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Chapter 3 bugs, Resurgence vertibird impossible to kill (mod conflict?), crashes, quests stuck, problems with voices...

EmiLady

Active Member
Messages
283
Howdee pardners. :dogmeat:

tldr Chapter 3 good, bugs bad, me angry

I was tremendously excited that Chapter 3 released all of a sudden. Now after a few quests (I only just recruited Salvador), I'm torn between this excitement and a sh1t ton of frustration (don't get me wrong, this still all looks super cool and I'm an immense fan of y'all's work (is this even a word? whatever)), making me spend too many stressful hours trying over and over to get through the questline, which I love, but bugs and CTDs are making me crazy.
After I had to end Chapter 2 with the skip quest cheat tool (idk why, nothing happened when meeting the team in the comm room), I had to go back and forth with saves to make things work correctly in Chapter 3, then I had to use console commands an awful lot.

First, I'm not sure if that's intended but Flickering Lights took hours to trigger after I completed Chapter 2, and when Aiden eventually called through HQ radio, he made me exit workshop mode as I was building a settlement, then after the call ended he kept calling me again every other minute with the exact same dialogue like a spam bot or a stubborn salesman.
Arriving in HQ, going to check the new area, there was a dialogue where my female Sole Survivor had some line using the male Sole Survivor voice. I haven't kept track of that particular bit (sorry) because I don't always pay attention when it happens once in a while, and I'm pretty sure that happens in the base game too sometimes.
More annoyingly, all the holotapes I found down there had no voice, no sound came out with the subtitles - which disappeared a bit fast, it was hard to read some of them.
On the matter of voice, I got stuck and had to reload a save when speaking to Aiden after he got attacked. I tried to talk to him after his dialogue ended, and it just forced me into a blank dialogue mode I couldn't escape.
Down the line, talking through the radio with the trapped engineer (btw that gameplay was quite impressive) was rather hard since we have to move to get to the buttons then back to the radio on the desk - I'm not talking about the difficulty of the puzzle itself. Our character doesn't react to the dialogue automatically like we do in other scenes in some quests, I had to move my mouse precisely on the spot where I could enter dialogue mode with the radio on the desk.
I also saw the spooky albino ghoul teleporting I think when I finally faced it, it seemed to have instantly moved from one end of the room to another. It was weird.

Next quest, Resurgence, this was intense in a lot of different ways.
On my save I had already finished Fallout 4's main quest, and everything went fine (except maybe a voice line that's gender-swapped again in the meeting room) up to the point where we have to build an outpost. Then came trouble.
After my team built an outpost out of Warwick Homestead and I enjoyed the tour, I got stuck with Lupe not going to the comm plot. I spent too much time trying a lot of different ways to get her to that plot, moving the plot, creating other paths, teleporting her with console commands, fast travelling away and back... Only to find a fix on another thread, because Lupe had to go specifically to that plot but LVL1 and it spawned upgraded to LVL3. A bit weird, but at least I discovered Aiden kept following me, which was funny, I could have kept him as a "temporary" companion.
Then bigger trouble came with the Gunners. :nuke:
At some point I had the game lag, freeze then crash when a squad attacked, but all the times I had this kind of thing happening near the outpost I think that's because of the load from the settlement as this happens a lot, at least lags, in any settlement with a lot of stuff built. I loaded a save just before, when interacting with the radio, then got another CTD before I could go away from the settlement and to the spot where the attackers spawned lol.
After killing that squad I approached their landed vertibird and noticed I could hit "board", and got stuck there, no way to come out of it. Again I tried fast travelling away and back but I couldn't fast travel, so I used console commands to go away and back; first it teleported me with the vertibird somehow, then it worked; but when I had to board the vertibird the interaction was gone with no way to make it come back even when I tried disabling and re-enabling the vertibird or the recycleactor command off the top of my head.
So, loading an earlier save, crashing again, loading that save without too much load on my computer so I don't crash, going back to that point without messing around, we embarked for an epic journey!.. If only our vertibird's supposed missiles worked, if only its movements were a bit better (I like using Flyable Personal Vertibird but I guess it'd be too hard to do something similar here or to make it possible for FPV users to use it instead?), if only the darn gunner vertibird wasn't immortal... Spending something like half an hour trying to shoot it down made the scene less and less epic. :(
Now I'm guessing maybe that's on me? I'm also using Better Vertibird, essentially so I can use them with FPV, but it might have rendered that gunner vertibird also very overpowered. Encountering that when I'm walking, that's an interesting challenge! But during that air battle, not the slightest. I spent maybe half an hour trying to keep my vertibird stable (making my head spin) and trying to land any shot on that gunner vertibird, it seemed endless; at some point I saw flames coming out of an engine and thought that was it, it would finally crash, but nope, and it even regenerated?!? I checked using the console, and yes it did! So I thought, whatever, let's use the console to end its/my suffering (I could also uninstall my vertibird mods, but I thought this would break my save to uninstall those right now), so I went and killed it straight ahead and: CTD. I tried again, loading a save when I'm airborne already, and: CTD when the screen becomes white. I tried again but indirectly, using console commands to make it weaker then shooting it down, but it didn't work and even with less health points it was just next to impossible to shoot it down. I tried teleporting to GNN before boarding the vertibird; wrong course of action, don't do that lol (you'd just see gunners on land). I had no other idea than to try again to kill that flying boss, and idk how (because I mostly did the same thing over and over, and it kept crashing until it didn't) but I eventually killed it, using a sh1t ton of console commands and, I guess, a lot of luck to land enough shots to kill it while Lupe kept telling me her 2 or 3 voicelines about how she was trying to pilot (sorry Lupe, I got angry and might have said "shut up" more than once). Then we almost died, but that's how the quest is supposed to go. The long wait loading the next scene made me terribly scared that my game was gonna crash again but fortunately it went well.

