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Addon Pack Registration Failed. Anybody Else Experience This?

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Played an hour last night to set up SS2 for myself, and find myself at Red Rocket with the Stranger after only an hour of playtime.
When I loaded my saved game, I got this message:

Addon pack registration failed. The registered name in the config object field sAddonFilename: SS2.esm does not match the registered forms.

I can only select "OK" to close the screen.
Is this something I should be concerned about?
I only have the tutorial plot down, and only an hour into the game, so restarting isn't an issue.

Edit:
I quit the game and updated Vortex. The message has disappeared now.
 
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Hello, sorry for posting in a dead thread, but I had the same problem suddenly! And I didn't find anywhere else where people were talking about this issue. I don't use Vortex but I use Mod Organizer, and I didn't do anything in particular, I didn't update F4SE (I already have the latest version, 1.10.163), and when loading my savegame yesterday I had that same issue about addons not registering, yet they still seem to work totally fine... I don't really understand what's happening, if that's a big problem or not, if it's gonna corrupt my save, at the moment it's just a bit annoying to have 12 error messages whenever I load a save but that's all. Screenshots here:
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Unless you changed the name of those plugins, you should not see that error message.
What did you do different from when it worked and when the error messages started poping up?
Did you try loading a save from before this issue?
Did the message still pop up?

I have only seen that error message when testing my addon and I forgot to turn the esl flag back on. Maybe this could be caused by the load order changing. I can't remember exactly what is registered with SS2 other than the mod name.
 
Thank you for the answer! Yes I tried loading other saves and the error appeared again. The mistake is certainly mine, I added mods, but they have no reason whatsoever to interact with Sim Settlements that way... I think... Actually I'm really not an expert at all so I don't know. I also got a weird visual glitch that appears once in a while but rarely, and I cannot reproduce that glitch and it disappears by itself; sometimes, a texture will go pink (I understand that's because the game couldn't load a texture but then again I don't know what causes this bug, and this is kinda off topic).
If it's useful and maybe someone can help, here is my load order copied from Mod Organizer:
#Mod_Priority,#Mod_Status,#Mod_Name
"0000","+","DLC: Wasteland Workshop"
"0001","+","DLC: Vault-Tec Workshop"
"0002","+","DLC: Nuka-World"
"0003","+","DLC: Far Harbor"
"0004","+","DLC: Contraptions Workshop"
"0005","+","DLC: Automatron"
"0006","+","Unofficial Fallout 4 Patch"
"0007","+","Nuka World Vertibird Altitude Fix"
"0008","+","Achievements"
"0009","+","Mod Configuration Menu"
"0010","+","Settlement Menu Manager"
"0011","+","HUDFramework"
"0012","+","Workshop Framework"
"0013","+","Address Library for F4SE Plugins"
"0014","+","Extended Dialogue Interface aka XDI"
"0015","+","Baka ScrapHeap - Script Memory Limit Expander"
"0016","+","Place Everywhere"
"0017","+","Faster Workshop (Workshop Lag Fix)"
"0018","+","Sim Settlements 2"
"0019","+","Canary Save File Monitor"
"0020","+","IDEK's Logistics Station 2"
"0021","+","NPC Level Scaling"
"0022","+","Workshop Plus"
"0023","+","Settler Sandbox Overhaul Expansion"
"0024","+","Doors Not Walls"
"0025","+","Rise of the Commonwealth for Sim Settlements 2"
"0026","+","Subversion - The Institute-Railroad Alliance Alternate Ending"
"0027","+","Shackin' Up - A Sim Settlements Prefab Shack Mod"
"0028","+","Generator Fusebox"
"0029","+","Better Shack Bridges"
"0030","+","Better Junk Fences"
"0031","+","The Duchess - Ship Settlement"
"0032","+","Sim Settlements 2 - Apocalyptic Additions Addon Pack"
"0033","+","Sim Settlements 2 - Pra's Random Addon 2"
"0034","+","Sim Settlements 2 - Ruined Homes and Gardens 2.0"
"0035","+","Sim Settlements 2 - Tiny Living"
"0036","+","Vault-Tec Tools - Sim Settlements 2 Addon Pack"
"0037","+","Sim Settlements 2 - Blackbelt's Vault 88"
"0038","+","Wasteland Venturers Sim Settlements 2 Addon Pack"
"0039","+","SS2 Addon - Bare Essentials"
"0040","+","Sim Settlements 2 - So I Made Plans Addon Pack"
"0041","+","Sim Settlements 2 Scrappers Addon"
"0042","+","Favelabulous Sim Settlements 2 Addon"
"0043","+","Cambridge Police Station Settlement Revisited"
"0044","+","Vault-Tec HQ Helipad"
"0045","+","East Malden Badlands Settlement"
"0046","+","Granite Valley Settlement"
"0047","+","Weymouth Fore River Settlement"
"0048","+","Better Vertibird - A Vertibird Overhaul"
"0049","+","Lootable Vertibirds"
"0050","+","Flyable Personal Vertibird"
"0051","+","NPCs Travel"
"0052","+","Automatron Dialogue Fix - Less Annoying Robot Companions"
"0053","+","Player Comments and Head Tracking"
"0054","+","Player Comments and Head Tracking patch for UFO4"
"0055","+","Rename Anything"

