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Solved I'm not getting the popup to prebuild settlements in a new game (It was Project Valkyrie not UFO4P)

Vucovix

New Member
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9
So I installed Conqueror and SS 3-in-1, but for some reason when I start a new game I don't get the option to prebuild settlements, I tried to create another 2 characters and had no luck, does Start Me Up conflicts with the initial setup?
 
Ok, so it seens that it was the Unofficial Patch that broke the start up, I read somewhere here that it caused problems in other aspects of the mod so I tried disabling it and starting a new game and everything worked just fine.
 
Ok, so it seens that it was the Unofficial Patch that broke the start up, I read somewhere here that it caused problems in other aspects of the mod so I tried disabling it and starting a new game and everything worked just fine.

I experienced a similar thing and I believe it is due to the Workshop Framework esm / SS esm order. If I recall correctly Workshop framework should be loaded before SS. If it is already, try loading it the other way.

I'm right in saying workshop framework is the required mod for conqueror/ss right? There are so many mods with workshop in the name I can't keep them straight. Lol.
 
Ok, I found the real culprit that was preventing things to start up, it was Project Valkyrie by Thuggysmurf his other mods work just fine, but this one must change something that prevents the Conqueror start up.
 
Ok, so it seens that it was the Unofficial Patch that broke the start up, I read somewhere here that it caused problems in other aspects of the mod so I tried disabling it and starting a new game and everything worked just fine.

"It's UFO4P!"

Workshop Framework is being loaded before, but like I said, when I disabled the Unofficial Patch everything worked properly, thanks for the replies guys!

"Nope, it's still the UFO4P!"

Ok, I found the real culprit that was preventing things to start up, it was Project Valkyrie by Thuggysmurf his other mods work just fine, but this one must change something that prevents the Conqueror start up.

"I was wrong. It's not the UFO4P but some other mod conflicting."


If you hadn't bothered to come back and correct what you wrote up top ( I think it's great that you did! But it rarely happens), some one else would have read what you wrote and thought there was a problem with the Patch. (They still might if they don't bother to scroll down.) This is why/how people "read somewhere" that UFO4p "causes" problems.

Your post could have been and might already has been the the thing some one read "somewhere" that said it "caused problems in other aspects of the mod."

I'm busting your chops not out of malice but to make a friendly point about how this cycle starts and perpetuates itself.

Things like this are part of the reason Arthmoor closed the comments section on Nexus and why it sounds to me from a few comments I "read somewhere" that he is questioning whether continuing the project is worth it.

I've recently played an unmodded game to re-establish my baseline of expectations. All I can say is one is quickly reminded of how much the Patch fixes when it's gone.
 
I get what you're saying and that's why I felt like I had to come back here and correct my post, I don't want misinformation to be spread, I really regret not finding this earlier, because now some damage is already done.

Edit: I changed the title to make it easier for new people to get what it was, hope this helps even if a little.
 
I'm not the kind of person who would go to their page complain, but I know people do that a lot and it must be pretty exhausting having to deal with this kind of thing.
 
I'm not the kind of person who would go to their page complain, but I know people do that a lot and it must be pretty exhausting having to deal with this kind of thing.

I would be hesitant about complaining about any mod and supposed conflicts. To me, it just comes down to user choice.

There are thousands of us users who use the mods discussed on this thread and have no problem starting Conqueror.
mods.jpg


Thuggy really tries to keep his mods compatible.

It is good you figured out how to figure it out in your game. Sure you can find correlation in a specific instance but I also think it wise not to assume causation.
 
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Hmmm, well all times that I got the error I had the mod enabled and after disabling it the pop up appeared, I could be completely wrong and something else in my load order that caused the problem, but I tried it 4 times without Project Valkyrie enabled on start up and all times I got the pop up. I enabled the mod afterwards and it worked like a charm.
Maybe it would be better to delete this thread because I fixed the problem and my solution may misguide other users.
 
Hmmm, well all times that I got the error I had the mod enabled and after disabling it the pop up appeared, I could be completely wrong and something else in my load order that caused the problem, but I tried it 4 times without Project Valkyrie enabled on start up and all times I got the pop up. I enabled the mod afterwards and it worked like a charm.
Maybe it would be better to delete this thread because I fixed the problem and my solution may misguide other users.

No the thread should stay open because others may encounter this issue. But this issue is also avoided by the historical discussion we have continued to have, which is not enable many mods pre-war. This is a very fragile engine at that point. One should really install only those mods related to character creation (or DefUI so you get the tags on items in the vault) - even at all. Even these can be activated prior to leaving the vault in the elevator.

Additionally, discussions of "staged" enabling needs to be reminded... even a venturous SS contributor wrote an article on "baking a save".

My personal load order is such that I can enable top down through character creation. Enabling in order seems to make a big difference to me in game stability.

As I have provided on Nexus Conqueror pre-built saves, which, honestly, unless you do something really custom in your choices, are the best way to get started. And Conqueror doesn't even have to be enabled. till in the vault.

So for others new to Conqueror or those looking for a proven method of game start (my experience)

NOTE: use only hard saves, do not reload from quick saves or exit saves.
1) UOF4, character creation, basic core game fixes, DEFUI at start. (Note: Sim Settlements/Workshop Frame work, Captain Coots can be enabled as well - so you can get the holotape at the vault door for City Manager, plus Coots lovely note.

2) Get to the vault door controls after you pickup Pip-Boy - do not activate the door. Exit game.

