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Problems I ran into with the latest patch/update

abaris

Active Member
Messages
782
Doing the CPD quest, the Hellhounds are entirely non hostile, right from the start, when meeting the CPD crew at the docks.

Also, and I don't know if related, but I didn't remove or add any mods in between playthroughs, the Brotherhood questline bugs out in a major way. I had to setstage the Fire support quest twice, after reloading two time. And when being at the elevator that leads up to the control room in Call to Arms, the elevator opens to a solid wall and I can't progress. I never had that one before and I didn't find anything on any bug browsing the internet.

I stress again. I didn't add or remove anything other than updating WSFW, SS2 and chapter 2.
 
Another issue since the last patch, I can only force complete Picking Up the Pieces, since Mala doesn't move when Jake calls for her. She's just standing on the roof, I tried reloading several times, but to no avail. Mala just keeps standing there. It's the second time in a row, that I can't progress this quest and I'm actually not sure, if the issue exists since the last two patches.

Also, for the second time in a row, Caleb's quest line fizzles out. In the last playthrough, after the hunt for Boris and the quest being turned in, the questline didn't progress. Now, in another playthrough, it just doesn't progress at all. He says, I should come back in a few hours, but days later, I still don't get any message to that effect and he's not even at his home.
 
Can confirm the hellhounds being non hostile and I also had an issue with fire support quest. The rest was np for me didn’t do calebs so can’t give anything on that. Mala worked fine for me though.

also on a side note the gunner tattoo quest line for Lena you can no longer turn in the quests items after you take the new hq she only offers a line about how the new hq is nice.
 
Caleb's questline is totally bugged. I finally got the message to visit him at his house, but he's not there. The questmarker hovers in thin air.

I didn't add anything or remove any mod, since I last had it working. It just happened with one of the two last updates.
 
@abaris,
Where Caleb's quest marker is found, is there a note on the desk?
 
@abaris,
Where Caleb's quest marker is found, is there a note on the desk?
I have to check this.

But it's the very first quest in his questline. The Hunt for Boris. Usually he was found upstairs, checking the 2nd dead raider.

There's also another thing, I have to add. I completed the CPD questline before Caleb even turned up. Maybe it's as intended, that Caleb's quests can't be finished afterwards.
 
You should still be able to do the Caleb's quests, having completed CPD quests. I could last game I layed where I missed doing the Concord quests first.

If Jake has been kidnapped in your game, Caleb is not in Concord and you should find a note on the desk, explaining why.
 
You should still be able to do the Caleb's quests, having completed CPD quests. I could last game I layed where I missed doing the Concord quests first.

If Jake has been kidnapped in your game, Caleb is not in Concord and you should find a note on the desk, explaining why.
Ah, OK. That's the problem. And I forgot all of this, since, as I said, I force completed Picking Up the Pieces when Mala was a no show. Thanks, that explains it.
 
huh. How did SS2 alter the fire support BOS quest? that sounds really odd.
Im not saying it's not true,
I'm just kinda confused how they managed to bug that, because I cant recall if SS2 even interacts with that q
 
huh. How did SS2 alter the fire support BOS quest? that sounds really odd.
Im not saying it's not true,
I'm just kinda confused how they managed to bug that, because I cant recall if SS2 even interacts with that q
Not saying it did for sure just that I’ve also had an issue with that quest on this latest patch. Basically I’d walk up kill one batch of ghouls but then dance says watch your fire more incoming and nothing happens.
 
huh. How did SS2 alter the fire support BOS quest? that sounds really odd.
Im not saying it's not true,
I'm just kinda confused how they managed to bug that, because I cant recall if SS2 even interacts with that q
I'm not saying, it did. Only that I experienced the bug for the first time in seven years of playtime. And I'm not talking about Fire Support, that bugged out on a number of occasions, but Call to Arms, where you go to Arcjet and have to take an elevator up to the control room. The elevator bugged out and that's a first for me. It opened to a solid piece of wall instead of the cabin.

In any case, restarting the quest from entering Arc Jet solved the issue.
 
In a new game started with SS2 v2.1.3 I had no issues with the BoS Fire Support quest. I also did the next quest at ArcJet with no issues.

IIRC, there is a vanilla issue where if you trigger Fire Support and come back later to complete it, it will fail to progress.
 