I have spent too many hours on this, it was so freaking frustrating. And yet, y'all did a magnificent work at giving me wild emotions, and almost goosebumps for Jake (there's nothing stopping me from romancing him, not even myself). It kinda made it worthwhile. But this is all so very frustrating. But it's so cool. But frustrating. But...

Oh, and here come more missing voices. About all of the staff down there after that vertibird scene are mute, except for exactly one scientist who has 2 lines I think, all the others move and have subtitles but no voice. Also, they're walking through some items. And some items overlap here and there, but it seems to happen a lot in HQ - that's maybe a problem in itself, but not really new here. Also people who are supposed to be in bed recovering sometimes are not in the right pose and sometimes get up and back in bed; people who are supposed to be standing sometimes go to bed then back up, and strangely I saw a NPC "going to bed" on nothing but air.

Anyway, after that I didn't see any other bug I think. I didn't even really complete the quest after Resurgence yet, because it was very late (because I'm passionate enough to keep playing through those bugs and everything and maybe I have attention problems), and I wanted to stop playing not because of a CTD this time but because I wanted to go to bed with less frustration lol (yet I spent about an hour and a half writing this).
"Me and This Army" was awesome, everything was perfect, there, that's something I can think about when I go to bed. Incredible mod. SS2 good, bugs bad.
 
Aight I'll try not to fill in another character/screenshot # limit and end it here for today. :getsome:

