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Fixed City Manager Holotape doesn't detect pip-boy when played in pip-boy

AndyJP

Member
Messages
60
When I play the holotape in my pip-boy, I get the start up screen and then I select OK for it to go to the next screen. It then tells me that it isn't detecting a pip-boy and won't let me go any further. I don't have any pip-boy modifications installed, and MO2 doesn't mention any script overwrites.

I am on PC with all DLC installed, running Sim Settlements Three-in-One 4.0.0a, Sim Settlements Conqueror 4.0.0a, and Workshop Framework 1.1.0

Here is my full mod list:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4001-pipboy(black).esl
ccbgsfo4002-pipboy(blue).esl
ccbgsfo4003-pipboy(camo01).esl
ccbgsfo4004-pipboy(camo02).esl
ccbgsfo4006-pipboy(chrome).esl
ccbgsfo4005-bluecamo.esl
ccbgsfo4016-prey.esl
ccbgsfo4025-powerarmorskin(chrome).esl
ccfsvfo4001-modularmilitarybackpack.esl
ccfsvfo4002-midcenturymodern.esl
ccfrsfo4001-handmadeshotgun.esl
cceejfo4001-decorationpack.esl
ccbgsfo4045-advarccab.esl
ccfsvfo4003-slocum.esl
ccgcafo4002-factionws02acat.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4005-factionws05hrpink.esl
ccgcafo4008-factionws08inst.esl
ccgcafo4009-factionws09mm.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4012-factionas01acat.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4014-factionas03gun.esl
ccgcafo4015-factionas04hrpink.esl
ccgcafo4017-factionas06inst.esl
ccgcafo4018-factionas07mm.esl
ccgcafo4019-factionas08nuk.esl
ccgcafo4020-factionas09rr.esl
ccgcafo4022-factionas11vt.esl
ccgcafo4023-factionas12army.esl
ccawnfo4001-brandedattire.esl
ccswkfo4002-pipnuka.esl
ccswkfo4003-pipquan.esl
ccbgsfo4053-dggoldr.esl
ccbgsfo4056-dglabb.esl
ccbgsfo4036-trnsdg.esl
ccrzrfo4004-pipinst.esl
ccrzrfo4003-pipover.esl
cceejfo4002-nuka.esl
ccbgsfo4072-pipgrog.esl
ccbgsfo4077-piprocket.esl
ccbgsfo4021-powerarmorskinblue.esl
ccbgsfo4029-powerarmorskinpink.esl
ccbgsfo4010-pippnk.esl
WorkshopFramework.esm
ArmorKeywords.esm
XDI.esm
SimSettlements.esm
EthreonMasterPlan.esm
Settlementobjectscombined.esl
DDClean.esl
ThrowMoneyAtSimSett.esl
Unofficial Fallout 4 Patch.esp
NoLoopingWeaponSounds.esp
NoLoopingWeaponSounds_DLC_Nuka.esp
CGOsoundsplugin.esp
SettlementMenuManager.esp
ProjectBlueprint.esp
ProjectBlueprintCOBJs_Sim.esp
ProjectBlueprintCOBJs_Sim_Automatron.esp
ProjectBlueprintCOBJs_Sim_FarHarbor.esp
ProjectBlueprintCOBJs_Sim_Nukaworld.esp
KURO.esp
g2m_Workshop_Nexus.esp
CREAtiveClutter.esp
CREAtiveGardens.esp
Snappy_HouseK.esp
Snappy_DLC03.esp
GruffyddsSignsAndPosters.esp
SignsOfTheTimesCategorized.esp
SettleObjExpandPack.esp
HZS Easy Homebuilder and Working Double Beds.esp
HZS Office and Stores.esp
Settlement_Markers.esp
dinoshelf.esp
dinoshelf_extra_ammo.esp
NWM_House.esp
NWM_VVITCH_HAUS.esp
Thematic and Practical.esp
Thematic and Practical - DLC.esp
cvc dead wasteland.esp
Kraggles - Structures.esp
WareHouseExt.esp
BarnAdd.esp
Vendor.esp
FactionFlagsRedux.esp
woodysWastelandStuff.esp
WDP-PC.esp
V's Stylish Decor2.esp
SpiritofSteel.esp
IMP.esp
V88MRI.esp
RaiderClutter.esp
CCsFlags.esp
ZebrinasWorkshopDevices.esp
VanillaExtensions.esp
SLR.esp
BobIguanaDiner.esp
Boats.esp
CastleInTheSky.esp
PipeGalore.esp
CabinInTheWoods.esp
BorderJunk.esp
HexHomes.esp
Crimsomrider's Unique Furniture.esp
VaultBoyTurret.esp
AdvSettleTurretSet.esp
WWP - PC.esp
PCDugBuildAWall.esp
RequestTimeAIO.esp
Sandbag Fortifications - Version 2C.esp
Hamed Taneh-e-Derakht Wall.esp
HamedSimKhardar.esp
Hamed Bridge.esp
CompactCrafting.esp
AIO SS.esp
WorkshopRearranged.esp
GroundedWR.esp
MP_WR_Patch.esp
ESPExplorerFO4.esp
SKKFastStart.esp
SimSettlements_XPAC_Conqueror.esp
SimSettlements_CityPlanPack_ContestEntries.esp
CheatTerminal.esp
Armorsmith Extended.esp
Custom Legendary Modifications Remade.esp
Scrap Everything - Ultimate Edition.esp

