the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Chapter 2 - Concord side quests - 'Thief! Thompsons' quest not triggering

Messages
67
Dear community,

I have an issue I can't figure with the following quest which prevents other quests to trigger:
I should find a notice on the Community Board in Concord Church. That notice is missing from Church board. The Thompsons aren't to be found where they suppose to be (in Concord where the Deathclaw emerged from the Concord Sewers).

Because of this, I can't trigger:
This one triggers only when “you have visited the Thompsons for dinner and a story (part of the 'Thief! Thompsons' quest)”. Also, if I haven't started "Thief! Thompsons", a notice called "Missing Things" doesn't appear on the Community Board at Concord Church, when this quest activates.

This leads to Alyssa's last quest:
... not being triggered because this is supposed to activates after "Cover of Night".

So, because of "Thief! Thompsons" not being activated, two other quests are still locked.

I've finished so far:
1. The entire Chapter 1 content (Main Quests + all Side Quests)
2. 'Chapter 2 - Main Questline' + 'Chapter 2 - Side Quests' + 'Chapter 2 - Side Quests - Nightingales' + 'Chapter 2 - Side Quests - Concord' (all except the listed three). Last thing I'll have to do is 'Commonwealth Police Department (CPD)' questline in order to completely finish the entire Chapter 1 and 2 content (but shouldn't be related to any of the aforementioned three side quests), before staring Chapter 3 content.

Am I missing something to trigger "Thief! Thompsons"? Is there any not listed requirement I'm not aware about?
Any clarifications on this one will be highly appreciated.
 
Last edited:
Nothing yet...
Just Another question for you:
Did you at any time during your gameplay, use a console command or use the City Manager Holotape to quest skip/complete quest?
If so, what did you do?
Not even once. I wouldn't do such thing because of unexpected results that would surely occur.
Thing is, as I wrote before, I've done 90%+ of all Chapter 1 and Chapter 2 quests. I've attached you here all the quests from the entire SS line so you can see that everything went so smooth so far.
I don't know why, but I'm mostly sure it has somthing to do with Concord not being rebuilt enough for their location to permit their spawning.... this would be the best hunch I have, because I find nothing else that may explain this strange behavior of Thompsons not appearing.
 

Attachments

  • Sim Settlements 2.zip
    3.3 MB · Views: 2
Not even once. I wouldn't do such thing because of unexpected results that would surely occur.
Thing is, as I wrote before, I've done 90%+ of all Chapter 1 and Chapter 2 quests. I've attached you here all the quests from the entire SS line so you can see that everything went so smooth so far.
I don't know why, but I'm mostly sure it has somthing to do with Concord not being rebuilt enough for their location to permit their spawning.... this would be the best hunch I have, because I find nothing else that may explain this strange behavior of Thompsons not appearing.
Thanks for the reply.
I'll pass your answer along.
 
Is it possible to have something to do with Concord being devastated somewhere between Chapter 1 last quest (Picking Up the Pieces) and Chapter 2 1st quest (The Disappearance of Jake Evans)... ? I mean, what if the Thief! Thompsons quest was started or was about to start and Concord got devastated by gunners and the quest just stopped? That might explain the 'Stopped' flag when using console 'sqs' command.
Can this be possible? And if so, what can I do?
 
Is it possible to have something to do with Concord being devastated somewhere between Chapter 1 last quest (Picking Up the Pieces) and Chapter 2 1st quest (The Disappearance of Jake Evans)... ? I mean, what if the Thief! Thompsons quest was started or was about to start and Concord got devastated by gunners and the quest just stopped? That might explain the 'Stopped' flag when using console 'sqs' command.
Can this be possible? And if so, what can I do?
Concord Settlers do disappear mostly at the beginning of Chapter 2. They start returning at Dark Horizons, and should all be back once you have completed How to HQ.
You are past those quests if you are about to start Chapter 3. We already tried the usual console commands and I've not had an answer yet for your specific situation.
 
I see... Thank you for returing to me with an answer. Indeed, I'm already doing Chapter 3 Main and Side Quests.
There are plenty of new doors in Concord (15+), but not Thompsons'. The Church is still rebuilding... I don't understand why it's such a slow process. Maybe after it finishes.... God knows, coz I don't.
 