  • Hangar turrets can be destroyed by critters during infestations as I witnessed, but then cannot be repaired or idk how (I think I even tried reloading the room layout and it didn't do anything). I thought I could do it like regular turrets I'd build myself but nope. Using resurrect did work.
  • I don't really use HQ Player Storage System (however it's impressive), but I noticed it's not exactly doing what it says; I haven't been able to set any container in HQ to retain a category I chose, everytime I use this the container resets afterwards. I didn't care to try if that meant items inside would be gone too.
  • It seems that every soldier assigned to a patrol ends up glitching, as well as some guards in territories, their menu shows "invalid location". A couple patrols I had ended up assigning themselves to an outpost at random (and I had usual trouble with assaults on said outpost, said soldiers became hostile), then I could get them back on my side but couldn't move them without them vanishing (like another issue I had with patrols already)... It took some time but I ended up making them guard that outpost where they were going on their own so it wouldn't bug me anymore. (They still don't behave as they should like guards in that outpost, they walk some distance away like they were still on patrol...)
  • Soldiers assigned to guard Vault 95 show an invalid location too in their manage menu. btw I'm still wondering whether or not it's intended that this place too doesn't get a flag and everything like regular territories.
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  • After an assault (I don't remember what assault) I saw a Freedom Fighter standing still in my new territory in a T-pose. It's far from being the first time Freedom Fighters glitch.
20230820140145_1.jpg intimidating t-pose
  • After my assault on Forest Grove Marsh during "State of War", I had glitchy Gunners like the ones described earlier but also stuff like this guy who is sitting there and won't move nor die or anything, and I cannot move him either. I think I eventually got rid of him by deleting that NPC using console commands, again.
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  • I've seen the Institute appear in targets for assaults, which seems strange; I guess it's the outside of the CIT? In my case that's a radioactive crater... :nuke: But also it didn't appear in the list everytime, like some other locations, even when preparing an assault on a territory from the same outpost twice in a row just to check this. Another example is Trinity Plaza, sometimes it's shown, sometimes it's not, and I cannot pinpoint it using binoculars (I guess it's part of those overlapping places that are bothersome).
  • I already talked about that issue (still thinking this might be one of the many broken things in my game that noone else has, strangely) but found it to happen again during another assault: some hostiles spawning down on the ground like they're laying down, this time even... a... turret...
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Ever saw a wild specimen of turret taking a nap?
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This was on my way to the assault on the Federal Ration Stockpile (btw it shows the church as the target tho we attacked from the other map marker), there's a tiny Gunner outpost.
  • During "It's in the refrigerator", when I tried talking to Jake outside Vault 111 just when the objective is to enter the vault, I had a weird glitch where I was stuck, couldn't do anything but my character had some idle animation like some moves during dialogue so I saw inside my character's head from the back... Then I had to reload a save yet again.
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  • During the same quest, when going too fast in the vault (because I had reloaded a save by accident this time :poo:) it triggers a mix of dialogue/scenes we're supposed to take some time to go through, and I got stuck near the cryopods it seems, some dialogue triggered all at once and the quest wouldn't move forwards (guess what I had to reload a save :poo:).
  • The maintenance Protectron down there loops in his dialogue and doesn't serve any purpose - it doesn't even destroy itself when its dialogue implies it would. Also I had to use noclip to stop it from moving around the room and escaping dialogue, in order to read everything it could tell me. Anyway, I ordered its destruction by hacking it lol. :explode:
  • I had a scout report telling me Salem was captured by Gunners (damn I wish that place could be like new Concord), but there's no way to attack Salem. I went there to pinpoint a flag and it picked Barney's Bunker... It doesn't seem right, as the flag is really near the outskirts of the town, not even close to Barney's house. If anything, I would have thought this would overlap with Sandy Coves Convalescent Home, which is right next to it, but no (I also took it as a territory because why not).
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This is not Barney's beautiful house. This is not Barney's beautiful wife. Well, how did I get here?
  • Maybe it was during "State of War" or during another quest, because HQ called me, I took Hub City Auto Wreckers as a territory; this caused some problems down the line. Well first it made me have a similar problem than when talking to Jake outside V111, I was stuck and had the camera inside of my head because I was called through HQ radio I think just after the assault was complete. So again, reload...
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  • I took the path I think a lot of people take because we're too friendly, leading to "No Man Left Behind". We went on a rescue mission in... that territory I had captured. The quest triggered an assault on Hub City Auto Wreckers. So it's full of Gunners again, surrounded by my people and turrets. And for some reason my soldiers guarding the place are turning hostile. Like in assaults on settlements/outposts where I drown in bugs. Some heal and get up again. Everyone fights everyone. That sh1t all over again. I eventually blew everything up in god mode with nukes and it worked! :giver: Though I had lost several experienced soldiers, whatever.
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Not again...
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Get up, stand up... Don't give up the fight...
  • Before beginning the meeting in "Call to Arms", Jake was following me. And as I postponed the meeting he kept following me. Somehow I found a way to (kinda) have him as a companion when it's not intended! That was nice while it lasted. I don't know if it's intended either, but when I put out a fire in HQ with Jake by my side he draws a fire extinguisher (and holds it a bit strangely, like it's a pistol), which is cool but he doesn't use it, and then gets stuck with it instead of a weapon until I move to another location.
  • During "Led By Example", there's a sentry that is supposed to be hostile (even if it has a cool hat! :<3:) but it was never hostile. I had to guess it (and confirmed it by reading the wiki) and hack it to make it go boom then loot its key.
  • During the Battle of Quincy, pretty much the opposite happened lol, some robots sent by my tech squad turned hostile out of nowhere, I guess because they were hit by friendly fire.
  • After the Battle of Quincy, we get an optional objective to talk to our allies; some of them don't work right it seems, well there's the usual BoS calling me Sentinel when I'm Paladin but whatever, but there's also Preston who I go to and his marker doesn't disappear like the objective is not complete; then there are some minutemen on the road to HQ, I cannot talk to them at all, at best they just have idle dialogue.
And I think this is it, finally. :whistle:
 
