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Solved MegaPack Year 2, "It looks like you uninstalled Settlement Menu Manager."

Kobu

New Member
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5
This is my first time trying out the MegaPacks. Loading any save I get the message "It looks like you uninstalled Settlement Menu Manager. That mod was used to inject the custom Vault-Tec Pack menu into your game..."

I've never downloaded SMM so presumably the message is coming from Workshop Framework. I get the message only when loading MegaPack Year 2. I've tried changing the load order for Year 2 but it doesn't change anything. I've also reinstalled the Sim Settlements mods.

If I save and then load that save without quitting, I don't get the message again. Exiting the game and loading that same save I'll get the message again.

I started a new game with just Sim Settlements mods and the unofficial patch and it's still happening. Here's my load order excluding DLC and CC content.

11 b Unofficial Fallout 4 Patch.esp
254 FE 46 CanarySaveFileMonitor.esl
12 c WorkshopFramework.esm
13 d SimSettlements.esm
14 e SimSettlements_XPAC_Conqueror.esp
15 f SimSettlements_MegaPack_YearTwo.esp
16 10 SimSettlements_MegaPack_YearOne.esp
17 11 SimSettlements_MegaPack_YearThree.esp
 
I highly recommend you install SMM.
Quote
If you have Settlement Menu Manager installed, you'll gain a custom Sim Settlements menu that will organize the plots and any support pieces into a single menu. Settlement Menu Manager prevents custom menus from ever screwing up your workshop build menu without the need of an Uninstall Chem.
End Quote
 
Thanks for the response. I did read that other thread but it didn't really click, and I didn't want to add in another mod if unneeded. The message comes across as really odd if you've never touched SSM. And the Year 2 download ought to list SSM as a requirement to prevent this issue.
 
The trouble continues however. Adding SSM to my existing game got rid of the message. I wanted to start a fresh game however and I found that the combination of SSM and Year 2 breaks the vault exit script. The first plug in animations work. The alarm sounds continuoulsy but nothing else happens. I tested again reducing all my mods down to find the culprit.

Year 2, No SSM == no problem

SSM, No Year 2 == no problem

SSM + Year 2 == broken vault exit

I'd rather not risk it breaking other things down the road so I think enabling SSM or Year 2 after vault exit isn't a good solution.
 
@Kobu

I do like activating SMM at the very "start of a new save file." When this is done things work fine for me. I have had issues activating "after the fact" with a couple of mods. Having it installed first is a good thing.

A correlation isn't always causation and the issues you are describing are normally not related. If they were we would have been flooded with those reports. Particularly when it comes to SMM. Having SMM installed first or at the "exact same time" is my recommendation.

Flipping this "installing" SMM after mods that use it, as you have said will probably have mixed results.

Your mod list is fine:


11 b Unofficial Fallout 4 Patch.esp
254 FE 46 CanarySaveFileMonitor.esl
12 c WorkshopFramework.esm
13 d SimSettlements.esm
14 e SimSettlements_XPAC_Conqueror.esp
15 f SimSettlements_MegaPack_YearTwo.esp
16 10 SimSettlements_MegaPack_YearOne.esp
17 11 SimSettlements_MegaPack_YearThree.esp
ADD:
SMM - At the start of a game :good


If it persists use this to provide full LO:

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I like doing this at restart:

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I have just completed a exit vault with both those mods installed. No issues. I have very few other mods really and have no CC content at all. As @RayBo says, we would have been inundated with reports about this if it were the problem. Do you have any other vault mods installed?
 
That was literally all I was testing with, aside from DLC and CC content which I didn't want to try disabling just yet. I do have a lot of CC mods but I wouldn't think they'd be a factor before exiting the vault.

I replaced Year 2 with just Vault Tech Tools, nothing else loaded but the 3 in 1 and SSM. Same thing, broken. So it does appear to be that portion causing the problem. Loaded up all my mods along with SSM but not Year 2 or VTT and the vault script kicks off just fine.

I found a bug report for VTT from 2018 describing the same issue, author was unable to duplicate but mentioned having Vault Tech Tools wait for Sim Settlements scripts to stop loading in a future update to perhaps prevent problems like this.

So I took my sweet time instead of rushing through the opening. Waited around an extra 10 minutes or so before grabbing the Pip-Boy. Problem solved. This is a rather new high end system but it does seem I was hitting the red button before whatever scripts were running could wrap up.
 
This is a rather new high end system but it does seem I was hitting the red button before whatever scripts were running could wrap up.

What "red button?"
 
The vault exit button :)


That would be the next step. Fortunately I have my full mod load out working now just by going slower through the opening so I'm calling it good here.

Thanks everyone who responded.

You just came up with your own version of "baking a game save" or BaGs :good

It's a concept. :friends

As long as it works for your game and load order. :good:good:good

Thank you for the thread tag "solved!" I miss that a lot as I sometimes don't know.
 
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