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Cannot Start the Story: Jake just stands there!

bchick1

Member
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41
I have no other mods loaded except SS2 v2.3.1 from Nexus (I noticed there is no longer a '2.3.1 "Hotfix" <?>)
In Sanctuary, Jake shows up as usual when a recruitment beacon is built but just stands there.
I have removed ALL mods and started a new game with the same result. I have no idea what is wrong!
 
I have no other mods loaded except SS2 v2.3.1 from Nexus (I noticed there is no longer a '2.3.1 "Hotfix" <?>)
In Sanctuary, Jake shows up as usual when a recruitment beacon is built but just stands there.
I have removed ALL mods and started a new game with the same result. I have no idea what is wrong!
:scratchhead

Please check the WSFW is installed, current and here in your LO.

1674701422103.png

If the above is precisely the same as your set-up.

Then use the "~" key, click on Jake and type moveto player This can sometimes get him to start working again on these early quest sequences.
 
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Thanks for the response! Yes, the latest ‘workshop framework’ is loaded and the load order is as you showed. I am using MO2 for my mod management and have had the load order for all ‘frameworks’ unchanged since my lasT SUCCESSFUL run of SS2. it is quite a surprise that it will not now run correctly especially since I stripped out all the mods (as a test) and started a new game and it still would not work.
Am I loading the correct SS2 mods? Initially I had two SS2 mods...one for chapter one (v 2.3.1 with a hot fix) and another for SS2 chapter 2. Has this changed? I do not see the same files (SS2 2.3.1 hotfix) on Nexus.
Thank you!
 
I finally got the initial SS2 quest to start in my fully modded game. However, it involved WAITING a long time for Jake to begin his opening dialogue. I waited awhile and he followed me around then I decided to sit in a chair and wait four hours. After this, he began his opening monologue. As of now, I am not sure why this is.
 
There's an interesting thing about the game engine, at least observantly... The engine seems to prioritize 'frames' over scripts. So you can have what looks to be an ok frame rate(fps wise), but scripts seem to lag. It's the time slice allotted to the scripting engine. When each script reaches it 'time slice allotment', the script gets put 'on hold'(think pre-emptive scheduling) until it's next 'time slice' comes around again(so not sure if a 'round robin type system is employed).

By increasing the time slice each script can use, you'll begin to affect frame rate(iirc) so there's a trade off. Also, if scripts are being rolled in-and-out of a heap more than a % of script processing time the scripting engine is 'thrashing'. You can try this, or try increasing heap size. A heap that keeps 'bridging' data blocks together will be less efficient that one that allocates it all in one go.

Thrashing can happen for various reasons, but as a metric you'll need to find an acceptable 'management vs. execution' kindof thing.
 
Thanks! In regards to the above, this is the first time I have run any FO4 game as heavily modded as this one is. I used Wrye BASH to convert a lot of .esp files to .esl and also created a 'Bash Patch'. This is something I have never done in a FO4 game (but have as a matter of course for 'Skyrim'). Right now I have 458 active plugins.
1674767034105.png
 
Thanks! In regards to the above, this is the first time I have run any FO4 game as heavily modded as this one is. I used Wrye BASH to convert a lot of .esp files to .esl and also created a 'Bash Patch'. This is something I have never done in a FO4 game (but have as a matter of course for 'Skyrim'). Right now I have 458 active plugins.
View attachment 19531
It can be a lot of fun messing around with a super heavy modded game but in my experience eventually something will break :P
 
Thanks! In regards to the above, this is the first time I have run any FO4 game as heavily modded as this one is. I used Wrye BASH to convert a lot of .esp files to .esl and also created a 'Bash Patch'. This is something I have never done in a FO4 game (but have as a matter of course for 'Skyrim'). Right now I have 458 active plugins.
View attachment 19531

I thought you were just running the basic SS2 mods to troubleshoot.

Given this screenshoy, I would not be surprised if you have a bad script backup.

You can use the below tool to find out.

