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Certain Core Features Not Working

AxeloftheKey

Member
Messages
86
Hello,
I have recently set up a new mod loadout and been playing. I started making my first Sim Settlements in this new save. I have used this mod extensively in the past.

While the City Planner's Desk seemed to mostly work okay and start turning Sanctuary into the City Plan, I did first notice that the Flag Selection didn't work. Simply put, it would not load the menu. I then found that this extended to other Sim Settlement features, specifically the plots. While the plots get assigned to and built, I can't open the "Choose Building Plan" menu or view the plot's Plaque. While some of the menus that have to load before opening (like the City Leader menu) seem to function, these menus did not.

I am certain this is a result of a mod conflict I'm not aware of, but I'd like to narrow down what it is. I'm not actually sure if this is the correct forum for that, so if it's not, I will delete and move elsewhere.

Mod Loadout:

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
7 7 DLCUltraHighResolution.esm
254 FE 0 ccbgsfo4014-pipboy(white).esl
254 FE 1 ccbgsfo4005-bluecamo.esl
254 FE 2 ccbgsfo4033-powerarmorskinwhite.esl
254 FE 3 ccbgsfo4024-pacamo03.esl
254 FE 4 ccfsvfo4001-modularmilitarybackpack.esl
254 FE 5 ccfsvfo4002-midcenturymodern.esl
254 FE 6 cceejfo4001-decorationpack.esl
254 FE 7 ccfsvfo4003-slocum.esl
254 FE 8 ccgcafo4001-factionws01army.esl
254 FE 9 ccgcafo4002-factionws02acat.esl
254 FE a ccgcafo4003-factionws03bos.esl
254 FE b ccgcafo4004-factionws04gun.esl
254 FE c ccgcafo4005-factionws05hrpink.esl
254 FE d ccgcafo4006-factionws06hrshark.esl
254 FE e ccgcafo4007-factionws07hrflames.esl
254 FE f ccgcafo4008-factionws08inst.esl
254 FE 10 ccgcafo4009-factionws09mm.esl
254 FE 11 ccgcafo4010-factionws10rr.esl
254 FE 12 ccgcafo4011-factionws11vt.esl
254 FE 13 ccgcafo4012-factionas01acat.esl
254 FE 14 ccgcafo4013-factionas02bos.esl
254 FE 15 ccgcafo4014-factionas03gun.esl
254 FE 16 ccgcafo4017-factionas06inst.esl
254 FE 17 ccgcafo4018-factionas07mm.esl
254 FE 18 ccgcafo4020-factionas09rr.esl
254 FE 19 ccgcafo4022-factionas11vt.esl
254 FE 1a ccgcafo4023-factionas12army.esl
8 8 Unofficial Fallout 4 Patch.esp
9 9 ArmorKeywords.esm
10 a HUDFramework.esm
11 b SimSettlements.esm
254 FE 1b SimSettlements_IDEKsLogisticsStation.esl
254 FE 1c SimSettlements_LeaderPack_Gannon_Patches.esl
254 FE 1d FortIndependence.esl
254 FE 1e Industrial Tenpines.esl
254 FE 1f ThrowMoneyAtSimSett.esl
12 c WorkshopFramework.esm
13 d UnbogusHealthScaling.esp
14 e SimSettlements_AddOnPack_Utilities_JtBryant.esp
15 f SettlementMenuManager.esp
16 10 MoreUniques.esp
17 11 clothingoverhaul.esp
18 12 ClothingOverhaulSP_XB1_PC.esp
19 13 OutcastsAndRemnants.esp
20 14 RecruitableSettlers.esp
21 15 SimSettlements_AddOnPack_AwsomeTown.esp
22 16 UniqueUniques.esp
254 FE 20 CROSS_BrotherhoodRecon.esp
254 FE 21 CROSS_InstituteExpeditionarySuit.esp
23 17 ProjectValkyrie.esp
24 18 ss_addon_pbpp.esp
25 19 SS_AddOn_CbC_AIO.esp
26 1a JunkTown.esp
27 1b UitFJ.esp
28 1c ruined_simsettlement_addonpack.esp
29 1d ohSIM_Sim_Settlements_Scrappers_Addon.esp
30 1e SimHomestead.esp
31 1f SimSettlements_MegaPack_YearOne.esp
32 20 JT-Fences.esp
33 21 Kraggles - Structures.esp
34 22 MJC_Sim_Settlements_Addon.esp
35 23 Altairp's Animal Farm.esp
36 24 FP_SimSettlements-Leaderpack.esp
37 25 TheKite_MilitiaWoman.esp
38 26 Jabbos Hangman.esp
39 27 WVSimSAddon.esp
254 FE 22 CROSS_MojaveManhunter.esp
40 28 WattzLaserGun.esp
254 FE 23 CROSS_BreakActionLaser.esp
41 29 SalvageBeacons.esp
42 2a CROSS_RugerMkV.esp
43 2b AutomatronSecuritron.esp
44 2c CROSS_Cybernetics.esp
45 2d CROSS_Cybernetics_NoRobotFootStepSounds.esp
46 2e Thematic and Practical.esp
47 2f AutomatronWheelLegs.esp
254 FE 24 CROSS_CourserStrigidae.esp
48 30 Sim_Settlements_Mayors.esp
254 FE 25 CROSS_CryoLance.esp
49 31 SimSettlements_Addon_VaultLand.esp
50 32 MJC_SS_Plots.esp
51 33 IndustrialCity_Sim_Settlements_Addon.esp
52 34 IndustrialCity_Sim_Settlements_Dispatcher_Radio_Optional.esp
53 35 SSAOP_SamutzVault88.esp
254 FE 26 CROSS_2077.esp
54 36 visitors_centre_diziet.esp
55 37 RecruitableSettlersLeaders.esp
56 38 RS_Sim_AddOn.esp
254 FE 27 CROSS_Blades.esp
57 39 WorkshopPlus.esp
58 3a CC Faction Paints Applied.esp
59 3b GunmetalWeaponSkins.esp
60 3c CC Faction Paints Applied - Atom Cats.esp
61 3d ModifyCompanionWeapons.esp
62 3e EFF.esp
63 3f StickerRifle.esp
64 40 AWKCR Goodies Footlocker.esp
65 41 R97r Camo Weapon Skins.esp
66 42 StartMeUp.esp
67 43 StartMeUpFarHarborPatch.esp
68 44 StartMeUpNukaWorldPatch.esp
 
