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Pipboy issue??

djwaglmuffin

Member
Messages
45
So THIS started happening after a message from HQ:

20220921212332_1.jpg

I hit tab for the pipboy after activating a relay tower AFTER I was contacted by Jake. This killed my last save and I have no idea how to even describe what I'm looking at. I can even still sift through the pipboy menues but I can't tab back out. I figured I'd try and see what the heck is going on first before I freak out.
 
i have somekind of similar effect but in power armor.
but if u can still manipulate the pipboy in this status, try this:
- use any (vanilla) holotape, i can break the "stuck" in pipboy mode.

i have this issue when doing quests/exploring glowing sea running in power armor.
it happened few times, at time what i proposed still not working, i tried using something else in pipboy (can't recall the detail)
 
So THIS started happening after a message from HQ:

View attachment 18210

I hit tab for the pipboy after activating a relay tower AFTER I was contacted by Jake. This killed my last save and I have no idea how to even describe what I'm looking at. I can even still sift through the pipboy menues but I can't tab back out. I figured I'd try and see what the heck is going on first before I freak out.
I have something like the same bug.
Opening the pipboy, by any means, gets me locked on the pict you posted. Not all the times, but it is getting worst. That started with me on 2.2.2 update and seems related to Unequip Pipboy mod. That mod being an ESM, I just can’t take it out of my load order. I keep on playing with the help of the Pip-Boy companion… tried everything, to no avail yet.
 
20220921212332_1.jpg
That looks like the 1st person "weapon ready" animation but the weapon is missing. Its like a play animation call was made but the pipboy menu was not closed first.
Do you have any mods that replace animations? It may be conflicting with SS2.
I can't be much more help than this as I know next to nothing about how animations work in this game.
 
That looks like the 1st person "weapon ready" animation but the weapon is missing. Its like a play animation call was made but the pipboy menu was not closed first.
Do you have any mods that replace animations? It may be conflicting with SS2.
I can't be much more help than this as I know next to nothing about how animations work in this game.
I wasn't trying to pull up a weapon and I had a rifle equipped but it wasn't actually out. I hit the tab button to pull up the pipboy and this happened.

I don't have any pipboy replacers, animations, or anything like that that I know of. I know that sometimes militarized Minutemen can cause crashes because I think there's a bad mesh or something but I didn't have that mod my last save and it was still doing it so I don't think it's MM.

The ONLY thing different about my pipboy is I am using a CC Silver Shroud paint job and that's it. My last save was also doing this in power armor. the hands would lift up but there was no pipboy screen or anything. I'm also using FallUI in various forms but I've used it before and have never had this issue either so this is super weird. At first, I thought myabe something was going on with the Neon Flats apartment in my previous save, because this started happening there and while in power armor with a slocum's joe paint job so I ditched all of that (haven't done it yet) but yet...here we are.
 
There is a chance FallUI and SS2 are conflicting. I don't use FallUI so I can't offer any advice.
 
There is a chance FallUI and SS2 are conflicting. I don't use FallUI so I can't offer any advice.
I already talked to them, and i've scoured the forum on nexus and there is no mention of anything like this happening. Also:

20220923112212_1.jpg

This is what it looks like when I have power armor on AND this save is freezing the program when I try to save or fast travel...

this is so incredibly frustrating. Someone on discord mentioned I should try this: coc sanctuaryext but it's still doing it.
I'm angry. HQ was finally working beautifully, my settlements were finally balanced and now it's just gone and I've got NO idea what could be causing this. I looked at every mod I have and none of them mention anything like this.

