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I checked Settings for the game and my MCM-Workshop Plus settings/options and did not see this as an option somewhere. Just a suggestion that having the game create a Quicksave on exiting Workshop mode might be a nice QoL addition. But that's mostly for those of us who are incredibly forgetful.
Just worked. I had Conqueror and its dependencies installed and SMUp. Launched New Game and they seem to play together nicely.
As for SKKFMM, I *think* Conq is built to only allow you to belong to one faction at a time.
So this time I made it only to 111 mods (oddly enough). I waited until the first stage of Conqueror prebuilds had finished then logged out with 81 mods. I incrementally took it up to 111 when I got my first Exit/Save lock up.
This is basically the pattern I followed, if I understand you correctly. I ran a game with only SS/Conqueror and waited until the base layer was prebuilt for the settlements. I then began adding 5-10 mods at a time, with dependencies being the variable most often. There were no Exit/Save issues...
None of those mods were enabled during my run tonight. Only one of them is in my mod list, Quieter Settlements.
So it seems like this must be some kind of screwy synergy between mods, mod manager(?), and mod order/number.
P.S. I'm using MO2
For those of us who want to keep hammering away at it until we find the repeatability KG needs here's what I've got.
So here are my findings so far using MO2:
With the load order in the first attached file I had no Exit/Save issues at all. The game closed immediately.
I then proceeded in...
First, I am sorry if you and your team have perceived any of this as blame or fault finding. I had narrowed my possibilities down as far as my understanding could take me and was hoping that other players might have had similar issues and found a resolution.
I will be uninstalling all mods...
So I reduced my mods to well below the max limit. Ran Conqueror. Used Start Me Up proceeded to Vault 111 and stayed in the Vault till Stage 1 Placing Items was complete, then proceeded to Sanctuary. Took and completed first two missions. Went to Lex to do 3rd mission. Tried to spend a lot of...
My game and mods are both on an SSD, my system is running a Ryzen 7 1800x 3.6GHz, 16gb DDR4 RAM, and a Radeon 580 8gb DDR5 video card.
However, my load order has been overly heavy until this began happening with my mod number running at max plus a few ESL versions. I was running the prebuild...
Thanks to RayBo and damanding for their help. For anyone who stumbles across this in the future check out the following thread:
https://simsettlements.com/site/index.php?threads/builders-toolkit-discord.72/
Somehow in my overarching wisdom I missed this one.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^...
I assume you've seen the mods on nexus that might have assets you could expropriate, with the mod author's permission of course, for this project?
Like @nexusmods /fallout4/mods/8168
The SimSettlements tab is missing in my workshop menu.
I have the most current version of SS 3 in one, WF, and WP.
I have used both the SKE reset and Workshop Menu Missing Tabs Fix.
I have checked the plugin order in MO2 and the following boxes are checked off showing they are active...
Same issue here. The only difference being that the freeze only happens once I take my first settlement (for me that's Sanctuary). I do have Sanctuary removed from the settlement pre-build list. There are only 2 settlers to deal with during the raid.
Any attempt after that point to Save/Exit to...