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Resolved Why it only shows Automatron toolkit in the Menus of Mechanist Lair and Boston Airport

CodeNamed1

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So I was asked to ask this here as Nexus was not able to help.

For some reason in Mechanist Lair and Boston Airport I cant use builders toolkit mods (except Automatron one?), every where else they all show up.

I have done the SMM rescue mode thing and the check for errors one with SMM holtape, did not help.


I really need these tools for the build I want :(
 

NDCowdy

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I was just about to query this as well. The latest version of city builder was supposed to turn it back into a fully functioning settlement. I have 4.1.4 manually downloaded, even retried downloading and manually extracting all the files into the Data folder. I don't get the blueprint items showing up, which do on other settlements. The vanilla items I'd expect such as recruitment beacons aren't there either. Tried on a few different saves. Even tried a menu rescue thinking it might have been that before noticing the vanilla items weren't there. I'm guessing we've missed something as a couple of people have already done comp entries. Any pointers anyone?
 

RayBo

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So I was asked to ask this here as Nexus was not able to help.

For some reason in Mechanist Lair and Boston Airport I cant use builders toolkit mods (except Automatron one?), every where else they all show up.

I have done the SMM rescue mode thing and the check for errors one with SMM holtape, did not help.


I really need these tools for the build I want :(

I am marking this for the bug reports and dropped a note on the discord.
If you guys figure anything else out or have any screenshots please post it here so folks can see it.

:bye
 

NDCowdy

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Going to try a couple of things tomorrow, will get some screen shots while I'm at it.
 

NDCowdy

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@kinggath I do have the Contest mod linked loaded. v4.1.4 Manually downloaded from Nexus, originally let modmanager install it, then manually extracted and placed in data folder. I've tested on several different saves finally this morning scraping back to using the master's save file with minimal mods (not that I use many usually) and consoling in a holotape to start SimSettlements.
I did try to start up without DLC's selected but it seems to be re-adding them on startup.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop2.esm
DLCworkshop3.esm
DLCNukaWorld03.esm
hudframework.esm
workshopframework.esm
simsettlements.esm
SettlementMenuManger.esp
workshopplus.esp
SimSettlements_CityPlanContest.esp
ProjectBluepritCOBJs_Sim.esp
ProjectBlueprint.esp
Items I would expect to see in a vanilla full settlement are not available such as food and Recruitment beacon.
20191013084842_1.jpg Project Blueprint menu is also not available.
20191013084851_1.jpg
Just thought I have been automatically starting up with script extender, could try a steam start to see if that makes any difference. (edit: nope that didn't make any difference)
Any other tests or info anyone can think might be useful?
 
Last edited:

CodeNamed1

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Oh I just realized I am not using latest builders toolkit :o I’ll try that also no I don’t think I have a mod to convert Boston airport. Didn’t know it needed.
 

CodeNamed1

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Also can that city plan contest mod be used just as without really investing to the contest thing myself?

I mean I love to watch the contest all the time but I think I am not ready to participate to it, not yet atleast maybe after practice:)
 

kinggath

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If you are not looking to join the contest, there are mods on nexus to convert Boston Airport into a full settlement.
 

kinggath

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@NDCowdy I'm not sure what's going on for you, I can see all of those things with the contest mod installed.
 

NDCowdy

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Found what I had done wrong at last. Sorry if I wasted anyone's time. I knew it would have to be something simple, seems I had a senior moment and had updated the toolkit and not the separate contest mod. Had forgotten they were two separate mods. Works fine now. At least it got me to tidy some folders and work through updating all my downloaded mods.
 

NDCowdy

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@kinggath @NDCowdy OK updated the Toolkit but the problem still stands for The Mechanist Lair :/
That is an issue from the base game. Several workshops / settlements were put into the game in such a way to prevent them being used as fully functioning settlements. They intentionally don't allow building such things as farms. The good news would seem to be that Kinggath has worked out how to get around that, so hopefully in the future, places like mechanists lair might get the same treatment. But with all the other projects, I guess it won't be a priority.
 

kinggath

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It's not the project blueprint mods that makes the change, it's the City Plan Contest mod.
 
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