Cessori, do you have any news regarding the Thompsons issue we discussed? Even tho I've finished 100% of the Main and more than 95% of all Side Quests from Chapters 1 and 2 (currently doing Chapter 3), Thompson's quest is still STOPPED when checked with 'sqs' command.
Is there any script that can force-start it?
 
Make a save so you can mess with it without ruining your other stuff. Use the console
Setstage SS2C2_ConcordQuest_Thief_Thompsons 1
That should trigger the quest to start. If it works they should show up by the Concord Deathclaw hole. Caefully go up the stages till the quest wakes up and things happen.

Stage #Notes
1Quest Startup
2Startup Complete
5At Thompsons in Concord
10Met Thompsons in Concord
18Teleport Elias
19Teleport Ruby
 
Make a save so you can mess with it without ruining your other stuff. Use the console
Setstage SS2C2_ConcordQuest_Thief_Thompsons 1
That should trigger the quest to start. If it works they should show up by the Concord Deathclaw hole. Caefully go up the stages till the quest wakes up and things happen.

Stage #Notes
1Quest Startup
2Startup Complete
5At Thompsons in Concord
10Met Thompsons in Concord
18Teleport Elias
19Teleport Ruby
That was, probably, the 1st thing I've tried. The quest appears as STOPPED when using sqs command. No flagged-as-STOPPED will work advancing by stage. It does nothing, no matter what stage is set, from 1st to last.
The 2 IDs aren't in the world, physically aren't. Trying to use prid to select them works, but when trying player.moveto ID, it teleports me in the virtual cell where all the not-yet-spawned NPCs reside.

I really need to make the World Repopulation spawn Thompsons' interior cells + door in order to trigger their appearance. Only then the quest will be unlocked and can be manually advanced.
 
Cessori, do you have any news regarding the Thompsons issue we discussed? Even tho I've finished 100% of the Main and more than 95% of all Side Quests from Chapters 1 and 2 (currently doing Chapter 3), Thompson's quest is still STOPPED when checked with 'sqs' command.
Is there any script that can force-start it?
As I said, we've tried all the things I can think of.
Just back to work today, and have not asked yet if there's anything that can be done if the startquest doesn't work
I do have one more idea, that i'm going to test out first later tonight after my "break" after my work day to see if it works.
 
@Mikael.Oddmund,

After asking about this, describing your specific situation, it's suspected that a mod has overwritten the persistence data of Concord, which is preventing the quest from starting.
To Resolve: kinggath is planning to include a fix for that in the next version, which is planned to release on January 12th.
 
@Mikael.Oddmund,

After asking about this, describing your specific situation, it's suspected that a mod has overwritten the persistence data of Concord, which is preventing the quest from starting.
To Resolve: kinggath is planning to include a fix for that in the next version, which is planned to release on January 12th.

Thank you so much for discussing this with kinggath!! Looking forward for next patch! Will tell you after that if the problem will be solved.
Thank you again!
 
While waiting for the next patch, I was thinking that maybe something's broken with World Repopulation system in Concord. Even tho 18 new doors appeared and many inhabitants are on the streets of Concord, the Church is still in building process since.... a long time. It seems stucked. Maybe even this can have something to do with the quest being broken - World Repopulation being stucked somehow.
Is there any way to "refresh" the process? I didn't tried to simply switch it ON and OFF from SS2 holotape for not risking loosing all the progress so far and making things even worse.

P.S. I did the test of "enabling" ('Enable RefID') the two quest givers hoping that will allow me to use 'StartQuest' command after. Sadly, the quest remains flagged as STOPPED. If I'm enabling the two NPC, I can now 'moveto player' after 'PRID RefID' them. I've teleported them to me in Concord. They speak with me, speak with each other (exchanging correct dialogue lines), but they not start the quest, nor their specific door appear in Concord.
 
Last edited:
While waiting for the next patch, I was thinking that maybe something's broken with World Repopulation system in Concord. Even tho 18 new doors appeared and many inhabitants are on the streets of Concord, the Church is still in building process since.... a long time. It seems stucked. Maybe even this can have something to do with the quest being broken - World Repopulation being stucked somehow.
Is there any way to "refresh" the process? I didn't tried to simply switch it ON and OFF from SS2 holotape for not risking loosing all the progress so far and making things even worse.

