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  1. kinggath
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    Known Trouble Mods: https://simsettlements.com/web/wiki/index.php?title=Problematic_Mods

    Note that these are not necessarily incompatible, they have just proven to create issues for some players. If you are having strange problems, check the list and read the explanation of the problem next to each mod.
  2. kinggath
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    Patch 3.5.2 is now available for Sim Settlements and Three-in-One!

    Rise of the Commonwealth is now live! The second expansion pack for Sim Settlements adds city plans so you can allow your companions and settlers to handle building entire settlements!: Rise of the Commonwealth
  3. kinggath
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    SimSettlements.com is now live! Includes a wiki with detailed information on the mod (still a work in progress! ) and forums for comments, suggestions, bug reports, or just hanging out!

    Please make suggestions and bug reports here: SimSettlements.com

    Thanks!
  4. kinggath
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    Three-In-One Version Now Available in the Files tab!

    This includes Sim Settlements, Industrial Revolution, and Rise of the Commonwealth as a single ESM. You should be able to switch in an existing save without issue.

    FYI: Regarding updates to the Three-in-One, be sure to do them manually! NMM does not handle giant files very well and may fail to overwrite everything. Also note that each patch day the Three-in-One will be updated last, after I get confirmation that the individual mods uploaded correctly.
  5. kinggath
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    Patch 3.5.0 introduces a new optional file - RotC Complex City Plans.

    If you were using any of the City plans and had your performance options set to Ultra, you will want to download this mod as well! It's all ESL files, so it won't affect your mod count.

    To read about why I made this change, learn about the newly discovered Fallout 4 limit here: simsettlements.com/scriptlimit

    If you were getting stuck in the Main Menu with the 3.4.6 patch, you will need to pick and choose which, if any, of these ESL files that you use, as the reason you were getting stuck is that you hit the this new-found limitation on your load order.


    Patch 3.5.1 further reduces the script data usage of Sim Settlements. The complex plans were also updated to reduce their usage. In total, we were able to shave over 15 MB of data!
  6. zorak912
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    My body is ready to conquer.
  7. Yuriserevnge
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    i have a bug re port for kinggath i he has discoord dan i can tell him de bug
    rainbow loord
    #4863
    1. uituit
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      You can place your bug report here
    2. Yuriserevnge
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      When I go to New user I want to mess in the holotape I can't Because then I'm locked out This is the first bug report The second bug report is Sometimes when I have a set to a hardcore user in the hollow type of St elements sometimes it goes re writing the whole tape itself When everything is said to manual sometimes in the game the hollow table turn everything into automatic and I hate it and I can't do nothing about it Sometimes in Sim settlements local data gets corrupt and I don't know how to stop it And I like to be in control of every move a SIM settlements makes

    3. uituit
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      Try a manual install of the mod https://simsettlements.com/web/wiki/index.php?title=Install

      try rebuild local data. city holotape >tools>>Config tools
    4. Yuriserevnge
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      i dit it dont work
    5. uituit
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      does this all happen on a new save as well?
    6. Yuriserevnge
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      does this all happen on a new save as well yes and nieuw game even old der save files
    7. uituit
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      Try This
      https://www.simsettlements.com/site/index.php?threads/clearing-locked-workshop-scripts.3830/
    8. Yuriserevnge
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      i have WORKSHOP FRAMEWORK and i am a pc user and sins
      dis Patch 3.5.2 - I've Gotta Have More Foundations came out dat way de problem started
  8. SirTyson709
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    Can I use Sim Settlements: Conqueror on a current playthough?
  9. Vezzeli
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    Okay, first of all, thank you for this great mod, this is actually only reason I still play this game!

    Now question: This time I try to play more immersive recruit(without beacon), but I just can't find a single settlers to recruit. Am I missing something very obvious here or how this should work?
    1. uituit
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      you will need some mods to add settlers to recruit
      like this one http://3dnpc.com/wiki/fallout-mods/fallout-4/settlers-of-the-commonwealth/
      and this
      https://www.nexusmods.com/fallout4/mods/16304

      I use both of these and they cool:)
    2. Vezzeli
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      Okay, thanks for info. I will check those.
    3. uituit
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      No worries :)
  10. DrAutomaton
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    Wow ! I cannot believe that I just discovered this mod ! Look really awesome. Is it safe to install it midgame ?

    Many thanks !
    1. uituit
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      Yes its safe to install mid save :)
    2. DrAutomaton
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      Oh yes, mid save not mid game haha.

      Many thanks !
    3. uituit
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      no worries
      hehe I did mean mid game ;) but that's the same thing really lol
  11. MeJagg
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    Hello, I just unlocked a couple of settlement, and went for the automatic city build by selecting a major. The settlement are now fine, but I have some questions.
    1. Does the settlements self-expands? Or once the auto-building is complete, that is the final state? (I'm not talking about building upgrades, but actually expansion, like new structures or new plots)
    2.How is energy produced and distributed? Because I see no generator or wires.
    3. If the settlement also self expands, what happen if I place something where the settlement was meant to expand?

    Thanks for the help!
    1. uituit
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      1) A city plan has 4 levels ,foundation,1,2,3. some city plans will grow bigger as they level up ,and many will add new plots.
      2)cities are self powered so no need for gens or wires
      3) if you add objects and teh city expands where those objects are they will still be there ,the city wont delete player added objects.
      Its best to wait till level 3 is done before you start to add to teh city.
    2. MeJagg
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      Alright thank you !
    3. uituit
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      no worries :)
  12. Serkith
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    In response to post #66837986.


