Fallout 4

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kinggath

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  1. kinggath
    kinggath
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    Please report any bugs or issues on the SimSettlements.com forums.


    Once we get past any major reported issues, I'll release a version that excludes the Vault-Tec DLC requirement.
  2. TheRealAcGaming
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    Do I need the sim settlement base mod for this or I can just use this with downloading it? and Can I install both Mega pack 1 and 2 for them to merge in my playthrough?
  3. Templariioo
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    Hola quisiera preguntar si este mega pack tiene traducción al español?
  4. ComZiz
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    I believe these packs are for SS legacy and incompatible with SS2.
    Can anybody tell what are the equivalents of these packs for Sim Settlements 2?
    1. uituit
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      Replied to other post.
  5. Jodah175
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    I need to learn to read instead of skimming. -facepalm-
    1. uituit
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      hehe  
  6. l3lessed
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    Another Brick in the Wall is outdated and causes a name missing tech tree bug. I recommend removing it from the pack or just removing the one industrial tech tree/plot from the pack.
    1. uituit
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      ok thanks ill pass this along
  7. OiramX5
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    Hello there!

    After install this mod the game takes longer to launch, this is normal?
    1. uituit
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      How much longer ? and how large is your mod list?
    2. OiramX5
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      Normally it takes 5-10 seconds, after the installation with the .esp active around to 30-60 seconds. I have 51 mod's active.

      The most heavy mods are Unbogus, VIS-G and Armorsmith Extended.
    3. uituit
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      Sim settlements and its addons are script heavy so maybe that's what your seeing .

      try this and see if it makes a difference.https://youtu.be/rl71OZUWFmI
  8. GrazyC1
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    It says there is a new online version on Nexus 1.0.2.a and it says I'm running 1.0.1 but that is the new version I just downloaded and installed ???
    1. uituit
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      Try a manual install ,sometimes a auto install can fail with any large mods https://simsettlements.com/web/wiki/index.php?title=Install
  9. malicious
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    For all the people having an issue with the Vault-Tec Tools menu showing up under the Sim Settlements menu. Open the console in game and type in "cqf sv88_settlementmenumanager installmenus" (without the quotes). This worked for me, but I do have to type it every time I want to access the menu.
    1. uituit
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      Do you have SMM ?
    2. malicious
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      Yes, as otherwise I dont think this command would work at all since the script it runs looks for the SMM esp before it will actually run. I have attempted to run the SMM menu rescue but still was unable to get the menu to appear unless I run this command. If there is a better fix I would do it but nothing else I have attempted fixes it for me.
    3. uituit
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      Do you know if its the same with the Vault Tc Tools addon?

      sounds like something went wrong when the mega pack got merged ,but if its broken in the addon as well may take a while to fix.
    4. malicious
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      I did try to install the Vault Tec Tools addon and yes, I get the menu but then I also have double plots since I essentially loading the same mod twice.
    5. malicious
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      I think I found the issue. The quest that adds the menu (sv88_settlementmenumanager) has a property that is a PluginName and it still references the Vault Tec tools plugin(SSAOP_SamutzVault88.esp). I changed it to the mega year pack 2 esp name via a patch and ran the command I mentioned and now the menu shows up and stays without having to rerun it. I would guess if I uninstalled, saved, and installed with the patch or started a new game with the patch it would work without the console command.
    6. uituit
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      Ok thanks
      I will pass this along ,not sure when it can be fixed tho.
  10. Leviwulf
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    Just a quick heads up because I couldn't find where on the official forums to report it, the t3 vfx basic apartments don't have a working bed in them, someone reported it on the VFX page but it's included here as well and has the same issue.
    1. uituit
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      ok thanks ill pass it along.
    2. fftfan
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      I have done an update on my end, can I ask you to install it and see if the issue is resolved? Installing the individual addon should cause Mega Pack Y2 to defer to the addon ESP's version of the build plan, in order to account for changes the addon pack makers might make afterwards. It will require building a fresh new plot and giving it the build plan, I believe that existing instances of the plot will continue to have the same Spawned Items list regardless of changes.

      https://www.nexusmods.com/fallout4/mods/31736?tab=files
  11. ossumpossum
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    Hey, needs to be cleaned with xedit
    1. uituit
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      ill pass it along :)