#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","+","Address Library for F4SE Plugins"
"0007","+","Automatron Robot Faction Paint Jobs"
"0008","+","Backpacks of the Commonwealth"
"0010","+","Better Settlers"
"0011","+","Buffout 4"
"0013","+","Caliente's Beautiful Bodies Enhancer -CBBE-"
"0014","+","CHEF - Cooking Hunger and Expanded Food"
"0015","+","Companion Status HUD"
"0016","+","Companion Status UI Remastered"
"0017","+","Danse GTFO Power Armor"
"0018","+","ECO (Equipment and Crafting Overhaul) - FIS (FallUI Item Sorter) patch"
"0019","+","Eli's Armour Compendium"
"0020","+","Equipment and Crafting Overhaul (ECO)"
"0021","+","Every Nuka Cola Flavor for Vending"
"0022","+","Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack)"
"0024","+","FallUI - Confirm Boxes"
"0026","+","FallUI - Map"
"0027","+","FallUI - Sleep and Wait"
"0028","+","FallUI - Workbench"
"0029","+","G2M - Workshop"
"0030","+","Happy Trails - Sim Settlements 2 Addon Pack"
"0031","+","HUDFramework"
"0032","+","IDEK's Logistics Station 2"
"0033","+","Improved Map with Visible Roads"
"0034","+","Jampads 2 - a Sim Settlements 2 Add-on"
"0035","+","Longer Power Lines"
"0036","+","Lost World - Immersive Soundtrack Replacer"
"0037","+","MCM Settings Manager"
"0038","+","Militarized Minutemen"
"0039","+","Minutemen Propaganda Posters"
"0040","+","Minutemen Takeover - Nuka World"
"0041","+","Mod Configuration Menu"
"0042","+","No Crafting Experience"
"0043","+","Nuka Cola Mix FIX"
"0044","+","Nuka-Mix Unique Textures"
"0045","+","OLD WORLD RADIO - BOSTON v6.0"
"0046","+","OLD WORLD RADIO 2 v1.3"
"0047","+","Ponytail Hairstyles by Azar v2.5a"
"0048","+","Raze My Settlement"
"0049","+","Rise of the Commonwealth for Sim Settlements 2"
"0050","+","Settlement Menu Manager"
"0051","+","Settlement Objects Expansion Pack"
"0052","+","Settlement Supplies Expanded"
"0053","+","Settler Sandbox Expansion"
"0054","+","Sim Settlements 2"
"0055","+","Sim Settlements 2 - Addon Pack - DZK Concrete Defensible Positions"
"0056","+","Sim Settlements 2 - Chapter 2"
"0057","+","Sim Settlements 2 - Far Harbor Expansion"
"0058","+","Sim Settlements 2 - Murkwater Industries"
"0059","+","Sim Settlements 2 - Pra's Random Addon 2"
"0060","+","Sim Settlements 2 - Rags and Riches"
"0061","+","Sim Settlements 2 - Tech Settlements"
"0062","+","Sim Settlements 2 - Tiny Living"
"0063","+","Sim Settlements 2 Addon Pack Caravan Snatex"
"0064","+","Sim Settlements 2 Automatron Mod"
"0065","+","Sim Settlements 2 Automatron Mod Patch"
"0066","+","Sim Settlements 2 Scrappers"
"0067","+","Sim Settlements 2 Wasteland Reconstruction Kit"
"0068","+","SimHomestead 2 - A SimSettlements 2 addon"
"0069","+","Skip New Game Intro"
"0070","+","Slower Leveling"
"0071","+","SS2 - Settlers at Play"
"0072","+","SS2 Addon - Bare Essentials"
"0073","+","SS2 Superstructures - A Sim Settlements 2 Addon Pack"
"0074","+","The Kuro Tab"
"0075","+","UNDRCVR Simply Settled Greentop - Sim Settlements 2 City Plan Contest Finalist July 2022"
"0076","+","Unofficial Fallout 4 Patch"
"0077","+","Vault-Tec Tools - Sim Settlements 2 Addon Pack"
"0078","+","Wasteland Venturers Sim Settlements 2 Addon Pack"
"0079","+","We Are The Minutemen"
"0080","+","Workshop Framework"
"0081","+","Workshop Framework override"
"0082","+","Workshop Plus"
"0083","+","Workshop Rearranged"
"0084","+","WRAR - RadioActive Radio"
"0085","+","FallUI - Icon Library"
"0086","+","FIS - The NEW FallUI Item Sorter"
"0087","+","Place Everywhere"
"0088","+","Hang'em Mall (Hangman's Alley) - Sim Settlements 2 City Plan"
"0089","+","Working Aquariums"
"0090","+","Nuka Mix Lantern Workshop"
"0091","+","Immersive Candles"
"0092","+","FallUI Inventory"
"0093","+","Sim Settlements 2 - Ruined Homes and Gardens 2.0"

Plus some Creation Club stuff. paint jobs, add-ons, whatever. There's got to be something. Even if my load order is screwed up.
 
That almost looks like a reference id conflict. Where the pipboy has become a settlement light!- mesh and texture. I wonder if the actual pipboy object has the correct materials references(such as the mesh and textures), however, it's neither purple or otherwise, so it's a full object reference. Just in place of a pipboy. So if, for some reason, the game save is trying to reference something it thinks is 'out of whack' or is 'null', when saving, I believe it hangs. Does the pipboy show a light without the power armor? or just with it? If it's only when in power armor, exit out, then see if you can create a game save without it hanging.