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    sounds like you still have rotc installed or teh 3 in 1
    check the file size for sim settleemnts
     


     
    Checked the file size, all is fine. I have 1.9 GB of mod on my xbox (max is 2 GB) so I can't have ROTC or the other one..
    1. uituit
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      your game runs fine tho?
  13. Serkith
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    In response to post #66806831.


    Spoiler:  
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    Interiors are part of the main mod .
    you can build all city plans?
     


     
    Hello,
     
    I only have one plan by colony.
     
    I thought ROTC was needed for that (In the description : Adds the ability to put others in charge of settlements )
    1. uituit
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      sounds like you still have rotc installed or teh 3 in 1
      check the file size for sim settleemnts
  14. Blazze69
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    I can't seem to get the mod to work no matter what I do.

    The holotape and the sensors don't spawn in any of the places they are supposed to, using the "Create Holotape" option in the MCM menu does nothing, and manually adding the holotape with the console and trying to run it leads to an endless loop on the first page (clicking "OK" only causes the page to load again, with no other effects). It seems to me the main SS quest/scripts are failing to initialize somehow and thus the MCM and the holotape have no effect, but I don't know how the mod is set up so I can't tell for sure.

    Tried with both the separate version of the main mod + expansions and the All-In-One, same result. I'm using Start Me Up to skip the vanilla intro and spawn outside of Vault 111 (which I guess could cause some kind of issue with this mod's initialization scripts somehow?), but I've also tried both spawning inside the Vault as a random vault dweller and only skipping the pre-war intro but keeping everything else as vanilla and none of them worked either. Last, but not least, tried installing Sim Settlements only after I had gone through Vault 111 in all three scenarions to prevent possible conflicts, but it still won't work.

    Any ideas on this?
    1. uituit
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      try this
      "Uncheck Sim Settlmeents and any expansions or addons of it from your load order, also uncheck HUDFramework - because it sometimes interferes with startup. Load your game and make a save outside of the museum. Now check in Sim Settlements again and load that save - the tape should spawn where it belongs. Once you have the tape, load it in your pipboy to get the unlock message. Now save again, and re-enable HUDFramework."

      You can also try a manual install of ss https://simsettlements.com/web/wiki/index.php?title=Install
    2. Blazze69
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      Already tried that as well, and no effect. It still refuses to work.

      Is there anything about the way the mod's scripts start up that could be getting borked and preventing everything else from working?

      I installed the mod using MO2, but I also made sure all the files were properly extracted and installed afterwards. So unless there's a very clear and specific reason for the mod to require a manual install into the actual game directory itself instead of MO's virtual folder system (which I assume there isn't, as otherwise I would expect it to be clearly stated in the description), I don't see how a manual install would help here.
    3. rizzla
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      Not that I know anything about modding and such, but it must be a problem with the installation itself (and/or a mod conflict). You didn't by any chance download an older version?

      kinggath: "If you had trouble with the holotape loading with 3.4.6 or 3.5.0, this new hotfix should resolve it! Turns out I had accidentally introduced a script dependency on the Vault Tec DLC - so players without that would have found that Sim Settlements didn't work any longer."

      Otherwise try the manual installation, it should be painless, no loose files. SS can easily be installed into a running game, so I don't think you need to run those experiments.
    4. Blazze69
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      I made sure the files I used were up to date as of yesterday and still downloaded them again just in case. No dice. And I have all DLCs, so even if I was missing that hotfix, the mod should still work.

      Nope, manual install doesn't fix it either. Not even after starting a brand new game. I'm starting to think I've hit some weird mod combination that just happens to break this mod's scripts somehow, but none of my other mods sound like they could be the cause of it (except for maybe Start Me Up if this mod's startup sequence is too dependent on the vanilla intro and is broken by SMU, but in that case I would have expected this bug to have been reported already; pretty sure I'm not the first user ever to install SS and SMU at the same time).
    5. Blazze69
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      Update: I seem to have fixed the issue somehow by installing HUDFramework and Settlement Menu Manager.

      Everything else is exactly as it was before, but with those two mods installed SS seems to work as intended. I didn't see any of the two listed as hard requirements for SS, and the description only makes it sound like they give extra functionality but SS can be used just fine without them, so I don't get why installing them fixes the issue. I'll have to run some tests to make sure SS does work fine and to see what happens when I disable any of those two mods, but still.
    6. uituit
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      glad you got it working.

      its a odd one tho HUDframework and SMM arnt required at all for the mod to work.
      let us know if you habe more problems.
  15. thenoticedsenpai
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    I dont think this is caused my sim settlements, but my settlers no longer go to the settlements I tell them to, or do what I assign them to. Is it script lag? is it fixable?
    1. uituit
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      possible mod conflict,have you added or removed a mod that changes settlers?

      do you have any of these https://simsettlements.com/web/wiki/index.php?title=Problematic_Mods
    2. thenoticedsenpai
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      no, I dont have any of those problem mods, and I havent installed any mods that affect settlers to my knowledge
    3. uituit
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      its possible its script lag
      try this https://www.simsettlements.com/site/index.php?threads/clearing-locked-workshop-scripts.3830/
    4. thenoticedsenpai
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      it says not to do it If i have workshop framework, does workshop frame work have a built in command for clearing scripts?
    5. uituit
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      try the solution in this threadhttps://www.simsettlements.com/site/index.php?threads/unable-to-assign-settlers-to-anything.7725/

    6. thenoticedsenpai
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      worked like a charm, thank you so much! i was terrified id have to abandon another levle 100 save
    7. uituit
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      No worries:)
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