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I thought you were just running the basic SS2 mods to troubleshoot.

Given this, I would not be surprised if you have a bad script backup.

You can use the below tool to find out.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

As FYI, I just did the Jake sequences you mentioned with 2.3.1 and had no problem with my LO, and Jake did everything as expected and without delays.

1674772945515.png

So, it does not seem like SS2 is the problem here.

I suggest you try with just the basic SS2 mods. 458 mods is too many for any kind of real diagnostic here no matter how helpful folks are.
 
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Thanks! In regards to the above, this is the first time I have run any FO4 game as heavily modded as this one is. I used Wrye BASH to convert a lot of .esp files to .esl and also created a 'Bash Patch'. This is something I have never done in a FO4 game (but have as a matter of course for 'Skyrim'). Right now I have 458 active plugins.
View attachment 19531
You've got me beat! I have 309 plugins with 452 installed mods. So far, the stability metric for this current load order is about 91% in about 11+ days of play time. With 266 game sessions there's been about 24 crashes- minus a few which I caused by installing the wrong file.
 
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When you start a new game, every quest for every mod installed flagged "run on game start" will attempt to initialize and run startup script functions. Its pretty easy for the Papyrus VM (script engine) to get overloaded during this time delaying further calls from being processed. This can be compounded if you use an alt start mod that skips the pre-war and/or vault sequence.
 
Hello All! seems to be okay now. I am into the building of the first settlement. Old Paul is 'on duty'. I am, however, trying to determine if 'Hotfix 2.3.1 is no longer required. (I posted the question separately on this forum). Insofar as my mod volume and load order, I DO realize how heavy my mod load is, but right now it is more of an experiment than a regular thing. I usually have separate MO2 profiles with much less mods loaded according to the play-through. As for now, Jake seems to be much more responsive. I AM using the save game check utility and I checked my active scripts in places and they are well below 10 in most cases. Also, a good number of my mods are meshes/textures only. I will see where this all leads me. I have yet to make it to SS2 Ch2. Looking forward to it! P.S. to Msalba ... at the beginning of my games, I wait for all mods to be initialized at least according to the on screen notifications. I do this mostly so as not to miss some prompts that need responses or choices. and RayBo ... you couldn't be more right in your response! You know that I know ... that my mod load is somewhat insane. I DO have an MO2 'testing profile' where I only loaded SS2 with no other mods. Jake showed up and started dialogue immediately. So yes, it is not SS2.
 
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Hello All! seems to be okay now. I am into the building of the first settlement. Old Paul is 'on duty'. I am, however, trying to determine if 'Hotfix 2.3.1 is no longer required. (I posted the question separately on this forum). Insofar as my mod volume and load order, I DO realize how heavy my mod load is, but right now it is more of an experiment than a regular thing. I usually have separate MO2 profiles with much less mods loaded according to the play-through. As for now, Jake seems to be much more responsive. I AM using the save game check utility and I checked my active scripts in places and they are well below 10 in most cases. Also, a good number of my mods are meshes/textures only. I will see where this all leads me. I have yet to make it to SS2 Ch2. Looking forward to it! P.S. to Msalba ... at the beginning of my games, I wait for all mods to be initialized at least according to the on screen notifications. I do this mostly so as not to miss some prompts that need responses or choices. and RayBo ... you couldn't be more right in your response! You know that I know ... that my mod load is somewhat insane. I DO have an MO2 'testing profile' where I only loaded SS2 with no other mods. Jake showed up and started dialogue immediately. So yes, it is not SS2.
It's all good.
The current 2.3.1 on the nexus is correct. The hot-fix is not needed, it was included in a Friday, patch.

The hot-fix "whatever the number was" was just a quick fix between patchs.
The quick-fix was on this date.
1674921570118.png
and has long since been merged into a regular Friday patch

Given all the things that can be different from header, pages, titles and patch cycles.

The date of upload is the best thing to go off here.

Bottom line is, your good. :yes3
 
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