P.S. I did the test of "enabling" ('Enable RefID') the two quest givers hoping that will allow me to use 'StartQuest' command after. Sadly, the quest remains flagged as STOPPED. If I'm enabling the two NPC, I can now 'moveto player' after 'PRID RefID' them. I've teleported them to me in Concord. They speak with me, speak with each other (exchanging correct dialogue lines), but they not start the quest, nor their specific door appear in Concord.
Hopefully, you are returning to a save from before making your varied attempts to fix this via console commands when they don't work to fix your issue.
The Thompson's door appears with the Thompson NPCs... it is required for the quest. It does have something to do with Concord data and World Repopulation. The church not repairing also has something to do with the Concord data. If you have doors and Concord Settlers wandering the streets, obviously World Repopulation is working at least partly. Just the Thompson's door has not appeared, and therefore not the Thompsons.
 
Hopefully, you are returning to a save from before making your varied attempts to fix this via console commands when they don't work to fix your issue.
The Thompson's door appears with the Thompson NPCs... it is required for the quest. It does have something to do with Concord data and World Repopulation. The church not repairing also has something to do with the Concord data. If you have doors and Concord Settlers wandering the streets, obviously World Repopulation is working at least partly. Just the Thompson's door has not appeared, and therefore not the Thompsons.
That is correct.
My current save isn't altered by any console attempts to fix the issue. Just sitting there and waiting for the patch.
My only concern is if I can somehow "refresh" Concord World Repopulation system in order to solve any related issues that may prevent the restoration process to complete.
 
Last edited:
That is correct.
My current save isn't altered by any console attempts to fix the issue. Just sitting there and waiting for the patch.
My only concern is if I can somehow "refresh" Concord World Repopulation system in order to solce any related issues that may prevent the restoration process to complete.
The thought was that the data was likely overwritten by a mod within the Collection and Concord's data for World Repopulation didn't remain persistent in your game.
Since we can't replicate your issue, that makes it really difficult to test and see if the fix when done, fixes it or not before next release. I expect there isn't anything that you can do yourself.
 
Same problem here or very similar. The church is rebuilt but the only quest on the church board is the caravaners. Done that, Paster has nothing to say, the Thompsons house has no lantern, nothing else to do in Concord. Half a dozens settlers on the streets but Fallons empty.

I've finished almost all of chapter 3, fiddling with the antenna at HQ

Surrounding settlements are big.
 
Same problem here or very similar. The church is rebuilt but the only quest on the church board is the caravaners. Done that, Paster has nothing to say, the Thompsons house has no lantern, nothing else to do in Concord. Half a dozens settlers on the streets but Fallons empty.

I've finished almost all of chapter 3, fiddling with the antenna at HQ

Surrounding settlements are big.
Are you playing with the StoryWealth Collection too?
Can you post your plugins.txt /modlist as well? Please use the spoiler tags if you cannot attach a text file.
 
Are you playing with the StoryWealth Collection too?
Can you post your plugins.txt /modlist as well? Please use the spoiler tags if you cannot attach a text file.
Nope, never heard of them, only playing with pretty standard mods, just adding Natick Substation and stealth glasses this time round.

The only change I made to mods during the game was to replace my old item sorter with ECO - Redux, then swtich it back. The only console commands were to advance Laser Love to solve the vertibird rifle problem.

