Please follow these basic troubleshooting steps before posting for support.
• Update the mod to the latest release and try again. The problem may have already been fixed. • Read the mod page. It may be a known issue, and there may be documentation about it. • Replicate the problem with a minimal load order. Load the game with this mod, and only it’s requirements. If the problem is fixed, you have a mod conflict. • If you added this mod to an existing game, try starting a new game and replicating the problem. Some mods will only take effect or work correctly when starting a new game. This is a limitation of the game.
Jesus is this mod a pain to get to work with all these requirements. I have spent close to 30 dollars on garbage creation club, downloaded all the mods, and set it up, but every time I try to launch with this mod, it causes the infinite start menu failure.
If I remove this mod, and this mod alone, not any of the required mods, it goes away. Could you please make the required files required masters. Outside that, please provide a little more direction on all the extra patches and stuff that are in all these required mods.
Lets see if I can track down where the screw up is happening in my mod list that is causing this issue.
I give up. I've downloaded every mod required and went through the load list numerous times to ensure I haven't overlooked any. Yet, still, your mod stalls my game when activated. None other do.
This complaint is almost 2 years old. I didn't respond, because the bug they describe can't be produced by any of the city plans for Sim Settlements 1 or Sim Settlements 2.
What does cause the bug - is Fallout 4 vanilla hitting it's ba2 limit. And there's literally nothing I can do about that, so I ignore it.
To add to the BA2 limit comment, for me this occurs somewhere between 240-244 plugins with archives. As an FYI, for people unfamiliar, the limit is sort of fluid, but generally near the range I mentioned, also it's not the number of archives that triggers it, but the number of plugins that have archives. So a plugin with multiple archives only counts as one tick. The only fixes that I've found are to 1 - remove the mod, 2 - use a loose files version of the mod, or 3 - to extract the archived BA2 files and install a new homemade version of the mod using loose files.
Actually, I have another question for you, not totally related to the plan but sort of. How did you assign the player beds as "Your Bed"? I've been looking this up everywhere and saw it in your plans.
The "Your Bed" is actually one of the special Sim Settlements items available for city plan builders. They are the Project Blueprint mods kinggath talks about in his videos, for example in https://www.youtube.com/watch?v=j65W7epBz-Y
Those are very cheaty to have installed in a regular game, and aren't a simple 1 click install. You can find them on the nexus at https://www.nexusmods.com/fallout4/mods/30168
Man, I love your city plans so much. Having plans with IDEK's Logistics Station built in is so nice as sometimes it is awkward to fit them in with the base ROTC plans
Obviously, I've had no trouble downloading them from Bethesda. If you don't have them, you'll simply lose some furniture, decorations and crafting stations.
Hi, first run with Sim Settlements (and Conqueror), these plans sound well thought out and seem to respect the places that they are built in so, giving them a go (not that others don't but I liked the cleaner/simpler look you've got going on). Popped them into my...admittedly strained load-order (yea, started the play-through with a 'this is it, no adding or subtracting mods, behave! failed after a dozen hours and now, just over 100 hours in, load order has been to the chop shop a few times >.> anyway!). Just thought I'd mention:
After installing had a lot of vanishing things, missing meshes and such. Ran load order through xedit and traced it to Beantown interiors - specifically, Beantown's Boston FPS fix. As I've played through BT content before, and not this, I disabled BT and its fix (told you, load-order has been chopped around enough that a Rust Devil'd be proud). Anyway, putting that out there in case it's helpful and as a headsup that BostonFPSfix precombs might be an issue as you expand the pack into territory they already fiddle with (?). Also, think that the Abernathy power-pole is transparent and purple...will have to check again, it was 3am (my time and in game - True nights and enb can make things difficult to see) might have been seeing things.
Other than that, having fun and enjoying watching the good folks of Quincy actually get off their asses and do things and crossing fingers and hoping that they keep leaving my original house alone. They should do, I mean, I've flown in and out on a vertibird several times providing logistical support (read: scrap), in Knight-Sergeant T-45 with Danse, in all his paladin glory...and Heather Casdin...also rocking the BoS T-45. Yea, I don't think Garvey's happy but hey...they're refugees and Sanctuary Hills was my home first! (which is, btw, my primary hesitance with most mods that touch SHills... My characters are always a little...touchy...about people shacking up in their old house)
Edit: Yea, the Abernathy power pole is purple, Xedit is showing a conflict between your esp and BostonFpsFix :(. Moved it lower in load order to override BFF but still purple.
