To everyone who didn't get a holotape added to the inventory: In the pre-war prolog you don't have an inventory, and I add it as soon as you activate the mod. Therefore the holotape gets lost. You can manually add it by entering 'help "Settlement Management Holotape" 0' into the console, all items with that name will be listed (should be only one item), then take the ID that is displayed (something like XX000F99) and enter 'player.additem <holotape ID>' into the console. Another way to get the holotape would be to de-install, save & load and then reinstall (the clean save method: https://themodgal.wordpress.com/2013/03/28/clean-saving-what-it-does-and-when-you-should-or-shouldnt-do-it/).
In the future, please deactivate all mods when you start a new game and only reactivate them after you got the pipboy. Some mod authors (like me) forget that you don't have an inventory at the beginning and therefore some mods may not work when they are activated from the beginning.
can confirm that this mod does work fine, though as with anything just because it works for some doesn't mean it works for others, Sorry it's giving you trouble :( you could try adding the holo tape yourself via the console like the mod author mentioned in his sticky though, this mods been a god send for setting up settlement defences
Edit: I'm a derp and didn't look at the date this was posted >.> Still for anyone else reading at least you know it works lol
The sticky note with the instructions do not work. I have tried every possible console command but no luck. Unless you've tried it, don't keep saying this . Multiple people have tried. No Holotape - no mod.
For anyone having issues with the holotape not in their inventory, quit the game, disable the mod, reload the game without the mod enabled, save the game, then quit to desktop then reenabled the mod and whenever you load back in you'll get the holotape put into your inventory.
I tried both. The save and reload didn't work, and the console command didn't work either. Either the author's console command line was confusing with all the quotation marks and as a result I didn't enter it properly or the console command he gave doesn't work. I'd like to know the proper console command with only the necessary punctuation. :)
This question may have already been asked, sorry. Does your mod show enemy spawn points in settlements whose borders have been expanded by third-party mods? For example - Build High - Expanded Settlements
I will admit that originally the terminal requirement of this mod put me off. In a lot of situations this really does become a pain in the arse. But in this case the juice really is worth the squeeze. Keep in mind this is coming from someone who originally couldn't endorse the mod. But it really does become a life saver especially, if you use overhauls instead of building your own settlement. Settlers simply wander off into the cozmos left and right. This is when the serious value of this mod comes into play.
Just mark your wayward settler and, take the quest and you can always find them. Then it simply takes targeting them, moving back to your settlement and, using the moveto 14 console command. Shazzam Rainman finds their way home. Use a couple of reseting commands and you've got a nice safe settler again. The assignment menu is sadly still limited by the games own mechanics. So the "ever so lovely settler assignment system" that is baked into the game keeps it from being as valuable as it could be. But that's not the mod author's fault.
Over all it has some really nice features. It can and, will save you at times. This mod has made me a believer. I would supose it doesn't hurt that, I now spend a lot of my spare time actually buidling mods myself. If I ever make one I believe in enough I "might" have the guts to upload it. So it's also given me a real appreciation for the guts it takes to do so.
I was going to suggest creating a batch file like this
;Settlement Management Software ;holotape respawner ;select a container or NPC before running additem 09000F99 1 additem 10000F99 1 additem 11000F99 1 additem 12000F99 1 additem 13000F99 1 etc etc
However, that resulted in adding every chair in the workshop menu as storable items into the selected container, and of course the SMS tape. While in containers, the chairs have 0 weight and -1 value. Once you drop them, they become the normal workshop item and can no longer return to being a zero-weight inventory item. The chairs seem to vanish from the container's inventory after a while, so I think it's debatable whether this is better or worse than the usual "save, uninstall, load, save, reinstall, load" process.
Your mod helped me with my problem. I am running "Nu Cafe Ola as full settlement". It was showing 8 settlers but no matter how many times I counted I could only count 7 (Provisioner is assigned to the settlement supplies are coming from). I used the holotape and realized it was counting Piper as a settler there, even though she was my companion. Dismissed her to Sanctuary and picked her back up, and good to go.
Apologies I decided to uninstall and rely on SKK Settlement Attack System instead, which provides accurate spawn markers. Really neat mod though and it has features that should've been in vanilla from the beginning.
