One playthrough the quest wouldn't advance after killing all the raiders outside. The last 2 playthroughs I've been able to kill all of them in the museum and outside, but it gets stuck when I kill all of them inside.For the last time Marcy and June are not a raiders!
Sorry, had to do the joke, it was too tempting. A bit more information would be needed. Have you also killed the raiders outside and the... animal friend?
And if so, what exactly is Jake doing? Can you talk to him? The more details the easier it is to know if you're seeing a bug and help you fix it.
Laying Foundations and When Freedom Calls have the same objectives with raiders once you are in Concord.One playthrough the quest wouldn't advance after killing all the raiders outside. The last 2 playthroughs I've been able to kill all of them in the museum and outside, but it gets stuck when I kill all of them inside.
That makes no sense because Out of Time completes before When Freedom Calls starts. It completes the moment Preston yells down to you.I found (with other threads in the forums) that if the "Out of Time" quest completes before you interact with Jake, the whole SS2 quest line for Jake is pretty much blocked.
Not sure. I just have observed that if I get too eager to clear the two upstairs sets of raiders that have location based dialog, Jake's questline seems to freeze.That makes no sense because Out of Time completes before When Freedom Calls starts. It completes the moment Preston yells down to you.
So completing Out of Time aint going to block Laying Foundations from completing.
I am also pretty sure that the SS team put something in as a contingency for people who had played past the point of rescuing the Quincy Refugees. Otherwise there would be a warning provided that people needed to start a new game (similar to the warning about any SS1 games having to restart.)
I have tried playing a game where I had already cleared Concord (and the Institute to be honest) and when I met Jake I could tell him I already cleared the place, he told me to meet him there and the rest of the mission worked fine. Maybe that could be a workaround.Not sure. I just have observed that if I get too eager to clear the two upstairs sets of raiders that have location based dialog, Jake's questline seems to freeze.
A similar scenario occurs if you use a mod like SKK fast minutemen to bypass the concord scenes. Jake will follow you to concord, and you can kill the mobs in the building and outside, but since the raiders with dialog and the deathclaw doesn't spawn Jake will never move forward in the quest line.
That is a mod conflict. It is also information you did not provide earlier either.A similar scenario occurs if you use a mod like SKK fast minutemen to bypass the concord scenes. Jake will follow you to concord, and you can kill the mobs in the building and outside, but since the raiders with dialog and the deathclaw doesn't spawn Jake will never move forward in the quest line.
See? Absolutely no mention of the SKK Fast Minutemen mod being the cause. If you knew the mod caused the conflict then it is important information you left out.I found (with other threads in the forums) that if the "Out of Time" quest completes before you interact with Jake, the whole SS2 quest line for Jake is pretty much blocked.
That is the workaround having cleared Concord under normal conditions. Which basically shows the comment above to be a mod conflict and not an actual issue with SS2 itself (as was originally claimed.)I have tried playing a game where I had already cleared Concord (and the Institute to be honest) and when I met Jake I could tell him I already cleared the place, he told me to meet him there and the rest of the mission worked fine. Maybe that could be a workaround.
That is a mod conflict. It is also information you did not provide earlier either.
See? Absolutely no mention of the SKK Fast Minutemen mod being the cause. If you knew the mod caused the conflict then it is important information you left out.
That is the workaround having cleared Concord under normal conditions. Which basically shows the comment above to be a mod conflict and not an actual issue with SS2 itself (as was originally claimed.)
I didn't mention the mod conflict because I wasn't running the mod when it happened to my previous playthrough. I mentioned the mod conflict in my second post as a possible cause.to refute that it was indeed possible to have the SS2 quest line lock up, and that it had been mentioned on the boards before.That is a mod conflict. It is also information you did not provide earlier either.
See? Absolutely no mention of the SKK Fast Minutemen mod being the cause. If you knew the mod caused the conflict then it is important information you left out.
We use essential cookies to make this site work, and optional cookies to enhance your experience.