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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.
 
I wonder if it's retroactive or not when you install it.

Great question actually but I just confirmed with a fresh buffout + baka + buffbaka settings that it's still the same problem. Aiden's AI/ pathing just sucks. Half the time if you dont watch carefully, you can enter the hangar before he does so he never follows and you never even know that he's supposed to be there the whole tim

Massive oof. I guess I should say good luck?

Baka Scrapheap | Game memory expansion and management. (When used, disable Buffout 4's Memory Manager and set Baka's memory multiplier to 4.)
- this is from the buffout article.

Well now Im replaying through and finding that at least I can save without corruption but I need to careful, certain areas are more prone to it under FSD than others. Gotta be making LOTS of saves especially with this combo. I think the problem was originally created by installing baka on top of buffout without changing any settings. The BuffBaka settings are apparently also optimized for SS2 and yeah pretty much at this pt its gotta be a requirement especially with everything Ch. 3 further squeezes in looking frankly downright scary with all the existing instability I'm facing even before I really get into Ch. 3
 
Great question actually but I just confirmed with a fresh buffout + baka + buffbaka settings that it's still the same problem. Aiden's AI/ pathing just sucks. Half the time if you dont watch carefully, you can enter the hangar before he does so he never follows and you never even know that he's supposed to be there the whole tim
When I got there I really pushed my luck. I had Allison from NLTC with me and she was kinda ruining the atmosphere so I went away and finished that quest so she wouldn't follow me in the hangar. Aiden was really patient to wait on me this entire time (or maybe he tagged along for the ride). Maybe you have to be really slow in there, idk. And companionless.
 
Did you have Buffout before this? It should have most of Baka's functions. And honestly it's probably a req for smooth sailing with SS2.
I always use Baka Scrap Heap, and never used Buffout, I'm not entirely sure what it does and it doesn't really have a guide, I think the nexusmods page is lacking, and I'm not sure it doesn't conflict with anything.
 
There's this page that explains it: https://www.nexusmods.com/fallout4/articles/3115
Though I admit I'm not great with it myself, it just does its voodoo on its own. One of the things it does is same as "faster workshop" mod, mandatory if you have a menu bloated with settlement objects. I never got it to enable achievements but I've had them all on xbox in vanilla (a lot of time wasted...) so kinda don't care lol.
 
Not an incompatibility, Buffout is meant to detect issues that lead to crashes, so they say on that page if a mod is particularly problematic and everyone knows it, or potentially causes crashes in some situations. NPC level scaling apparently falls under that second category, idk, never used it.
 
I could never get the crash logging to work, if anything it should be on by default given how much everyone talks about it. Anyway.. I am really enjoying the Navcut patch.. for the first time my fully built out Vault 88 is actually alive! the settlers are all spread around with various jobs and well.. the place feels alive now for the first time! all that work wasnt wasted, also the fast loading patch has shaved off basically what used to be a 10 minute login into Vault 88 down to around a miniute. Im guessing the Baka Maxpapyrus mod might kill the script lag in HQ finally also..

But basically other than the occasional corrupt save, this thing (possibly combined with Buffout) has been everything Buffout was supposed to be. Only downside is all these mods pretty much mean the F4SE loader is a must which means I cant really use the F4GSM to manage saves and different profiles anymore. Baka doesnt work independently of the F4SE loader from what I can tell, things like saves aren't recognized
 
so for those who have played FSD, the spaces are VERY tight and my having a bajillion companions literally taking up more air than the spaces have space.. I STILL managed to get the scripted walkthrough NPC parts to work! there's far more space in SS2's areas, it's down to how Aiden and others are scripted. In FSD's case, a particular character (avoiding spoilers) would not be able to path thru the 20-30 guys I have running around with me but can always be talked to again to try. As long as I can move them around or they can be moved around, it still worked and never gave up. Talking to them again was always a "try again" repath. That just needs to be added where appropriate in SS2. I definitely had to do some tricks like changing locations / opposing side doors to force by entourage to de-spawn and re-spawn on opposite sides of the room but its kinda disgraceful I could get this to work and how much better working FSD/Bleachers quests are compared to the broken mess than is SS2.
 