Can confirm the hellhounds being non hostile and I also had an issue with fire support quest. The rest was np for me didn’t do calebs so can’t give anything on that. Mala worked fine for me though.

also on a side note the gunner tattoo quest line for Lena you can no longer turn in the quests items after you take the new hq she only offers a line about how the new hq is nice.
+1 Still not fixed with the latest patch, either. 2.2.2.
 
One problem I ran into, that never happened before, since playing FO4. Entering the Buddy room at Shamrok taphouse (not even a seperate cell) results in neverending saves and being unable to leave through any of the doors. The transition screen is endless, even if I wait for 20 real time minutes. As long as I don't move into the Buddie room, everything is working OK. Saves as well as transitions. I can't even coc my way out, once the bug activates.
 
Not saying it did for sure just that I’ve also had an issue with that quest on this latest patch. Basically I’d walk up kill one batch of ghouls but then dance says watch your fire more incoming and nothing happens.
I think I had this happen during one playthrough and there was a ghoul stuck somewhere in or around the building(I have no idea why he spawned in the building or inside objects other than Bethesda working some of their coding 'magic'), If I remember correctly. There was no ghouls alive outside yet the quest wouldn't continue as Dance kept saying the same line over and over. The door was locked(as the quest opens it when the ghouls are dead) and had to use console commands to poke around and see what was happening. I believe I killed the ghoul(he was either in the building or on the roof, or inside of some object I honestly forget which) and the quest would continue.

I haven't made it this far on this test playthrough but I'll head over there in a bit and see if I have the same problem. Shouldn't take too long.
 
+1 Still not fixed with the latest patch, either. 2.2.2.
I'm on latest patch and haven't had any issues with CPD quests. I mean I did hit a bit of a snag on the docks where the hellhounds are first encountered but it wasn't because they weren't hostile like everyone else. My issue was that I killed them all before the quest had a chance to update properly so Simon and the rest of them (I forget their names) were stuck in idle NPC dialogue responses. I ended up using console to setstage just past the fight and things progressed smoothly after that.

As for the arcjet brotherhood thing the other guy mentioned I'm gonna chalk that down to classic Bethesda elevator shenanigans. I save my game before riding any elevator in the game and if I have the option to avoid using them at all I take it even if it means spending a few extra minutes climbing stairs. Can't count the number of times I've gotten stuck in a loading screen, lost dogmeat after the elevator sucked him out of existence or even just flat out been stuck inside the elevator unable to open the doors. I'm looking at you Fort Hagen bug, the bane of many a survival player.
 
While I don't know its related to latest patch or not, I have run into a few issues since been on this latest patch.
A. Basic settlement plans for castle generates 3 power nodes throughout the castle, I didnt find this til started having power issues and when grabbed 1 to remove I saw another behind it and another, all 3 had wiring connected. I basically just kept them all for now because doing any of the power fixes like this caused crash, and all 3 items have wiring attached.

B. I never got a holotape for CPD quest to huntdown hellhounds after doing the basic quests for CPD, so atm til I can find console command to spawn it, I am dead in water for CPD.

C. While this is vanilla quests that I have completed with prior SS2 patches, this is first playthrough that vault 81's quest Hole in the wall glitches out midway where AI stops working and infinate loading after that. I will note I am using same exact mods I used on prior playthru and never had this issue happen before with same load order and mods, only difference I can tell is the new patch for ss2 and workshop.

D While this one could be a SS2 settings issue, somehow this playthru instead of using ASAMs city plans use regular resources and I mean ALOT, it seems to go down row alphabetically as will eat 500 of the first 5 or so resources, just to lay the plan down. So maybe 2000-2500 resources. I know this because I spawned in 500 of each resource and can see them drain away even after plan is done til eats thru that much.

E. Settlers become unassigned alot more than ever before or won't auto assign on ocassion even though there are plenty of jobs. This might be due to script lag from latter but not sure why they unassigning selves. Its not huge amount and not all settlements, but not sure what the settlements I have seen it happen to have in common. Or a guard with high AGI will decide to swap a job to something else for now reason I can fathom unless the settlement is running low on something and moves them, but havent found what that is.

F. While this wasn't patch related I have seen some named NPC's like the vault tech saleman never work in his plot, he just hangs out in 1 spot all day.
 
@Lochar
I'd like to respond to a few of those points if I may.