[
# Automatically generated by Vortex
*unofficial fallout 4 patch.esp
*ArmorKeywords.esm
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2_XPAC_Chapter3.esm
*CC_OberlandPlanetX_Ch2Update.esl
*Homemaker.esm
*SS2CityPlanContest_BunkerHill_NigauD_S3.esl
*SS2CityPlanContest_CoastalCottage_Cessori_S3.esl
*SS2CityPlanContest_CoastalCottage_CryingCube2_S3.esl
*SS2CityPlanContest_CoastalCottage_PhilTCasual_S1.esl
*SS2CityPlanContest_Covenant_GavMan_S3.esl
*SS2CityPlanContest_Covenant_harkness13_S2.esl
*SS2CityPlanContest_CroupManor_Gavman_S3.esl
*SS2CityPlanContest_CroupManor_Karvoc_S3.esl
*SS2CityPlanContest_CroupManor_NDCowdy_S1.esl
*SS2CityPlanContest_CroupManor_WaningGibbous_S3.esl
*SS2CityPlanContest_CroupManor_alan0n_S3.esl
*SS2CityPlanContest_CroupManor_reina_S3.esl
*SS2CityPlanContest_EchoLakeLumber_KynthiaBarnes_S2.esl
*SS2CityPlanContest_EchoLakeLumber_NDCowdy_S2.esl
*SS2CityPlanContest_EchoLakeLumber_aSemioticGhost_S2.esl
*SS2CityPlanContest_HangmansAlley_FenPhile_S3.esl
*SS2CityPlanContest_HangmansAlley_Freddrick_S3.esl
*SS2CityPlanContest_HangmansAlley_NDCowdy_S1.esl
*SS2CityPlanContest_HangmansAlley_Phil_T_Casual_S1.esl
*SS2CityPlanContest_HangmansAlley_xMORIDARx_S3.esl
*SS2CityPlanContest_KingsportLighthouse_Carinth_S3.esl
*SS2CityPlanContest_KingsportLighthouse_Karvoc_S3.esl
*SS2CityPlanContest_KingsportLighthouse_KynthiaBarnes_S1.esl
*SS2CityPlanContest_KingsportLighthouse_WaningGibbous_S3.esl
*SS2CityPlanContest_KingsportLighthouse_altasilvapuer_S1.esl
*SS2CityPlanContest_KingsportLighthouse_harkness13_S1.esl
*SS2CityPlanContest_OberlandStation_CryingCube_S3.esl
*SS2CityPlanContest_OberlandStation_Myrmarachne_S1.esl
*SS2CityPlanContest_OberlandStation_NigauD_S3.esl
*SS2CityPlanContest_OberlandStation_RowanNightstalker_S3.esl
*SS2CityPlanContest_OutpostZimonja_Ausplat_S2.esl
*SS2CityPlanContest_OutpostZimonja_GavMan_S3.esl
*SS2CityPlanContest_OutpostZimonja_Karvoc_S2.esl
*SS2CityPlanContest_OutpostZimonja_PhilTCasual_S2.esl
*SS2CityPlanContest_OutpostZimonja_WaningGibbous_S3.esl
*SS2CityPlanContest_OutpostZimonja_zhinjio_S3.esl
*SS2CityPlanContest_SpectacleIsland_Blackbelt_S3.esl
*SS2CityPlanContest_SpectacleIsland_KynthiaBarnes_S1.esl
*SS2CityPlanContest_SpectacleIsland_Myrmarachne_S1.esl
*SS2CityPlanContest_SpectacleIsland_WaningGibbous_S3.esl
*SS2CityPlanContest_StarlightDrivein_Myrmarachne_S1.esl
*SS2CityPlanContest_TaffingtonBoathouse_KynthiaBarnes_S1.esl
*SS2CityPlanContest_TaffingtonBoathouse_NDCowdy_S1.esl
*SS2CityPlanContest_TaffingtonBoathouse_SimSatan_S3.esl
*SS2CityPlanContest_TaffingtonBoathouse_xMORIDARx_S1.esl
*SS2CityPlanContest_Tenpines Bluff_Carinth_S3.esl
*SS2CityPlanContest_Tenpines Bluff_Karvoc_S3.esl
