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1.0.8 and still can't advance past the big Gunner fight

CerebralHawk

Active Member
Messages
172
I've played through this mod so many times, often restarting the whole game after each update thinking that might shake things loose, and even after 1.0.8, the mod stalls out after the big Gunner fight.

Is there any workaround? Or any hope for a fix in sight?
 
Well, I found out some more information on the big Gunner fight.

It seems that Jake goes down every single time, and can't get back up. I just ran through the fight three times, and the last time, Jake fell right next to Aiden. So the proximity isn't the issue, it's that Jake is in a perpetual 'wounded' state he can't get out of.

So, what if you make Jake essential, but script him to run for cover? When the area ceases to be hostile, or when humanoids killed (I know Fallout 4 tracks this) is increased by the number of Gunners spawned, whichever comes first, he returns to the spot where he once stood. Or make it so we can give him a Stimpak.

I've installed Cheat Terminal, and I've given myself the Spray n' Pray and enabled god mode and one-shot kill. The Gunners tend to target me, so I run south into the fray and then wipe them all out. No matter what I do, Jake still takes a hit, and I can almost guarantee you it isn't friendly fire. Since it seems so damn impossible to save him, this sounds like something that should have been caught in testing. Not trying to be too harsh but it is what it is.
I've tried it every which way and the result is the same.I've excluded newly included mods which weren't included in a previous playthrough that worked,but the result was the same,so I'm not entirely convinced it's a mod issue.
 
While I have done this battle multiple times (i.e. failed) I have only completed it successfully once.
(my own fault - I play a very tough game - slow xp progression, and use a bow and melee - yeah, only made it through that with a lot of chems, meds and mines).

During my large number of failures, I was able to stim both Jake AND aiden in various attempts (well preston too, but he is generally worthless....should have brought codsworth).

However, in the last (I lived!) time I don't think jake went down, only Aiden (and yeah, again preston) ; yes the quest completed fine.

I ran a few tests since then (had to use console commands to stay alive and kill some here and there) and in three tests was able to complete successfully.
However, jake nor aiden did not go down in any of them, so might try later again after work.
 
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Sorry I'm kind of late to the party here. @CerebralHawk I read through all your posts. I am confused on one point. Does Jake just immediately start walking back to Concord after the battle, or does he stay in a perpetual down state (bleedout is what that is usually referred to)? If it is that he just starts walking back to Concord, then that is apparently fixed for the 1.0.9 release (Issue #452). If he is in bleedout after the fight and never recovers, then thats a different problem, but one that should be able to be addressed.
 
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Here's my load order: https://docs.google.com/spreadsheets/d/1B_vW_1SLEyLKVzbuhXhmyjnqscmWxjV4dD_Y1PNQuKU/edit?usp=sharing

And my latest hard save: https://drive.google.com/file/d/1XAoET-18yxJJlOifwE0ak3NL6kOaNMAA/view?usp=sharing

Hope Google Drive is okay. ;)

Easier than I thought it would be to do this. "Hardest" part was uploading a 22MB file over DSL (1Mbit/s).

Going to try the fixes today or tomorrow... I've been working long shifts since my last post.
I just heard this from Kinggath: "There is a bug with Jake during Where There's Smoke, I have it fixed for Friday's patch."

If there's still issues preventing completion of this quest even after the upcoming Patch, it might help to have the mod order(lefthand pane) in ModOrganizer2 be made to match the plugin load order(righthand pane).

Nothing jumped out at me as problematic on the load order, or at least not that I know of so load order seems fine as long as nothing was uninstalled mid-playthrough(continuing past a "Mods were removed" error).
 
Hey, I'm back to this mod after some time to let it develop, what's the command line to bring Jake back to the position he needs to be in to continue the quest past the gunner fight?
 
Hey, I'm back to this mod after some time to let it develop, what's the command line to bring Jake back to the position he needs to be in to continue the quest past the gunner fight?
Select him with the console up and then moveto player - you might have to put the console away and move to where you want him inbetween doing those steps.
 
It may be helpful to start your own thread with a description of whats going on, a modlist, maybe a save file, and a load order. And which versions of all SS2 mods would probably be good as well.

Nothing against your question, but trying to solve multiple problems for multiple people in the same thread can get confusing.
 
Imostly play with weapons mods, nothing that changes the core game, i am running Modern Firearms love to deal with more lethal enemies with weapons that are vicious and scary like full auto armor piercing explosive slugs AA12
 
Do you get access to all the other great MF mods like the leveled list adds so bad guys get them too or the MF Dealer or the unlimited ammo or mag mods?
 
If Jake is running away, this is a known issue. Will be fixed for 1.0.9 this Friday. Appears to be related to a fix from either 107 or 108 for another problem in that quest.
Sometimes he disappears (not sure if he runs away) but mostly he goes down into a "bleed out" state.

I was planning a few hacky solutions, but since I have a save right before this, and other things I could be doing, I'll hold off and see if 1.0.9 fixes the issue.

The issue seems simple, that Jake only has a couple hit points — much like Grelod the Kind in Skyrim, in the Riften orphanage — and will go down in one hit, any kind of hit. If you're gonna throw literally dozens of Gunners at the Sole Survivor, Jake should either, A, be able to defend himself, or, if that's not in his character, B, run for cover. Like, when Aiden fires, Jake should high-tail it for cover in the existing buildings. This would actually be ideal as it would give the player direction, since, without cheating, the fight is extremely difficult even on Normal if you don't do that.

But, I'm not a developer, I don't know a lot about what's going on behind the scenes... Much appreciated if you can fix it.
 
Sometimes he disappears (not sure if he runs away) but mostly he goes down into a "bleed out" state.

I was planning a few hacky solutions, but since I have a save right before this, and other things I could be doing, I'll hold off and see if 1.0.9 fixes the issue.

The issue seems simple, that Jake only has a couple hit points — much like Grelod the Kind in Skyrim, in the Riften orphanage — and will go down in one hit, any kind of hit. If you're gonna throw literally dozens of Gunners at the Sole Survivor, Jake should either, A, be able to defend himself, or, if that's not in his character, B, run for cover. Like, when Aiden fires, Jake should high-tail it for cover in the existing buildings. This would actually be ideal as it would give the player direction, since, without cheating, the fight is extremely difficult even on Normal if you don't do that.

But, I'm not a developer, I don't know a lot about what's going on behind the scenes... Much appreciated if you can fix it.
It seems this is the only place he is weak. He fights the Raiders at the hardware store fine. He fights at Olivia fine. But again I gave him a better gun and armor when he was technically a settler during a couple quests.
 
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