I'm glad you are enjoying the plans. The settlement patches will need to go after things like BostonFPS fix, as they do remake precombines and previs for that location (basically a local version of the BostonFPS fix).
Purple indicates a missing texture - but I don't replace textures with my plans.
Settlement patches after FPSFix worked a treat, and carried that trick over to a few other mods too, thank you for the tip, I was using the Fix wrong I think :).
Yea, the missing texture was a weird one, couldn't figure out what was causing it (downside of not extracting all the archives when installing mods eh, as well as following a guide (BiRaits) so not fully, 100% knowing what is going on in the background) so just found this gem of a mod (https://www.nexusmods.com/fallout4/mods/24338), a whee nif and texture replacer and made sure it was positioned to override anything else. Didn't have any issues after that.
Anyway, just popped in to say again, thank you. Plans are very nice and - I know you're a minuteman supporter (I am too! usually >>) so I hope this doesn't offend :D, but they really ticked the boxes for me for a cleaner, more organised and structured layout that would sortakinda be something someone in the Brotherhood might opt for *ahem* I meant no disrespect to other designers earlier, or now, and have checked alternative plans out as well and liked them! But, ah, there's something quite wonderful about these. Particularly SH and AF. You provided a much needed reprieve from the ugliness of the wastes and all the miserable, depressing visuals of the game and really conveyed a sense of someone trying to rebuild civilisation, rather than just huddle up and survive in it.
My last run didn't quite make it to liberating Ten Pines, so didn't get to see that built up :(. and Red Rocket, I loved it but fully built, proved just a little too much for my game and triangle of deathed me into a remote detonation ...my system is straining and that run through was an 'in-depth' trial involving mod installing and uninstalling and load-order jiggling (all your recommended/required at once...for example :D) and ditching scrap-everything and a few other biggies that could've left a mark.
Other than the triangle (which I think I likely brought on myself) smooth sailing all around, looking forward to ten pines and am having fun with your Mass Fusion shed too now.
Decided this play through to strictly use designer's choice and wow, i wish i would have done this for other play throughs because the way you set plots in all of your plans(which i use all of) are way better than my ideas for what i put down, great job yagi :D
I've been trying to use this mod but every time I start building the Sanctuary plan, I get a CTD during the cinematic view or after its finished. I finished the Sanctuary quest with Sturges so I'm not sure what I'm doing wrong.
Honestly, missing any of the addons shouldn't result in a crash. You won't have the right plots, and may be missing some furniture or foundations, but those can be fixed by selecting the plot and customising it.
I am going to test this again, but the when I tried using the add-on packs at the same time as the MEGA packs that combined those add-on a bunch of the plots weren't available
I changed my load order to have it load both ways:
MEGA PACKS ----- ADD-ONs ADD-ONs ----- MEGA PACKS,
and no matter what having both the add-on packs active at the same time as Mega packs causes almost all of my plots to be unavailable. Which would I be better off using the MEGA PACKs ot the add-ons?
I am going to use the normal add-ons for now I seem to have access to more plots that way. Can you PM me with more information so that I will get a notification, I believe we already have a PM started.
63 comments
Please follow these basic troubleshooting steps before posting for support.
• Update the mod to the latest release and try again. The problem may have already been fixed.
• Read the mod page. It may be a known issue, and there may be documentation about it.
• Replicate the problem with a minimal load order. Load the game with this mod, and only it’s requirements.
If the problem is fixed, you have a mod conflict.
• If you added this mod to an existing game, try starting a new game and replicating the problem.
Some mods will only take effect or work correctly when starting a new game. This is a limitation of the game.
If I remove this mod, and this mod alone, not any of the required mods, it goes away. Could you please make the required files required masters. Outside that, please provide a little more direction on all the extra patches and stuff that are in all these required mods.
Lets see if I can track down where the screw up is happening in my mod list that is causing this issue.