*CanarySaveFileMonitor.esl
*Snap'n Build.esm
*Reina_Vault88-SS2.esl
*FortSomerville.esl
*CroumanVil_V2.esl
*SavrenXHD1KBuildingAndInterior.esp
*SavrenXHDVanillaLandscape.esp
*SavrenXLandscapeInteriorBuildingDLC.esp
*SavrenXPropsAndJunk.esp
*Recruitable NPC Dialogue Fixes.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*CleanMySettlement.esp
*3DNPC_FO4.esp
*AnimatedCandles.esp
*Eli_Armour_Compendium.esp
*SOU All-in-one.esp
*CheatTerminal.esp
*InstituteSettlements2.esp
*Backpacks of the Commonwealth.esp
*3DNPC_FO4Settler.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
*SkipHSH1_6.esp
*SS2WastelandReconstructionKit.esp
*SS2_FDK_TinyLiving.esp
*[Settlement] Vault 81 Entrance.esp
*SS2HappyTrails.esp
*SS2-Jampads2.esp
*ClassicSniper.esp
*SS2WastelandVenturers.esp
*ButtonsCompanion.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*ss2c23dnpcpatch.esp
*AtomicRadio.esp
*OWR.esp
*EasyLockpicking.esp
*VividFallout - AiO - BestChoice.esp
*Keep Radiants In Commonwealth.esp
*SS2_Addon_Favelabulous.esp
*Homemaker - Greenhouse and Bunker Disabler.esp
*Homemaker - Streetlights Use Passive Power.esp
*SS2_STRA_Support_Buildings.esp
*SS2_Addon_R2R.esp
*JunkTownTwo.esp
*SS2-PraRandomAddon.esp
*SS2-PraRandomAddon-FIS.esp
*SS2-PraRandomAddon-LWIS.esp
*SS2-PraRandomAddon-VIS.esp
*SS2-PraRandomAddon-VISG.esp
*SS2Addon_MS_BareEssentials.esp
*SS2_SIMPDDDD.esp
*Raze My Settlement.esp
*SS2_Addon_ShazbotsCots.esp
*SS2AOP_VaultTecTools.esp
*SS2_ruined_simsettlement_addonpack.esp
*MS SPECIAL Zapper.esp
AdvSettleTurretSet.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*Esk_NoTeleportingCreatures.esp
SS2_MsB_PlainPlans.esp
*RugerMini14.esp
*woodysWastelandStuff.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*SS2WalledGardensAndMore.esp
*SettlementMenuManager.esp
*SimHomestead2.esp
*JunkTown-FENCES2.esp
*SkjAlert_All_DLC.esp
*AzarPonytailHairstyles.esp
*BetterSettlersNoLollygagging.esp
*BetterModDescriptions.esp
*companion infinite ammo.esp
*improved map with visible roads.esp
*LongerPowerLines3x.esp
*More Where That Came From Diamond City.esp
*OCDecorator.esp
*OCDecoratorDLC.esp
*OCDispenser.esp
*Spring in the Commonwealth.esp
*rebalance project - healthier commonwealth.esp
*RichMerchantsLessCaps.esp
*AkaInvisibleFurniture.esp
*Passthrough.esp
*weightless junk.esp
*dinoshelf.esp
*deepermaccready.esp
*Realistic Death Physics - ALL DLC.esp
*TFRangerGear.esp
*Desert Ranger Combat Armor.esp
*BetterSettlers.esp
*BetterSettlersMostlyMale.esp
*IcebreakerCDO-Settlements.esp
*SS2CaravanSnatex.esp
*SS2 Junk Storage Capacity.esp
*whisperExtraPieces.esp
*Stealth Glasses.esp
*WorkshopRearranged.esp
*WCLI_NatickSubstation.esp