I use most of the mods you have in the current playthrough(test), and they all seems to work just fine with SS2. I haven't had that particular issue, but I do have the occasional crash(Buffout reports 'loose file stream' which I'll be working on troubleshooting best I can over the next few weeks). Which I think has something to do with all the critters I'm adding either from the 'adding' mod, as I have two mesh issues that I know of... Invisible synths and turrets that don't fire any projectiles(they go through the motion, but nothing comes out).

Here's one thing I'm thinking... there are times when, for some reason, the rigid nature of embedded stack frames or variable use causes memory location 'bleed over' thereby corrupting data that's being used and saved by the game's engine. When that happens, it's an unpredictable toss and to what's going to happen.
 
Does the pipboy show a light without the power armor? or just with it? If it's only when in power armor, exit out, then see if you can create a game save without it hanging.
This is just what it looks like and the first picture is what it looks like out of power armor. I also verified game files, went through every mod I could think of...if something were corrupted, wouldn't MO2 or steam catch it? And then at first, I thought there might be something wrong with Neon Flats because in my last save, that's where it began but in this current save, i haven't even started the quest yet because I thought that might be a problem. I also got rid of the Slocum's Joe paint job and that didn't work either.

When I tried to get out of power armor and save, the game just freezes now. I can't even fast-travel anymore without it just freezing the game.

sigh Everything was going so well.
 
Steam or MO2 catching a corrupted save? I'm fairly certain the answer to that is no. Imagine many different mod authors making scripts of different qualities adding and changing different global variables not only for the base game, but custom variables as well. It can get 'all over the map' variable and value wise.

What you'd need is a program to break apart a game save and look for global or other values 'out of range' from the norm, then report it. It is something I'm thinking about here... at least from a 'basic' perspective- to break apart a game save and put the output in xml format. This way other programs can more easily analyze the data. But that's a future development from now, at least for me.

It actually looks like, in the first picture, your trying to read a Casio watch of some kind, since your wrist is facing upwards. Do you use a mod like that? a time piece of sorts?
 
It actually looks like, in the first picture, your trying to read a Casio watch of some kind, since your wrist is facing upwards. Do you use a mod like that? a time piece of sorts?
Nope. I had a rifle equipped but not actually out (like, I wasn't holding it) so those are rifle hands without the rifle moving up instead of the pipboy. And no, I don't use anything like that.

Edit
Could there be a problem with the HQ radio? This starts happening almost immediately after I get the HQ radio.
 
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Sorry for all the posts here, just thinking out loud, so bear with me...

If you go into the console(if your not on a console), and enter "player.placeatme 21b3b 1", does that show a pipboy by you or a 'light fixture' like what's on your arm. If a 'pipboy', either pick it up, or try adding the item to your inventory with "player.additem 21b3b 1", then "player.equipitem 21b3b". See what that does.

Not sure if any of that will work, as I am a modding noob here in many ways, but it's getting late so I'll check in tomorrow sometime. Hopefully you'll have it worked out by then.
 
My latest guess is SS2 is somehow conflicting with FallUI. I would contact the author of FallUI as they would have a much better understanding of what could be interfering with pipboy.swf exiting correctly.

As a temp band-aid, you can use the console command player.moveto player which should force close any open menus.
 
I'm not sure if this helps... I've been using FallUI along with changing the look of the pipboy to Fallout 76 for sometime with SS2 and I've never seen that before. At least not when using the files provided by the mods. There is an installation order when using the FallUI suite that the mod author provides on his mod page to keep the swf files correct, but when I've gotten the installation order mixed up(by updating one of the mods), FallUI won't properly work(try to change the way the UI looks won't work as the "Stalker" hud is my favorite so far)- but it never really changed anything like the pipboy itself, just the menus you see. And in my case, the layout of the UI wouldn't change- in which FallUI visually reported the problem and it was easily fixed by re-installing mods in the correct order.

This is a quick screenshot of the FallUI mods I have installed, the 'which mods' have the file winner override wise, and which files are in the FallUI mod itself.
 

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Pretty sure this has to do with the latest SS2 radio updates. A lot of people reported it getting stuck like that, mostly on exit from radio tab or in power armor.
 
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