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Solved Cannot enable SS (latest update 3n1)

Batman

New Member
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19
Hello,

I'm new here so forgive me if I'm in the wrong forum or if I'm asking stupid questions.
The problem is really simple: While I'm ahead in the game (level 50) I just recently learned about SS and wanted to give it a try. Downloaded the latest 3n1 package (v4.2.1) along with HUDFramework. Initially installed using NMM but there is nothing in the game. The command:
Code:
help "city manager" 4
gives me "viewer strings not available".
Tried playing with the load order and even installed manually - nothing works. I did notice that in the Mods game menu SS is not enabled and when I enable it the game tells me it needs to reload because there was a change in the mods and after it reloads - SS is disabled again.

What am I doing wrong?

If it matters, my load order is this:
Unofficial patch
workshop rearranged
snappy housekit
scrap everything
homemaker
allSetsExtended

Any help would be appreciated.
Thanks!
 
Yes, of course I have, thinking this is where the holotape is. The holotape was of course not there and there was nothing interesting in the computer. But then again - shouldn't the SS mod be enabled first for something to happen?
In any case, the console command should have worked, museum or no museum, correct?
 
Yes, of course I have, thinking this is where the holotape is. The holotape was of course not there and there was nothing interesting in the computer. But then again - shouldn't the SS mod be enabled first for something to happen?
In any case, the console command should have worked, museum or no museum, correct?

I don't know about the console commands. When you go into the build menu, is there an icon for SS?. You should also get MCM. That mod gives SS more functionality.
 
if you're going directly to console commands, you're going to be in for a world of hurt.
if the mod is truly installed - head to the museum, kill the raiders, go to the room with the desk and pick up the holotape and the asam sensors, then pop the holotape into your pipboy.
if there's nothing in the museum, then the mod is not installed correctly. stop there.
trying to force something via console command isn't a good strategy. unless your strategy is a broken game.
 
Try this
"Uncheck Sim Settlmeents and any expansions or addons of it from your load order, also uncheck HUDFramework - because it sometimes interferes with startup. Load your game and make a save outside of the museum. Now check in Sim Settlements again and load that save - the tape should spawn where it belongs. Once you have the tape, load it in your pipboy to get the unlock message. Now save again, and re-enable HUDFramework."
 
Hello,

I'm new here so forgive me if I'm in the wrong forum or if I'm asking stupid questions.
The problem is really simple: While I'm ahead in the game (level 50) I just recently learned about SS and wanted to give it a try. Downloaded the latest 3n1 package (v4.2.1) along with HUDFramework. Initially installed using NMM but there is nothing in the game. The command:
Code:
help "city manager" 4
gives me "viewer strings not available".
Tried playing with the load order and even installed manually - nothing works. I did notice that in the Mods game menu SS is not enabled and when I enable it the game tells me it needs to reload because there was a change in the mods and after it reloads - SS is disabled again.

What am I doing wrong?

If it matters, my load order is this:
Unofficial patch
workshop rearranged
snappy housekit
scrap everything
homemaker
allSetsExtended

Any help would be appreciated.
Thanks!

I have the same issue. Revert to version 4.2.0 you can download it under files on Nexus. The 3 in 1 version is good.
 
I don't know about the console commands. When you go into the build menu, is there an icon for SS?. You should also get MCM. That mod gives SS more functionality.
Pardon my french, but what is MCM? :unknw

I have the same issue. Revert to version 4.2.0 you can download it under files on Nexus. The 3 in 1 version is good.
If all else fails - I will try that, thanks.

Try this
"Uncheck Sim Settlmeents and any expansions or addons of it from your load order, also uncheck HUDFramework - because it sometimes interferes with startup. Load your game and make a save outside of the museum. Now check in Sim Settlements again and load that save - the tape should spawn where it belongs. Once you have the tape, load it in your pipboy to get the unlock message. Now save again, and re-enable HUDFramework."
Do you mean uncheck from NMM or from in-game mods menu? Because the menu in-game does not keep SS enabled, it keeps showing it as disabled no matter how many times I manually enable it.

Could there be any other extentions/addons from the list I wrote that may interfere with SS mod?
 
Try this
"Uncheck Sim Settlmeents and any expansions or addons of it from your load order, also uncheck HUDFramework - because it sometimes interferes with startup. Load your game and make a save outside of the museum. Now check in Sim Settlements again and load that save - the tape should spawn where it belongs. Once you have the tape, load it in your pipboy to get the unlock message. Now save again, and re-enable HUDFramework."
  1. Disabled SS in NMM
  2. loaded the game, went to Museum of Freedom in Concord
  3. Killed all the raiders
  4. Saved outside of Museum, in front of front doors
  5. Saved and exited game.
  6. Enabled SS again in NMM
  7. Load game
  8. Enter museum
  9. Went up to 2nd floor where the holotape should be.
  10. No computer, no sensor, no holotape
Need help. :sad
 
Ok, problem solved. I did what jedicks suggested:
j post: 82829 said:
I have the same issue. Revert to version 4.2.0 you can download it under files on Nexus. The 3 in 1 version is good.
This worked like a charm. Perhaps it's worth taking a look at v4.2.1, sounds like it's buggy for some people.
Next is adding HUDFramework and MCM. Hope that won't cause any issues.

Thanks jedicks! :good
 
Ok, problem solved. I did what jedicks suggested:

This worked like a charm. Perhaps it's worth taking a look at v4.2.1, sounds like it's buggy for some people.
Next is adding HUDFramework and MCM. Hope that won't cause any issues.

Thanks jedicks! :good

when you have an incomplete install of a patch and then play forward who knows.. But that is my hypothesis for now, otherwise we would be blown out with posts.

of late I have seen several issues related to b/l problems with the nexus.

for the time being I really recommend folks use the manual dL button.
 
when you have an incomplete install of a patch and then play forward who knows.. But that is my hypothesis for now, otherwise we would be blown out with posts.

of late I have seen several issues related to b/l problems with the nexus.

for the time being I really recommend folks use the manual dL button.

The manual download I have tried with the same problem. I hope I can get this sorted in the future. This is the best fallout 4 mod.
 
sounds to me that the mod is either incomplete when downloaded, or your install went south.
If i recall correctly NMM sometimes had issues installing larger mods and there was a time when it was recommended to do a manual install given that issue. whether NMM was fixed or not, I can't tell you, I transitioned away from that a long time ago.
 
sounds to me that the mod is either incomplete when downloaded, or your install went south.
If i recall correctly NMM sometimes had issues installing larger mods and there was a time when it was recommended to do a manual install given that issue. whether NMM was fixed or not, I can't tell you, I transitioned away from that a long time ago.

I have used NMM for years, and use the Community version. I would agree in the past such issues may have occurred... but at the end of the day, it is simply a file management program.

However, I would also say, my plugin list, my load order IS my install list. What I mean is that once I install something, it is set in the load order. This is a precision made install list I have worked out over the past few years... I would say that any load order is suspect and questionable if you start moving huge swaths of mods around.

And in my most recent history of troubleshooting... honestly, I have found that it is more of an initial game bake issue, dealing with pre-war, and jettison mods (which I may love) that are problematic. Enabling my mods from the 1st installs to the last - and in that order - has been a great resolution to "glitches" I have encountered.

@RayBo provides an excellent tool for baking a game … I have used most of those techniques (before this documentation) probably since last summer - and super happy @RayBo documented this.

The baking of a save game, skipping pre-war, sequenced mod enabling, etc. @RayBo documents is spot on.

John
 
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