]
 
Last edited:
Nope, never heard of them, only playing with pretty standard mods, just adding Natick Substation and stealth glasses this time round.

The only change I made to mods during the game was to replace my old item sorter with ECO - Redux, then swtich it back. The only console commands were to advance Laser Love to solve the vertibird rifle problem.

[
# Automatically generated by Vortex
*unofficial fallout 4 patch.esp
*ArmorKeywords.esm
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2_XPAC_Chapter3.esm
*CC_OberlandPlanetX_Ch2Update.esl
*Homemaker.esm
*SS2CityPlanContest_BunkerHill_NigauD_S3.esl
*SS2CityPlanContest_CoastalCottage_Cessori_S3.esl
*SS2CityPlanContest_CoastalCottage_CryingCube2_S3.esl
*SS2CityPlanContest_CoastalCottage_PhilTCasual_S1.esl
*SS2CityPlanContest_Covenant_GavMan_S3.esl
*SS2CityPlanContest_Covenant_harkness13_S2.esl
*SS2CityPlanContest_CroupManor_Gavman_S3.esl
*SS2CityPlanContest_CroupManor_Karvoc_S3.esl
*SS2CityPlanContest_CroupManor_NDCowdy_S1.esl
*SS2CityPlanContest_CroupManor_WaningGibbous_S3.esl
*SS2CityPlanContest_CroupManor_alan0n_S3.esl
*SS2CityPlanContest_CroupManor_reina_S3.esl
*SS2CityPlanContest_EchoLakeLumber_KynthiaBarnes_S2.esl
*SS2CityPlanContest_EchoLakeLumber_NDCowdy_S2.esl
*SS2CityPlanContest_EchoLakeLumber_aSemioticGhost_S2.esl
*SS2CityPlanContest_HangmansAlley_FenPhile_S3.esl
*SS2CityPlanContest_HangmansAlley_Freddrick_S3.esl
*SS2CityPlanContest_HangmansAlley_NDCowdy_S1.esl
*SS2CityPlanContest_HangmansAlley_Phil_T_Casual_S1.esl
*SS2CityPlanContest_HangmansAlley_xMORIDARx_S3.esl
*SS2CityPlanContest_KingsportLighthouse_Carinth_S3.esl
*SS2CityPlanContest_KingsportLighthouse_Karvoc_S3.esl
*SS2CityPlanContest_KingsportLighthouse_KynthiaBarnes_S1.esl
*SS2CityPlanContest_KingsportLighthouse_WaningGibbous_S3.esl
*SS2CityPlanContest_KingsportLighthouse_altasilvapuer_S1.esl
*SS2CityPlanContest_KingsportLighthouse_harkness13_S1.esl
*SS2CityPlanContest_OberlandStation_CryingCube_S3.esl
*SS2CityPlanContest_OberlandStation_Myrmarachne_S1.esl
*SS2CityPlanContest_OberlandStation_NigauD_S3.esl
*SS2CityPlanContest_OberlandStation_RowanNightstalker_S3.esl
*SS2CityPlanContest_OutpostZimonja_Ausplat_S2.esl
*SS2CityPlanContest_OutpostZimonja_GavMan_S3.esl
*SS2CityPlanContest_OutpostZimonja_Karvoc_S2.esl
*SS2CityPlanContest_OutpostZimonja_PhilTCasual_S2.esl
*SS2CityPlanContest_OutpostZimonja_WaningGibbous_S3.esl
*SS2CityPlanContest_OutpostZimonja_zhinjio_S3.esl
*SS2CityPlanContest_SpectacleIsland_Blackbelt_S3.esl
*SS2CityPlanContest_SpectacleIsland_KynthiaBarnes_S1.esl
*SS2CityPlanContest_SpectacleIsland_Myrmarachne_S1.esl
*SS2CityPlanContest_SpectacleIsland_WaningGibbous_S3.esl
*SS2CityPlanContest_StarlightDrivein_Myrmarachne_S1.esl
*SS2CityPlanContest_TaffingtonBoathouse_KynthiaBarnes_S1.esl
*SS2CityPlanContest_TaffingtonBoathouse_NDCowdy_S1.esl
*SS2CityPlanContest_TaffingtonBoathouse_SimSatan_S3.esl
*SS2CityPlanContest_TaffingtonBoathouse_xMORIDARx_S1.esl
*SS2CityPlanContest_Tenpines Bluff_Carinth_S3.esl
*SS2CityPlanContest_Tenpines Bluff_Karvoc_S3.esl
*CanarySaveFileMonitor.esl
*Snap'n Build.esm
*Reina_Vault88-SS2.esl
*FortSomerville.esl
*CroumanVil_V2.esl
*SavrenXHD1KBuildingAndInterior.esp
*SavrenXHDVanillaLandscape.esp
*SavrenXLandscapeInteriorBuildingDLC.esp
*SavrenXPropsAndJunk.esp
*Recruitable NPC Dialogue Fixes.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*CleanMySettlement.esp
*3DNPC_FO4.esp
*AnimatedCandles.esp
*Eli_Armour_Compendium.esp
*SOU All-in-one.esp
*CheatTerminal.esp
*InstituteSettlements2.esp
*Backpacks of the Commonwealth.esp