I'd agree but when you have 20 companions cluttering a corridor (in addition to the 5 npcs probably already there) that's something no one can account for. Every companion has their own scripts too. "Try again buttons" are necessary tho. A lot of times they are there, from what I can tell.
 
I'd agree but when you have 20 companions cluttering a corridor (in addition to the 5 npcs probably already there) that's something no one can account for. Every companion has their own scripts too. "Try again buttons" are necessary tho. A lot of times they are there, from what I can tell.
well I just tried literally leaving off everyone, no dogmeat, no companions and Aiden.. still got stuck everywhere. Often literally standing in the middle of a hallway in front of open doors and just doing nothing. The whole quest scripting sucks and is terribly rushed i.e. Muriel has no default dialogue probably when you talk to him if Aiden doesnt talk to him first. I STILL Couldnt get him to talk to Muriel with him being the only one in the scene! haha. Anyway Ill make a separate post about this, my whole entourage at this pt may block but actually.. doesnt break anything Ive thrown at it. The sheer amount of them has forced me to be spawned in a few odd areas that's gotten me killed i.e. falling down elevator shaft in FSD XD and missed triggers occasionally but they're not at fault here.

The only difference vs going in alone is that Aiden was finally able to have his beginning dialogue "what's going on here?" . Basically the scripting just needs a lot more polish, accounting for different possibilities of player actions. Even the whole switch thing for that puzzle was confusing because the switches only worked while dialogue wasn't happening which made them even more confusing to figure out and the whole thing was linear as hell anyway. It all reeks of rushing things out to beat Starfield to release otherwise this would have been an alpha tester only release probably vs rushing a release just to speed up testing so theres a chance of fixing these kinds of issues before Starfield.
 
I'm not sure how FSD or some other mods work but SS2 relies a lot on scenes, and for those you need several NPCs to be present. Which often becomes a detriment I guess, when you have 1 or 2 out of 3 people and nothing triggers. While there was a lot of testing (folks doing it in their free time for free, obviously), it's still being worked on a lot. But I fully expected my old extremely built up save to not handle it, so I didn't use it.
 
I'm not sure how FSD or some other mods work but SS2 relies a lot on scenes, and for those you need several NPCs to be present. Which often becomes a detriment I guess, when you have 1 or 2 out of 3 people and nothing triggers. While there was a lot of testing (folks doing it in their free time for free, obviously), it's still being worked on a lot. But I fully expected my old extremely built up save to not handle it, so I didn't use it.

The whole NPCs have to be present thing in game design... needs to be carefully considered when required due to how players run around/bunny hop and generally act like children vs real life when actual physical energy is expended :)

Anyway I wrote up my suggestions on how to redo all the triggers to fix the issues @EmiLady and myself mentioned https://simsettlements.com/site/ind...just-sucks-currently-spoilers-included.27350/
 
The whole NPCs have to be present thing in game design... needs to be carefully considered when required due to how players run around/bunny hop and generally act like children vs real life when actual physical energy is expended :)
Big kid here, can confirm lol. I'm pretty sure it's always considered (at least usually), some things just don't show up in testing. As testing usually involves a mostly empty profile, and everything is perfect on those (at least is now... mostly?). Testers make sure there are no issues exclusive to SS2 (and yes, a few of those were still there on release and the next few patches including the current), but don't account for any and all mod interactions, or script lag you probably will have, or if your empire is overbuilt (which is encouraged and is just fun to make every settlement a fortress over 800% build limit with some fun gimmick).
 
Big kid here, can confirm lol. I'm pretty sure it's always considered (at least usually), some things just don't show up in testing. As testing usually involves a mostly empty profile, and everything is perfect on those (at least is now... mostly?). Testers make sure there are no issues exclusive to SS2 (and yes, a few of those were still there on release and the next few patches including the current), but don't account for any and all mod interactions, or script lag you probably will have, or if your empire is overbuilt (which is encouraged and is just fun to make every settlement a fortress over 800% build limit with some fun gimmick).