Last edited:
I downloaded it and installed through Mod Organizer, and then I ended up copying the files out of Mod Organizer's folder and dropping it directly into the Data folder.
 
In general, we advise installing SS manually, as it is a very complex mod that has had a crap ton of issues with mod organizers like... uh... mod organizer, NMM, and Vortex screw it up. The only real complicated part of a manual install is making sure the MCM files get in the right spot, but beyond that, it is a cake walk.
 
Hmm. Okay. I can give it a shot. There do seem to be more problems (settlers don't seem to be heading to assigned locations, extra leaders I have through mods aren't showing up, etc.)

But maybe not today, Fallout 76 beta shortly.
 
Well, I wound up trying it out. I checked my Data folder and found it had everything included in a default installation of Sim Settlements (every file you get by straight downloading the 7z file). I overwrote mine with the files straight from the Nexus. Still no fix.
 
You might benefit from running LOOT on your load order. Also Start Me Up is known to cause problems. Also Try having Workshop Framework Before SS in your load order.
 
I was using LOOT. I will try all this at some point, probably. Maybe do a run without Start Me Up (as much as I would prefer it).
 
I use Start Me Up and have no issues. Make sure that SMU is one of the last mods in your load order, tho.

EDIT: Oh, I see it is. Should be good.
 
Turned off Start Me Up (and moved Workshop Framework) and Sime Settlements is working. Maybe I will try again with Start Me Up on, maybe not.
 
I caution everybody from using any alternative method startup that spawns you outside the vault. While I know SMU's author has tried to account for everything, there are certain scripts that Fallout 4 (the main game, mind you) do not initiate until you actually physically open the vault door to 111. That's why, if you do another run through and pay a little attention, when you run through the open door, there is a slight (less than a second) hang when it autosaves and initiates some scripts. You can still use SMU to start as the main Sole Survivor doing the long intro, or jump to the point where you pop out of the pod, or you can do an alternate start as a DIFFERENT vault resident (not Nate or Nora) and you can still do the whole "not my son" thing that the mod incorporates into the dialogue. In both cases, you'll open the vault door and spawn all those scripts. Spawning outside the vault has a chance to screw that all up. Not always, but sometimes.
 
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