And here are the last mods I added before I had those bugs:
Cambridge Police Station, Vault Tec HQ Helipad, NPC Level Scaling, East Malden Badlands settlement, Granite Valley settlement, Weymouth Fore River settlement, Better Vertibird, Flyable Personal Vertibird, NPCs Travel, Automatron Dialogue Fix, Player Comments and Head Tracking (and its patch for UFO4), Lootable Vertibirds, Rename Anything
 
See if this helps, it's from the wiki :

If you receive the message below when you start the game with Sim Settlements 2 installed, (in particular, if it says the failed addon is SS2.esm), it means you will need to reinstall F4SE. You are likely missing the replacement pex scripts from it. While F4SE isn't a requirement for Sim Settlements 2, the mod runs a check to see if F4SE is installed. If F4SE is detected, Sim Settlements 2 does make use of it.


registrationfailed.png



In order to install the pex scripts for F4SE, you will need to extract the entire Script folder from the Data folder in the F4SE download, and put that folder either directly into your Data folder (usually located at ...\Steam\steamapps\common\Fallout 4\Data) if you are using Vortex, or create an "F4SE Scripts" folder in the mods folder of Mod Organizer 2 and transfer the script folder there if you are using that mod manager, then activate that folder in the left-pane of Mod Organizer 2 before you start the game.

 
Thanks for the guide, it seems I didn't search well, I didn't find this. Though the errors still appear when I load my save, after I followed the procedure for MO2...
 
IIRC, it works something like this... When you added in the new mods, it changed the load order number of the existing mods. The load order of a mod (within your save file) determines the formid's of the elements from that mod. Bethesda games can have issues with adding mods during a play thru. It's even worse (much worse) if you remove a mod. Always start a new game when removing mods, but often adding can require a new game also.

Easy test... SAVE you existing game! Then, start a new game (even if you don't plan on keeping it) and play thru the first bit... get to Sanctuary and build the beacon... do you get those errors? & does Jake arrive?
 
Let's go then, I'm only a zillion hours into this zillionth save without ever finishing the game lmao. I'll report back.

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And there is Jake the Stranger. But guess what? I quicksaved and quickloaded. And once I load a save, the error comes back! But... nothing seems broken. I just get annoying errors. So basically nothing changed since I started having those popups... 20211104213722_1.jpg20211104213914_1.jpg
 
I just reported it on my other bug thread but I'll notify it here too: I don't know why and how but I just updated my mods and those pesky error messages finally got away, so here's that, finally free from bugs I guess, woohoo!
 
What is the error message? Details are needed to help you.
Thanks for asking


Screenshot (338).pngScreenshot (339).pngScreenshot (340).png

I only got those if I start the game with f4se_loader. I don't get any messages if I start with Fallout 4 Launcher.
I had updated my Vortex, and also re-copy&paste the newest F4SE (_0_06_21)

I didn't get any of those messages before I updated the mod too (previous release). It worked just fine with f4se_loader
 
Looks like you may have already tried this, but just in case: (from the wiki)

Installation and Update Issues​


What do I do if I receive the "Addon pack registration failed..." error when I start the game?​


If you receive the message below when you start the game with Sim Settlements 2 installed, (in particular, if it says the failed addon is SS2.esm), it means you will need to reinstall F4SE. You are likely missing the replacement pex scripts from it. While F4SE isn't a requirement for Sim Settlements 2, the mod runs a check to see if F4SE is installed. If F4SE is detected, Sim Settlements 2 does make use of it.


registrationfailed.png



In order to install the pex scripts for F4SE, you will need to extract the entire Script folder from the Data folder in the F4SE download, and put that folder either directly into your Data folder (usually located at ...\Steam\steamapps\common\Fallout 4\Data) if you are using Vortex, or create an "F4SE Scripts" folder in the mods folder of Mod Organizer 2 and transfer the script folder there if you are using that mod manager, then activate that folder in the left-pane of Mod Organizer 2 before you start the game.
 
I only got those if I start the game with f4se_loader. I don't get any messages if I start with Fallout 4 Launcher.
That is because F4SE is required to generate those error messages.
I had updated my Vortex, and also re-copy&paste the newest F4SE (_0_06_21)
You can install F4SE with Vortex. That way you don't have to worry about loose files.
 
Hi Team,

This works for me when I launch using the F4SE_loader in the game folder, but not when I launch F4SE using the MOO2 launcher. I just rebuilt my game on a new PC and I have never seen this error previously.

1671202734694.png
 
So you get the error when using f4se loader directly? Or through mo2? If its the former, that's to be expected. None of your mods installed through MO2 would be active.
 
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