To everyone who didn't get a holotape added to the inventory: In the pre-war prolog you don't have an inventory, and I add it as soon as you activate the mod. Therefore the holotape gets lost. You can manually add it by entering 'help "Settlement Management Holotape" 0' into the console, all items with that name will be listed (should be only one item), then take the ID that is displayed (something like XX000F99) and enter 'player.additem <holotape ID>' into the console. Another way to get the holotape would be to de-install, save & load and then reinstall (the clean save method: https://themodgal.wordpress.com/2013/03/28/clean-saving-what-it-does-and-when-you-should-or-shouldnt-do-it/).
In the future, please deactivate all mods when you start a new game and only reactivate them after you got the pipboy. Some mod authors (like me) forget that you don't have an inventory at the beginning and therefore some mods may not work when they are activated from the beginning.
Fantastic, this mod is exactly what I needed !!! I had sent some settlers to a settlement, which never showed up, but with this mod I was able to find out, where the lost settlers were and what was going on. The FO4 settlement system is much more fun with this mod, i.e. when it isn't a black box and you can find out what's going wrong.
This question may have already been asked, sorry. Does your mod show enemy spawn points in settlements whose borders have been expanded by third-party mods? For example - Build High - Expanded Settlements
Question, the settlement management, wonderful thing, software does not pick up all the unemployed settlers in the area. In Starlight Drive-In I had four settlers not employed. The software only saw one settler and listed one as not there. But I had three that were in Starlight Drive-In, so why did not the settlement manager register them, just curious.
I don't know if the original author still follows this mod, I am using this rather than the new version because I'm not using the Rename Everything mod. If one of the authors is still reading these posts, I would love it if you would add the ability to mark settlement items that need repair. I keep getting the message "Repair a damaged item" in the Workshop interface, but it's almost impossible to track down the item in question.
I had this problem on the old 2018 version, but even on the 2018 version I'm unable to see ryder rentals, fiddler green, and evans way on the robot/colonist convoy menu and when i try to form supply lines from the locations they do not work properly. Does the new 2013 version require a fresh save to work properly?
for those of you that can't get this mod to work even after trying the alternate methods.
I loaded my game with the mod enabled through vortex, load save move a few feet
I hit pause and went to MODS section and went to my load order through that menu disabled the mod, loaded my save with it disabled
again walked a few feet, paused and went into MODS section in the games pause menu reapplied the mod through the menu and let the game restart and reload the order
Wish there was an easy search for these posts, or at least I haven't found it, so please forgive if this was already asked and answered. This mod has been working fine until I added Dalton Farm (Far Harbor). It shows the Longfellow site in the Far Harbor DLC but isn't showing Dalton. It says it is invalid location. I"ve tried reloading the mod and it didn't help. Any info would be greatly appreciated.
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If you have already downloaded the archive version and it is working for you, then keep it. The loose version is identical feature-wise.
In the future, please deactivate all mods when you start a new game and only reactivate them after you got the pipboy. Some mod authors (like me) forget that you don't have an inventory at the beginning and therefore some mods may not work when they are activated from the beginning.
so useful and well integrated, it should have been in the vanilla
Try this one instead, it's last updated 2018,
Does your mod show enemy spawn points in settlements whose borders have been expanded by third-party mods? For example -
Build High - Expanded Settlements
Does anyone know if this will work with the next gen update?
I loaded my game with the mod enabled through vortex, load save move a few feet
I hit pause and went to MODS section and went to my load order through that menu
disabled the mod, loaded my save with it disabled
again walked a few feet, paused and went into MODS section in the games pause menu
reapplied the mod through the menu and let the game restart and reload the order
loaded my save and it added the holotape
HOPE IT HELPS