smitty420
Well-Known Member
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So are children.Me summed up. And really? The "He's a kid" excuse?
No, I'm very prone to anger.
So are children.Me summed up. And really? The "He's a kid" excuse?
No, I'm very prone to anger.
Be kind to one anotherRE: The sub-discussion on this thread disseminating people's manors and posting style, or retorts to those - let's put it all to rest as it's derailing an otherwise useful thread discussing the things we should be focused on in the short-term to get Chapter 2 in good shape.
Ok all, this thread is devolving. Seems I can't lock a KG thread, so it will be moderated.So are children.
ASAMs not responding means your Active Scripts have become horribly backed up. We know of one bug causing a bit of this, but only if you made it to the quest End of the Beginning.I'd posted this separately, and saw a couple other threads related to it, but it is definitely a bug with SS2 2.0. At some point in my game, the ASAMs stop responding. I tried with a current save (just updating SS2) and also with a new game. With the new game, I got about seven hours in, and had gone to Olivia with Jake. After I returned to the main SS2 settlement, I couldn't interact with the ASAMs. I reverted to an earlier save, and they started working again. After about an hour of play, they stopped working. You click E on them to activate, they make the noise, and then nothing.
Please investigate. What other info do you need from me on this? I've reverted back to 1.1 beta and everything is working again. I am not running Chapter 2. And yes, i also updated Workshop Framework, and then reverted it back after having these issues.
Took a break from trying to nail the hammer home regarding the rabbit hole, taking a break from figuring out the issue to help out with halo mods in Section 3.@StoryTeller of NYC there are tons of people playing with C2 right now, you can see Let's Plays galore on Youtube. Whatever issue you're having, is with your system.
I've given you steps that will guarantee to eliminate all conflicts, if you followed those steps, and the mod still didn't work for you - you've got some sort of system issue that we're not going to be help you with.
If you'd like to detail what you've tried so far to see if maybe you missed a step that we can fill in, those of us who haven't been turned off by your "prone to anger" can try and help you.
If that doesn't work for you, I think it's time you find another mod to play.
Guide kinda covers everything I've tried, but will give it another go if I get the Chapter 2 bug in my system again. Bookmarking. <3@StoryTeller of NYC I came across this old post. Maybe it can be of use?
Hi!If you mean the Gunner HQ as Building that get destroy the Mod itself have an option to go even after that into the Building it have 2 hidden Doors after at the side to enter the Building.They was made as some Quest ask to recover something from the HQ later so player dont get stuck with the destroyed Building.The only real change at that Building is that it become heavy Radioactive.For the rest its only show the Building dont take damage and the Gunner respawn normal but die fast for the Radioactive air.To make both Mods compatible maybe someone can disable that Radioactive air.In that way player can do first that Quest/Mission and later then normal the SS2 part.For Concord the Door Problem with Depravity is not so difficult.The Door you need only 1 Time to start the quest after you can Fasttravel there direct inside the Building maybe even there is possible to make an easy fix that with fasttravel you end in the Depravity Building and with the door after enter the SS2 things
There is a new hijack command in the holotape. You should be able to temporarily disable the door into the HQ.Hi!
Does SS2 have a way to re-enter the vanilla GNN cell, like Depravity? Other mods also use this location (e.g.: Ivy 6.0).
Apologies if answered already - I did a few searches, but only found references like yours to Depravity's alternate entrance.
Thanks!
Yeah I'm back playing SS again after awhile :D
Thanks!!There is a new hijack command in the holotape. You should be able to temporarily disable the door into the HQ.
If it only 1 Journal/Item normal there is not a Conflikt load the Mod with the Journal/Item after SS2.If that dont work you can create a Merge File if not exact the same place where the Journal/Item is, is in use from Both ModsThanks!!
I'll post that advice on the Ivy discord. I'm playtesting her & SS2, and having one of her quest journals inside GNN is the only conflict I've noticed so far. I'm at the 'join Aiden at the lake' quest.
Not using any city plan here, do have the bug though at times. If I'm outside Sanctuary (18 settlers) and continue the game the save time goes back to normal which for me is less than a second.The long save bug is a weird one. Totally unpredictable. I've got a 20 person Sanctuary, all fully developed plots, another 10 settlements with 1 on city plan (which is either badly bugged now or I'm using a crappy city plan, Can't be sure without more testing. Starting to suspect it's the city plan though) and the long save hits me randomly in or outside of sanctuary, hits me when I'm resting in a sleeping bag out in the woods then doesn't hit me when I fast travel to Sanctuary and rest again. It's actually gotten better as time went on, I had longer saves more frequently earlier in my playthrough and the long saves tended to take longer then. It doesn't seem to be script lag because I can come out of my bunker with zero script lag and still get a long save and sometimes when everything is 3-5 seconds behind in responding the save is fast. shrug
Is it in the latest 2.0.0j? My holotape isn't showing that under Tools > ?There is a new hijack command in the holotape. You should be able to temporarily disable the door into the HQ.
Nevermind, it was the delay startup mod not setting the global correctly...Is it in the latest 2.0.0j? My holotape isn't showing that under Tools > ?
Having this exact same issue. I tried to console through just like you did, and also felt like I missed out on something important from Raphael - also in the next convo with Cassandra and Fiona, feels like there's yet more that got skipped. I would REALLY like to be able to run through this quest normally.Unable to speak to Ellis in Angel of Mercy quest after quest directs me to talk to him after I've spoken all dialog options with Raphael. Using 'setstage SS2C2_CB-NQ05 260' allowed me to talk to Ellis. Seemed like there was some dialog I never got with Raphael even with the speech check pass.
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