*3DNPC_FO4Settler.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
*SkipHSH1_6.esp
*SS2WastelandReconstructionKit.esp
*SS2_FDK_TinyLiving.esp
*[Settlement] Vault 81 Entrance.esp
*SS2HappyTrails.esp
*SS2-Jampads2.esp
*ClassicSniper.esp
*SS2WastelandVenturers.esp
*ButtonsCompanion.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*ss2c23dnpcpatch.esp
*AtomicRadio.esp
*OWR.esp
*EasyLockpicking.esp
*VividFallout - AiO - BestChoice.esp
*Keep Radiants In Commonwealth.esp
*SS2_Addon_Favelabulous.esp
*Homemaker - Greenhouse and Bunker Disabler.esp
*Homemaker - Streetlights Use Passive Power.esp
*SS2_STRA_Support_Buildings.esp
*SS2_Addon_R2R.esp
*JunkTownTwo.esp
*SS2-PraRandomAddon.esp
*SS2-PraRandomAddon-FIS.esp
*SS2-PraRandomAddon-LWIS.esp
*SS2-PraRandomAddon-VIS.esp
*SS2-PraRandomAddon-VISG.esp
*SS2Addon_MS_BareEssentials.esp
*SS2_SIMPDDDD.esp
*Raze My Settlement.esp
*SS2_Addon_ShazbotsCots.esp
*SS2AOP_VaultTecTools.esp
*SS2_ruined_simsettlement_addonpack.esp
*MS SPECIAL Zapper.esp
AdvSettleTurretSet.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*Esk_NoTeleportingCreatures.esp
SS2_MsB_PlainPlans.esp
*RugerMini14.esp
*woodysWastelandStuff.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*SS2WalledGardensAndMore.esp
*SettlementMenuManager.esp
*SimHomestead2.esp
*JunkTown-FENCES2.esp
*SkjAlert_All_DLC.esp
*AzarPonytailHairstyles.esp
*BetterSettlersNoLollygagging.esp
*BetterModDescriptions.esp
*companion infinite ammo.esp
*improved map with visible roads.esp
*LongerPowerLines3x.esp
*More Where That Came From Diamond City.esp
*OCDecorator.esp
*OCDecoratorDLC.esp
*OCDispenser.esp
*Spring in the Commonwealth.esp
*rebalance project - healthier commonwealth.esp
*RichMerchantsLessCaps.esp
*AkaInvisibleFurniture.esp
*Passthrough.esp
*weightless junk.esp
*dinoshelf.esp
*deepermaccready.esp
*Realistic Death Physics - ALL DLC.esp
*TFRangerGear.esp
*Desert Ranger Combat Armor.esp
*BetterSettlers.esp
*BetterSettlersMostlyMale.esp
*IcebreakerCDO-Settlements.esp
*SS2CaravanSnatex.esp
*SS2 Junk Storage Capacity.esp
*whisperExtraPieces.esp
*Stealth Glasses.esp
*WorkshopRearranged.esp
*WCLI_NatickSubstation.esp

]
Okay, I recognize most of those mods. Don't know these two: rebalance project - Commonwealth.esp or the Passthrough one.
You might try adding Workshop Framework Script Override (optional file) at the bottom of your load order to see if that helps.
I don't know what else to suggest. Everyone should have appeared if Concord Settlers are wandering about and you've complete Main Story quests.
I've played these quests so many times, mostly without issues.
 
Okay, I recognize most of those mods. Don't know these two: rebalance project - Commonwealth.esp or the Passthrough one.
You might try adding Workshop Framework Script Override (optional file) at the bottom of your load order to see if that helps.
I don't know what else to suggest. Everyone should have appeared if Concord Settlers are wandering about and you've complete Main Story quests.
I've played these quests so many times, mostly without issues.
I'm a bit confused by how quickly Concord quests should appear. In previous play thoughs I've had six on the notice board at once, this time round they seem to be popping up one by one. First quest to appear was caravaneers, then the brahmin one turned up. Done that, now it's Fallons by itself. So - things are progressing, just not the same as last time around...

Rebalance is an old flora mod, Passthrough provides internal/external connecters that plug together.
 
Top