Im more of the kid with 1000000% build limit, well if I had the time anyway haha
 
During "Black King, White Knight" (btw, wrong title in the wiki I believe @Cessori tho good work with the rest), I had to try several times for the part in the "Commonwealth Residence" to work. Allison kept vanishing. As this is in University Point and, even if I blew up the Institute already, it's flooding with hostile synths again (stupid radiant quests, we could be settling here again), I opted to come from the shore to better kill them; and there it seems that Allison has trouble pathing, idk what happens, she vanishes. When I tried to come from the other side, the "entry" of University Point where there are signs, she didn't vanish, but still she ran away at some point because I think she cannot walk somewhere? I ended up using console commands again, teleporting her to me, and going into that home, because without her inside there's no dialogue so the quest is stuck.
Just noticed this as I'm adding stuff to the issues list (it's getting more glorious every minute): University Point? I didn't even know repopulation works there. Both "Commonwealth Residencies" pointed me to Concord. Wow.
Shameless plug: https://wiki.simsettlements2.com/en/getting-started/current-issues

(sorry, I did send the edit link. woops!)
 
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"Unauthorized" :oops:
I guess that's a link supposed to be used only by people who edit the wiki?
When I change /e/en/ to just /en/ it works lol.

Well, I have installed Buffout 4 finally, along with a couple fixes listed in that guide you sent, then changed a couple configs as recommended by some with Baka Scrap Heap, and now my game is running at 120fps, I had never seen that lol; still having lags and CTDs, sometimes without any crash log, but when I have a crash log I haven't bothered looking into what's happening with Buffout 4 yet anyway. I'll see if this is a good addition or if I didn't really needed it.

Now there has been a couple more issues I've been having with SS2C3, essentially related to the same stuff I already described, but now the assaults are getting worse.
I still can attack and claim territories, this seems to work fine (except for the known problems with overlapping locations or something).
But I cannot take any darn settlement, Gunners are flagged as essential, just stand down on their asses then regen and get back up to fight, it's never-ending. I had that issue already however now it doesn't help to go into console mode and get rid of them; it doesn't move anything forwards (what I used to do was carefully selecting hostiles who regen and get back to fight, then used commands markfordelete then disable (then prid to clear and select another one and do this again), now, when I do, the assault "quest" doesn't update anything although this workaround used to work); even if I manage to put them all down at the same time, they keep getting back on their feet and fight again. I eventually lose the assault, or what I just did is I got bored because I endured that for an hour or so, left the game to try and have a look at ReSaver or FO4Edit but I don't know what I'm doing so I abandonned.
Some settlers (and some are flagged as essential too) and companions also join Gunners in the fight (including automatrons, for which, some of them behave differently, like some join the Gunners, some act as "captives" and have subtitles like those settlers saying they're gonna get killed) but this is already being looked at I think.

First thing I tried and thought would work was to have a look ingame to those ennemies flagged as essential in the console to try to clear that flag, but there's no way, I tried dozens of different IDs and they all return something like "[x] is not a valid ID for this command"; btw for only a search for a gunner brigadier it listed dozens and dozens of NPCs IDs in the console, it's strange.

So I'm completely stuck, I cannot complete an assault on a settlement to move on with "State of War". I'm kinda desperate, I tried everything I could think of (well and also I'm not very good at trying to edit anything in my game with other softwares, I've hit a dead end pretty quickly with that).
 
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I did mess up the link, yeah.
Dang, that kinda sucks. I have a guess that might help - since gunners keep getting up, maybe change the answer to HQ policy to "no prisoners, we want gunners dead". I think after I made them take prisoners, this started. Could be totally wrong but...
(Besides, what do prisoners even do? I haven't seen any in the prison plot, and those gunners supposedly "on my side" now don't really act like prisoners)
Also I was playing on very easy for a while then realised that I'm a little I love you (thanks word filter) for doing that and switched to normal. That could have some effects since assaults didn't take anywhere as long before.
 
The filter changes up swear words apparently. "I was a lil beach for doing that" is what I meant lol. As in, too scared of real manly combat (tm) and gritty war stuff.
 
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