esl
254 FE e ccfrsfo4001-handmadeshotgun.esl
254 FE f cceejfo4001-decorationpack.esl
254 FE 10 ccbgsfo4045-advarccab.esl
254 FE 11 ccfsvfo4003-slocum.esl
254 FE 12 ccgcafo4001-factionws01army.esl
254 FE 13 ccgcafo4003-factionws03bos.esl
254 FE 14 ccgcafo4005-factionws05hrpink.esl
254 FE 15 ccgcafo4007-factionws07hrflames.esl
254 FE 16 ccgcafo4009-factionws09mm.esl
254 FE 17 ccgcafo4013-factionas02bos.esl
254 FE 18 ccgcafo4015-factionas04hrpink.esl
254 FE 19 ccgcafo4017-factionas06inst.esl
254 FE 1a ccgcafo4018-factionas07mm.esl
254 FE 1b ccgcafo4019-factionas08nuk.esl
254 FE 1c ccgcafo4020-factionas09rr.esl
254 FE 1d ccawnfo4001-brandedattire.esl
254 FE 1e ccswkfo4002-pipnuka.esl
254 FE 1f ccswkfo4003-pipquan.esl
254 FE 20 ccbgsfo4056-dglabb.esl
254 FE 21 ccbgsfo4036-trnsdg.esl
254 FE 22 ccrzrfo4004-pipinst.esl
254 FE 23 ccbgsfo4062-pippat.esl
254 FE 24 ccrzrfo4003-pipover.esl
254 FE 25 ccfrsfo4002-antimaterielrifle.esl
254 FE 26 cceejfo4002-nuka.esl
254 FE 27 ccygpfo4001-pipcruiser.esl
254 FE 28 ccsbjfo4001-solarflare.esl
254 FE 29 ccbgsfo4063-papat.esl
7 7 Unofficial Fallout 4 Patch.esp
8 8 DLCUltraHighResolution.esm

Both companions are at Sanctuary (or traveling there).
But with the save you can see that if you select Codsworth or Dogmeat and tell them to go to Red Rocket with the workshop command they will not obey immediately but "might" if you rest for 24 hours.

If you guys don't think this is a bug or was intended on Bethesda's part or is not fixable. I will be fine with that. I did all I could, cause logically they should move immediately like settlers or move like when you dismiss them.



2 comment(s)
Sclerocephalus said:
"I ran Fallrim Tools ReSaver to clean up my save and remove any scripts that are not attached anywhere."

Fallout 4 is running plenty of scripts that are intentionally not attached to anything. See DefaultScriptFunctions.psc for example:
Scriptname DefaultScriptFunctions Const Hidden Default

By definition, this script does not extend anything, so won't ever be attached to anything and removing any running instances of it will corrupt your save beyond repair.

Not being attached to anything is not a problem for a script instance per se. It may become a problem only if the script in question was intended to be attached to something and that something ceased to exist. Therefore, a reliable tool should check a script's header to see what it's supposed to extend before even suggesting to remove any instance of it that is not attached to anything (but Fallrim Tools doesn't).

Also, if one of the removed script instances was incidentally running on a locked thread on one of the workshop scripts, that lock will never be released and all the workshops in your game will become unusable at once.

Comment #1 Sep 6, 2018 9:13 pm  Edited by Sclerocephalus on Sep 8, 2018 7:21 am
Sclerocephalus said:
Now to your actual problem:

Since the workshop and companion stuff is heavily scripted, it takes some real time for them to actually start moving (scripts need real time to finish running). When you sleep, you only advance the game time but there is no real time passing, so your tests are not conclusive.

I'll need to further look into this to see whether something can be imrpoved.

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