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"Soldiers assigned to guard Vault 95 show an invalid location too in their manage menu. btw I'm still wondering whether or not it's intended that this place too doesn't get a flag and everything like regular territories."

Sorry it's so dark, but I'm about to eat dinner. Anyway, flag at Vault 95, along with my guards.

1693079916047.png
 
"Soldiers assigned to guard Vault 95 show an invalid location too in their manage menu. btw I'm still wondering whether or not it's intended that this place too doesn't get a flag and everything like regular territories."

Sorry it's so dark, but I'm about to eat dinner. Anyway, flag at Vault 95, along with my guards.

View attachment 22303
Then it must really be my save that's busted I guess... :disagree:
i have two objective ids i believe. one is for talking to ali (The automatic one i get teleported to) and the other is to enter the residence.
Quests only have one ID each.
 
I just went back to Hyde Park (which I cannot seem to find anytime I generate a list of territories I conquered, same for some other places like the Federal Ration Stockpile and Vault 95), and there were some more of those odd invisible gunners standing around the flag. When going into "workshop" mode, I could see them outlined like most things in workshop mode, but some of them were considered like settlers and some like items... Anyway I got rid of them again like I did before.
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Some other bugs I was having with soldiers and plots are magically gone, it's very confusing but I'm not gonna complain. However I had another puzzling issue with remote management; when looking at a mod-added settlement's workshop/info in the "VR" lounge, it shows me a messed-up sign showing Warwick Homestead with a city plan for Covenant and 0 inhabitants, when it's actually Nahant Red Rocket with 12 inhabitants and without any city plan; then when I hit E to close it, it kept giving me a City Sign item and removing it from my inventory in a loop for maybe half a minute (though the noise it created made it sound like it lasted longer) until I went out of remote management back into HQ.
Other than that, there's a plot in there that didn't show up at all in remote management, even when reloading that settlement twice. I still find this feature very impressive anyway.
20230827115623_1.jpg

On another note, I might eventually play Chapter 3 and even all of SS2 again some day but it might not be soon though I really want to; while summer's nearing its end I'm gonna be really busy with really bothersome IRL things. First I think I'll try to devote time to writing something better-worded, better-organized, from what I thought while playing, then maybe I'll refine that from another playthrough. There really is a ton of things to be said about Sim Settlements 2's gameplay, story, characters and everything, and I might not even have seen all of it considering the incredible number of unique settlers for example, or all the lore that's more or less hidden here and there in notes and stuff. Amazing, really amazing.
 
There really is a ton of things to be said about Sim Settlements 2's gameplay, story, characters and everything, and I might not even have seen all of it considering the incredible number of unique settlers for example, or all the lore that's more or less hidden here and there in notes and stuff. Amazing, really amazing.
I think a lot of stuff related to Magusson etc has been added, that was not previously there. I've started over so I'm silent :) Chapters 1-2 have been mostly fine so far, despite my expectations.
 
Then it must really be my save that's busted I guess... :disagree:

Quests only have one ID each.
Theres two Target Ids i meant. Idk which one to use. Allison is bugged and im trying to get into the interior. which command is that? (Edit: I figured it out yet the location is bugged. I even went to the spot its supposed to be, yet its a totally different building. is there maybe the quest id and some of the commands to skip certain parts of it? do you know?)
 
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I'm on 3.2.1, and I have bugged tutorial missions which never complete and never proceed even while I managed to complete their steps:

  • Defending from raids: built and manned watchtower, nothing happens
  • Territories: changed beneficiary settlement, step is greyed out, nothing happens then
  • Vassals: assigned soldier to guard vassal settlement, nothing happens
 
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