What does cause the bug - is Fallout 4 vanilla hitting it's ba2 limit. And there's literally nothing I can do about that, so I ignore it.
Thank you so much again :)
Those are very cheaty to have installed in a regular game, and aren't a simple 1 click install. You can find them on the nexus at https://www.nexusmods.com/fallout4/mods/30168
Includes a new plan! County Crossing Munitions.
You can find full details on all include city plans here
Before upgrading, please check the changelog for a list of what's new, and what bugs were fixed
Instructions on how to refresh your city for the bug fixes to work are included.
Before posting, please check both the FAQ and Known Issues
If you like the plans, don't forget to endorse and track to be notified of new updates.
After installing had a lot of vanishing things, missing meshes and such. Ran load order through xedit and traced it to Beantown interiors - specifically, Beantown's Boston FPS fix. As I've played through BT content before, and not this, I disabled BT and its fix (told you, load-order has been chopped around enough that a Rust Devil'd be proud). Anyway, putting that out there in case it's helpful and as a headsup that BostonFPSfix precombs might be an issue as you expand the pack into territory they already fiddle with (?). Also, think that the Abernathy power-pole is transparent and purple...will have to check again, it was 3am (my time and in game - True nights and enb can make things difficult to see) might have been seeing things.
Other than that, having fun and enjoying watching the good folks of Quincy actually get off their asses and do things and crossing fingers and hoping that they keep leaving my original house alone. They should do, I mean, I've flown in and out on a vertibird several times providing logistical support (read: scrap), in Knight-Sergeant T-45 with Danse, in all his paladin glory...and Heather Casdin...also rocking the BoS T-45. Yea, I don't think Garvey's happy but hey...they're refugees and Sanctuary Hills was my home first! (which is, btw, my primary hesitance with most mods that touch SHills... My characters are always a little...touchy...about people shacking up in their old house)
Edit: Yea, the Abernathy power pole is purple, Xedit is showing a conflict between your esp and BostonFpsFix :(. Moved it lower in load order to override BFF but still purple.
Purple indicates a missing texture - but I don't replace textures with my plans.
Yea, the missing texture was a weird one, couldn't figure out what was causing it (downside of not extracting all the archives when installing mods eh, as well as following a guide (BiRaits) so not fully, 100% knowing what is going on in the background) so just found this gem of a mod (https://www.nexusmods.com/fallout4/mods/24338), a whee nif and texture replacer and made sure it was positioned to override anything else. Didn't have any issues after that.
Anyway, just popped in to say again, thank you. Plans are very nice and - I know you're a minuteman supporter (I am too! usually >>) so I hope this doesn't offend :D, but they really ticked the boxes for me for a cleaner, more organised and structured layout that would sortakinda be something someone in the Brotherhood might opt for *ahem* I meant no disrespect to other designers earlier, or now, and have checked alternative plans out as well and liked them! But, ah, there's something quite wonderful about these. Particularly SH and AF. You provided a much needed reprieve from the ugliness of the wastes and all the miserable, depressing visuals of the game and really conveyed a sense of someone trying to rebuild civilisation, rather than just huddle up and survive in it.
My last run didn't quite make it to liberating Ten Pines, so didn't get to see that built up :(. and Red Rocket, I loved it but fully built, proved just a little too much for my game and triangle of deathed me into a remote detonation ...my system is straining and that run through was an 'in-depth' trial involving mod installing and uninstalling and load-order jiggling (all your recommended/required at once...for example :D) and ditching scrap-everything and a few other biggies that could've left a mark.
Other than the triangle (which I think I likely brought on myself) smooth sailing all around, looking forward to ten pines and am having fun with your Mass Fusion shed too now.
Thanks again :).
In the SimSettlements holotape, try turning off the cinematic view before you start the city plan.
MEGA PACKS ----- ADD-ONs
ADD-ONs ----- MEGA PACKS,
and no matter what having both the add-on packs active at the same time as Mega packs causes almost all of my plots to be unavailable.
Which would I be better off using the MEGA PACKs ot the add-ons?
I am going to use the normal add-ons for now I seem to have access to more plots that way. Can you PM me with more information so that I will get a notification, I believe we already have a PM started.