Maybe also useful information:
  • All of the Sim Settlements options appear in the MCM menu.
  • The Sim Settlements Conqueror questline is functioning as intended.
  • Holotape and ASAM sensors looted from Concord.
  • Started the game with Sim Settlements loaded but added Conqueror onto an already existed save.
  • Holotape functioned normally in past, but it's been a few months since I've played.
  • Unable to assign Raider Recruits to defense (not sure if I am supposed to be able to).
  • No overwrites or conflicts noted by Mo2.
  • Nearly all mods loaded are related to settlement building, but I have used nearly all of them together with Sim Settlements in the past without issue.
 
I have the same Problem. I started a new playthrough with SimSettlements (3 in 1) and conquerer ond PC in VR. Conquerer seems to be working. Abernathy Farm is build up. I tried the linked solution but that didn't work. Asam Sensors, Tape and the new raider guy are all where they are supposed to be.

And since its VR i tried all three pip boy variants + using it in Power Armor. Also switched to pancake version, still the same message.
 
I have the same Problem. I started a new playthrough with SimSettlements (3 in 1) and conquerer ond PC in VR. Conquerer seems to be working. Abernathy Farm is build up. I tried the linked solution but that didn't work. Asam Sensors, Tape and the new raider guy are all where they are supposed to be.

And since its VR i tried all three pip boy variants + using it in Power Armor. Also switched to pancake version, still the same message.

Terenor, can you look through my mod list in the first post and see if we are using any of the same mods? If the problem is a mod conflict, we might be able to narrow it down.
 
Terenor, can you look through my mod list in the first post and see if we are using any of the same mods? If the problem is a mod conflict, we might be able to narrow it down.

Hey, compared our lists and these we have both:

WorkshopFramework.esm
ArmorKeywords.esm
SimSettlements.esm
EthreonMasterPlan.esm
Unofficial Fallout 4 Patch.esp
SettlementMenuManager.esp
g2m_Workshop_Nexus.esp
CREAtiveClutter.esp
Snappy_HouseK.esp
Snappy_DLC03.esp
SettleObjExpandPack.esp
dinoshelf.esp
Thematic and Practical.esp
woodysWastelandStuff.esp
VanillaExtensions.esp
PipeGalore.esp
CabinInTheWoods.esp
AdvSettleTurretSet.esp
SimSettlements_CityPlanPack_ContestEntries.esp
Armorsmith Extended.esp
Scrap Everything - Ultimate Edition.esp

I have to use older versions of some mods because VR stuff. I can't run F4SE and with that any HUD changes

Iinterestingly i now have for the first time the mole rat ambush bug. Never had that one before
 
Short update on the issue:

I started new playthroughs and deactivated many of the mods we both use (in the end most building mods). Also deactivated many pip boy mods (even retextures). All that didn`t help.

Now i started a new game without workshop framework, and since that one is a master to conqueror i also deactivated that one. I playerd till the point when you get your pip boy, then used console commands to get the city manager holotape. Now it worked. Exited the game, activated the framework and conquerer and those seem to be working. i still have access to the city manager holotape, but not entirely sure if it shows all of the same options as before.

Hope this helps
 
Update: Works using the above method (thanks Terenor!); Start new game w/o Workshop Framework and Conqueror, acquire the City Manager holotape and follow the instructions. Enable Workshop Framework and Conqueror, everything functions as normal.

More Info: Issue still persists for me with all current updates as of March 4, except instead of the "pip-boy not detected" page, it is an endless loop of the start-up screen in city manager. The options "OK" and "Pack-up desk" are available (although this is through the pip-boy and I have no desk). I want to mention that I first tried a new game only having Conqueror disabled while Workshop Framework was still enabled, but the issue remained. Only by starting a new game with BOTH Conqueror and Workshop Framework disabled was I able to get the holotape working correctly. The issue may involve Workshop Framework somehow. I did have Workshop Framework loaded before Sim Settlements, so it is possible that Workshop Framework just needs to be placed after Sim Settlements in the load order (did not test). I hope this info is helpful for the SS devs and for anybody else who may be having this issue.

Compatibility: Sim Settlements: Conqueror works fine with SKK FastStart, which skips the pre-war and vault 111 sequences. However, Conqueror needs to do some setup in settlements (depending on your chosen settings), so it is a good idea to avoid the settlements it is working on until it completes everything. I crashed a few times while approaching settlements it was still working on.
 
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