And just for clarification, done everything suggested to do for the problems. Load order is good, clean save, no mod conflicts, etc.So I'm playing through the Vim and Vigor quest, and I'm stuck at trying to find the lost patrol. To me it looks like they're stuck inside the river dam? Unless there's a way to get to them that I just can't bloody find. Really unsure what to do, here.
Hello,I only found a schematic down in VaultTechs basement. I brought it to Jake and he took it.
Using player.additem xx04599c 1 solved it, but I'd be curious if i missed something.
xx is a placeholder for whatever hexadecimal number Sim Settlements 2 has in your load order.Hello,
thank you for the answer, but console says: item 'xx04599c' not found
I have the same issueDid everything but I can’t collect the Vit-o-Matic no prompt shows up I’ve reloaded saves
I have the same issue. I did the mission but can’t take the cut-o-matic/Xbox1
1. The person gave you the ID to schematics in Vault-Tec HQ in Hub of the Problem (the previous quest.)Hello,
thank you for the answer, but console says: item 'xx04599c' not found
This is the correct answer, you want to hit the activate button in the area around it and that should grab the Vitomatic. It has no activate option.It still does nothing even if you move up close enough to be touching it and press Use anyway? Thats always worked for me.
Honestly I aint sure that is an option because the object is a gun.A future update to the mod should include an activate option because I literally spent an hour trying to figure out why there was no visible interaction with the Vitomatic.
Like the Cryolator?Although maybe the the arm holding it was converted to so sort of display case, but then you have the issue of the player being able to take it before they are supposed to. Unless a display case could be locked?
I was thinking more like the something similar to the Seed Safe for Joe Gallager. Where it needs a quest key to open.Like the Cryolator?
Just instead of a master lock you can use a lock that requires a key.
Could even have an alternate way to get the key maybe? To provide some actual choices of how to proceed and all that. Even just making it pickpocketable or something.I was thinking more like the something similar to the Seed Safe for Joe Gallager. Where it needs a quest key to open.
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