3) Activate Conqueror. Reload game. Do the pre-builds. (quick hint: while pre-building, find a dark corner to stand in and look at the dark - this will actually produce higher FPS, which the engine is linked to - for potato users/high end - I have found I can do pre-builds faster by doing this versus the graphic strain of the controls)

4) Exit game. Reload game, reload your hard save. Let the game "settle" with the new Conqueror Prebuild - wait about 3 to 5 mins - smoke em if ya got em.

5) Hard save. Exit game. Enable all other items except big quest mods like Outcasts, Depravity, Fusion, or Project Valkerie. This would be minor things like clothing, armor, build items, Sim Settlement addon packs, etc... Restart game and reload hard save. Let it settle again. Hard save exit.

6) Enable these other big mods... Reload last hard save. Save. Exit.

7) Finish by enabling the last things of load order - visuals, weather, patches for Valdicil's, etcc... audio, etc... last touches. Re-start game. Load last save.

8) Open the vault door. Go outside to the elevator. Let elevator come down and gate open. Do not enter. There are scripts being shut down. Jumping right in can cause CTD. Wait 5 minutes. Hard save. Exit game.

9) Restart game and load the hard save. Wait a few more minutes, let everything tick through, the initializations, messages, etc... play game.

I know this is exhausting. But I can only tell you, a) yes, some immersion is killed in the pre-war b) etc... but I only can tell you after racking up 3100+ hours (according to Steam - doesn't count the "offline" amount), this is by far, far, far away method to truly have the best possible means of a stable game, install of your mods, for a long play through.

PLUS, with the stage enabling, you can see if there are problems, easy to back track, etc...

Hope this helps.
John
 
No the thread should stay open because others may encounter this issue. But this issue is also avoided by the historical discussion we have continued to have, which is not enable many mods pre-war. This is a very fragile engine at that point. One should really install only those mods related to character creation (or DefUI so you get the tags on items in the vault) - even at all. Even these can be activated prior to leaving the vault in the elevator.

Additionally, discussions of "staged" enabling needs to be reminded... even a venturous SS contributor wrote an article on "baking a save".

My personal load order is such that I can enable top down through character creation. Enabling in order seems to make a big difference to me in game stability.

As I have provided on Nexus Conqueror pre-built saves, which, honestly, unless you do something really custom in your choices, are the best way to get started. And Conqueror doesn't even have to be enabled. till in the vault.

So for others new to Conqueror or those looking for a proven method of game start (my experience)

NOTE: use only hard saves, do not reload from quick saves or exit saves.
1) UOF4, character creation, basic core game fixes, DEFUI at start. (Note: Sim Settlements/Workshop Frame work, Captain Coots can be enabled as well - so you can get the holotape at the vault door for City Manager, plus Coots lovely note.

2) Get to the vault door controls after you pickup Pip-Boy - do not activate the door. Exit game.

3) Activate Conqueror. Reload game. Do the pre-builds. (quick hint: while pre-building, find a dark corner to stand in and look at the dark - this will actually produce higher FPS, which the engine is linked to - for potato users/high end - I have found I can do pre-builds faster by doing this versus the graphic strain of the controls)

4) Exit game. Reload game, reload your hard save. Let the game "settle" with the new Conqueror Prebuild - wait about 3 to 5 mins - smoke em if ya got em.

5) Hard save. Exit game. Enable all other items except big quest mods like Outcasts, Depravity, Fusion, or Project Valkerie. This would be minor things like clothing, armor, build items, Sim Settlement addon packs, etc... Restart game and reload hard save. Let it settle again. Hard save exit.

6) Enable these other big mods... Reload last hard save. Save. Exit.

7) Finish by enabling the last things of load order - visuals, weather, patches for Valdicil's, etcc... audio, etc... last touches. Re-start game. Load last save.

8) Open the vault door. Go outside to the elevator. Let elevator come down and gate open. Do not enter. There are scripts being shut down. Jumping right in can cause CTD. Wait 5 minutes. Hard save. Exit game.

9) Restart game and load the hard save. Wait a few more minutes, let everything tick through, the initializations, messages, etc... play game.

I know this is exhausting. But I can only tell you, a) yes, some immersion is killed in the pre-war b) etc... but I only can tell you after racking up 3100+ hours (according to Steam - doesn't count the "offline" amount), this is by far, far, far away method to truly have the best possible means of a stable game, install of your mods, for a long play through.

PLUS, with the stage enabling, you can see if there are problems, easy to back track, etc...

Hope this helps.
John


One last thought and suggestion.

Do not use LOOT. Set your load order manually. I know, I know. Some swear by LOOT or Vortex sorting - which for "new" people, this is really a crutch and hides what they need to learn to be good at modding. (sorry if I offended you guys, but dang, then need to walk before they run - as well as understand modding before they even understand sorting rules)

How I do it... My install order IS my load order. Period. I have put much time on my mod page, ordering all my mods, in categories, install segments. I can go to my mod page in my Nexus Mod Manager, grab top to bottom install and that is my load order.

Take the time to learn sequencing and remember mostly, what is installed last will/can overwrite what is installed prior. Biggest thing to keep in mind. And then when you get good, you can learn to make patches!

John
 
Hey John, I followed your instructions partially and everything worked just fine, I deactivated the heavier mods and those I know will start scripts right of the bat, I will have to create a load order and test it for some time before switching back to NMM. Thanks again for this guide, when I decide my "final" load order I'll follow it to the letter.
 
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