B. If you can remember what the holotape is called or find it in the wiki somewhere opening up console and using the help command could be a quick way to locate it. I've found that it helps if you just use parts of the name of the item instead of the entire name itself. While this can fill your console page with unnecessary results its usually a quick skim if you know how to read the keywords to the left of each line. If you don't know the keywords reading through the item names one at a time is also an option if you have the patience for it. Alternatively some helpful player could come along and potentially provide it for you.

C. I just recently did that quest on the newest patch just fine. I have started a fresh new save since then for troubleshooting purposes since then though and wouldn't mind running through it really quick to see if I experience similar issues. Would you mind elaborating more on the events leading up to the infinite loading? I've seen some other players reporting that "hole in the wall" glitches out a bit if you try and start it during the gunner attack that happens in the area. You say it happens midway through the quest and AI stops working so does that mean the mole rats aren't spawning or aggroing? Any additional details you can provide will help me when I attempt to troubleshoot.

D. I have NEVER seen that before. Super weird one boss. Only thing I can think of is maybe you accidentally changed some sort of setting in the MCM or city manager holotape?

E. I think this is a script issue. For as long as I've been using Sim Settlements getting the settlers to stay where you assigned them has never worked 100% of the time. I will say that I have noticed a huuuge improvement overall in SS2 after using SS1 for a grip, everything functions much smoother now. That all being said I rely on the town meeting gavel and recently stumbled across a mod called "Sim Settlements 2 Settlement Management Terminal" by cbrgamer3. It adds a crap ton of tracking capabilities that you could potentially find useful. Personally what I like the most about it is I can see an overview of every individual settler, their special stats and all the plots they're assigned to without having to lug around the vit-o-matic zapping folks.

F. Welcome to Bethesda navmesh. This is the same thing causing settlers to randomly appear on the roof of buildings in Sanctuary. While there are some things you can do to try and make it better there isn't really a true fix. The best method I've found is to put plots as low down as they can on (somewhat) even ground where at least two sides are pathable. The tighter a space is between two plots or the more uneven the ground is the more difficulty a settler will have navigating and its more likely that they'll get snagged on something and end up stuck.
 
@Lochar
I'd like to respond to a few of those points if I may.

C. I just recently did that quest on the newest patch just fine. I have started a fresh new save since then for troubleshooting purposes since then though and wouldn't mind running through it really quick to see if I experience similar issues. Would you mind elaborating more on the events leading up to the infinite loading? I've seen some other players reporting that "hole in the wall" glitches out a bit if you try and start it during the gunner attack that happens in the area. You say it happens midway through the quest and AI stops working so does that mean the mole rats aren't spawning or aggroing? Any additional details you can provide will help me when I attempt to troubleshoot.

Thanks for the reply, as far as this quest goes. Everything works fine as first enter door to secret vault, can save and no issues. After I get past the turrets and protection and hit the next section of moles is where things go south. I hear the molerats spawning in, and 1 or 2 may come at me but the rest just sit there. At this point, my companions stand still, if I try to save its infinite save time, if I try to load a previous save it does same thing. Curie will let me in but no convo after that. I could try to figure out how to bypass that but leaving will get me stuck. I could turn off save during travel but reminded me of nuka world quest where almost similiar bug appeared and that was solved by doing kill all command and exiting out. I haven't tried that yet, but trying to find posts about it pretty much blamed on mods.

I have done this quests umpteen times with ss2 and current mods with no hiccups, but most previous times I did it during my first visits to 81 after getting scanner, this time I just grabbed scanner and left to do other things and came back later. My point in ss2 is turning in last batch of beacons to trigger kidnapping but held off since wanted to pre buildup some settlements.
 
Speaking of settlers un-assigning themselves I'm noticing that also. It's like SS2 scripting is trying to dynamically 'rebalance' everyone? or it thinks something strange has happened and is trying to re-do everything? I have auto-assign in SS2 on, and off in Workshop framework but makes me wonder if(just in case the script codes doesn't)...

Only allow assigning, whether for the first or dynamically, settlers who have no assignment. This way, those are are already assigned(whether through SS2 or manually by the player) will remain untouched by SS2 or workshop frameworks auto-assignment. Then give the player a choice to 'un-assign' either a specific or all setters to put them back into the 'available for assignment' pool by either.
 
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