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Clean Install?

Sigmar

Member
Messages
95
I was wondering if anyone could give some insight and/or help . I am having several issues with the game now related to settlements .

I had been running this mod https://www.nexusmods.com/fallout4/mods/20588 to make mystic pines available for settlement with great success through many play throughs.

I then stumbled upon this mod https://www.nexusmods.com/fallout4/mods/30545 and thought it would be fun to use the space above too and it has total borked my mystic pines. I can't send settlers to the location, my settlers that I spawn via the console can't be assigned to any plots, and beacons don't bring anyone.

I have tried uninstalling that mod and reinstalling the original and I'm still having issues. I have tried starting a new game and things went well in the beginning (settlers summoned, assignable to plots) but when I returned after a week or so to the settlement I had 8 settlers, 5 of which showed they had jobs but their plots weren't built and I could not assign them to any other plots just like before.

I am also having a difficult time getting other peoples city plans to show up (@VikingBaggins ) .

@Yagisan (yagichan is the nexus user , hope its the same) https://www.nexusmods.com/fallout4/mods/32668 lets me build a desk , choose a leader and select the plan but codsworth doesn't leave sanctuary to lead and no recruitment ever occurs.

I don't know if the second mystic pines mod permanently overwrote something that is causing these issues (other people on the nexus have reported similar issues) or it is something else entirely.

I have verified the cache integrity via steam and no files were missing .

Should I re install? If so do I need to deactivate all the mods first (I am using nmm 65.10) then uninstall fallout and then re install, followed by reactivating all my mods ?

Any help would be appreciated as this is getting really frustrating.

Tl;dr I am having issues with settlements and wonder if I should reinstall and if so , what's the best process of doing it. Thanks!

On a related note, is there anyway to delete a plugin entry from nmm that is for a mod that is no longer installed or activated??
 
Yeah the Mystic Pines Overpass porked your save. It edits a LOT of vanilla records that it shouldn't. The only way to correct the issue is to roll back to before you installed it or a clean start.
The NMM entry delete:
You should be able to right click>> Uninstall or Delete>>Delete permanently.
 
I had been running this mod https://www.nexusmods.com/fallout4/mods/20588 to make mystic pines available for settlement with great success through many play throughs.

I then stumbled upon this mod https://www.nexusmods.com/fallout4/mods/30545 and thought it would be fun to use the space above too and it has total borked my mystic pines. I can't send settlers to the location, my settlers that I spawn via the console can't be assigned to any plots, and beacons don't bring anyone.

On a related note, is there anyway to delete a plugin entry from nmm that is for a mod that is no longer installed or activated??

Both of these Mystic Pines work well for me. But I didn't change mid-stream. I have found settlements work best if done with a new game, installed at bottom of load order. I have not used ROTC there so I have only heard it really messes up because of the settlement mod.

The plugin may be a legacy within your /data folder. Or do a *file* search within fallout or nmm. I have also had it show in my plugin list, but disappear if I close nmm and restart.

John
 
I'll respond to the areas I am most familiar with.

I had been running this mod https://www.nexusmods.com/fallout4/mods/20588 to make mystic pines available for settlement with great success through many play throughs.
I built a city plan for this mod long ago. Unfortunately it became apparent that the location is broken when the city begins to build. The mod changes ended up superimposed in the original structure.

I then stumbled upon this mod https://www.nexusmods.com/fallout4/mods/30545 and thought it would be fun to use the space above too and it has total borked my mystic pines
I have never used this, but you must NEVER remove settlement mods mid-playthrough. It breaks the games internal settlement management.

@Yagisan (yagichan is the nexus user , hope its the same) https://www.nexusmods.com/fallout4/mods/32668 lets me build a desk , choose a leader and select the plan but codsworth doesn't leave sanctuary to lead and no recruitment ever occurs.
Yes, that is me. When testing, I brought the companion to the settlement before dismissing them and making them leader. I've tested it with Preston, Piper and a few mod added leaders. No idea why Codsworth isn't working for you. Are you able to send settlers there? if not, the save is already borked, and that's why it won't work.
 
Thanks everyone for the suggestion and advice . I went for the clean install, disabled my mods , uninstalled, reinstalled , updated and reactivated my mods. For future refrence, how do I know if a mod is making changes to the vanilla record and should be avoided?
 
Speaking of this, I have been watching the tutorials on making merged mods... to consolidate my plugin count...

The tutorials mention the merge plugin file... is this inclusion of downloading xEdit? called "Merge overrides into master.pas (3 kb)"

I think so? If not, where would I find the plugin for this?

I have also seen a tutorial where they don't use the merge plugin... they pull the zip files for the mods to consolidate and unzip into a new archive folder and combine, then only merge the *.esp files into one... put the one into the archive folder - re-zip - and then install this zip file through NMM (+ icon).

Final question... from what I see, once you do the merge plugin and make the new "mod" to install, they show only shutting off the plugins in the tab... wouldn't you be able to just uninstall the individual mods if all assets etc are part of the new "mod" zip file?

Thanks,
John
 
wouldn't you be able to just uninstall the individual mods if all assets etc are part of the new "mod" zip file?
If I remember right... it's been awhile....
If you uninstall the merged *mods*, you can't update the *merged* mod, which requires the merged *mods* be updated in order to update the *merged* mod.

If you do like I do when I do merging of mods... I only merge mods that haven't been updated in along time, OR mods that I won't update, for various reasons.
That way.. I can merge the mods, then uninstall and delete forever the mods used in the merging.
Although in reality, I do keep a copy of the merged mods in case I pork the merged mod and have to re-merge the merged mods into a new merged mod.

Mods like Sim Settlement that update every little whipstich, well that would just be silly to try an merge into a new merged mod.

I don't say the following to be mean in any way! And this is TOTALLY MY opinion!
Anytime I merge mods... it voids the warranty! Because things can and do go wrong in the process.
So I just consider a newly merged mod as MY baby. Things start bugging out.. I fix it.
In order for mods to qualify to be merged, they have to meet 3 criteria.
Number 1; is it stable:
Number 2; it hasn't been updated in a long time OR the current version gives me warm fuzzes and I will never update it.
Number 3; I *use* it in every single play through.. a LOT.

Okay that turned into a wall of text! LOL
 
@Sigmar My early plans included the ILS in ESP version, which I now know was a bad idea. If memory serves me right there is no ILS included in any Industrial CP from me, except Sanctuary. Sanctuary have an optional file without ILS to help with that.
 
fuzzy,

I am only looking at merging clothing sets, looks mods such as all the different eyes and such, build assets/game play/decoration assets/settlement mods like RedRocketTV player homes, etc... that haven't updated in a long time... maybe some of the SS addons that haven't updated since last summer... though leery of that because with SS being updated, I wonder how long before they are left behind...
 
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