Awsome mod,true i's not been updated in a long while and it may not work PERFECTLY,but it does work so i needed it for exemple to remake my supply lines cuz they were all messed up cuz Bethesda gave no fucks about explaining how they work to begin with,and i sent more than half of my settlers from my main settlement where i have a home(so more than half of the ppl i needed to enslave in my own personal settlement) into being provisioners to other insignificant settlments which i never save when they get attacked cuz i don't care about them in the slightest,so i realised my mistake and i tought "hey why not stop these idiots from going to the settlements and send one settler from EACH insignificant settlement to my main one" but then i realised Bethesda fucked up even more and offered no way to stop provisioners from doing the supply line thing,i tried as many said on the forums and such to ring the bell and manually assign the provisioners from a supply line to another thing to do in the settlment,nope didn't worked,using Sim Settlements is a pain in the ass to install and i had enough conflicts to deal with already,using the more updated V2 of this mod was also a big pain in the ass cuz that too has a s#*! ton of other mod requirments,mods that i wouldn't use at all anyway,and i didn't want to install 3-4 mods that i wouldn't even want in my game simply to make the V2 of this mod work,so i settled for this "unupdated" and still a little broken one,and it worked,i erased all the supply lines using this mod in less than 5 minutes after spending 3 freaking hours trying and failing to do it in the game without mods,it worked,tho i was unable to make supply lines anymore,but to fix that i simply uninstalled the mod,so this mod works if you install it only when you need it and then uninstall it,is not the best way to do things,but hey this mod doesn't have 10 other mods required to work,true Sim settlements is so good it may be worth installing other mods to make it work,but that stupid V2 version of this mod is just a slighly improved version of this,and yet it has 3 other requirements,is it rlly worth installing 3 other mods which you literally don't need nor want simply to make the V2 one work? nope is better and less of a pain to simply install this when you need it or if you want to go through the pain of installing more required mods to make a main one work then go right for the Sim Settlements,it has requirements but overall is worth the tradeoff of time and installing other mods,it compensates for that by being really good and useful,but for something similar to this mod is not worth it,so instead of trying the V2 mod of this just use this instead
Didn't fix my issue, unfortunately. I have 16 settlers in Vault 88, and my farmers keep unassigning themselves, making everyone hungry and upset. The holotape was received just fine, but all of my unassigned settlers were simply listed as "Working" and could not actually be assigned back to farming.
551 comments
If you have already downloaded the archive version and it is working for you, then keep it. The loose version is identical feature-wise.
In the future, please deactivate all mods when you start a new game and only reactivate them after you got the pipboy. Some mod authors (like me) forget that you don't have an inventory at the beginning and therefore some mods may not work when they are activated from the beginning.
I only need ONE feature - visibility of spawn locations so I can delete the ones INSIDE bases.
Is there any other mod that can do this?
Edit: I'm a derp and didn't look at the date this was posted >.> Still for anyone else reading at least you know it works lol
Settlement Management Software V2 - For Rename AnyThing.
this one is a little newer
Have Fun :!
Does anyone know if this will work with the next gen update?
Does your mod show enemy spawn points in settlements whose borders have been expanded by third-party mods? For example -
Build High - Expanded Settlements
Just mark your wayward settler and, take the quest and you can always find them. Then it simply takes targeting them, moving back to your settlement and, using the moveto 14 console command. Shazzam Rainman finds their way home. Use a couple of reseting commands and you've got a nice safe settler again. The assignment menu is sadly still limited by the games own mechanics. So the "ever so lovely settler assignment system" that is baked into the game keeps it from being as valuable as it could be. But that's not the mod author's fault.
Over all it has some really nice features. It can and, will save you at times. This mod has made me a believer. I would supose it doesn't hurt that, I now spend a lot of my spare time actually buidling mods myself. If I ever make one I believe in enough I "might" have the guts to upload it. So it's also given me a real appreciation for the guts it takes to do so.
;Settlement Management Software
;holotape respawner
;select a container or NPC before running
additem 09000F99 1
additem 10000F99 1
additem 11000F99 1
additem 12000F99 1
additem 13000F99 1
etc etc
However, that resulted in adding every chair in the workshop menu as storable items into the selected container, and of course the SMS tape. While in containers, the chairs have 0 weight and -1 value. Once you drop them, they become the normal workshop item and can no longer return to being a zero-weight inventory item. The chairs seem to vanish from the container's inventory after a while, so I think it's debatable whether this is better or worse than the usual "save, uninstall, load, save, reinstall, load" process.
Really neat mod though and it has features that should've been in vanilla from the beginning.