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

EmiLady

Active Member
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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 cannot complete an assault on a settlement to move on with "State of War"
OK now with the no-prisoners-workaround I could get past that!
Only to be confronted with a couple more problems lmao.
Sal called through HQ radio just the moment the assault was complete and I was loading the aerial shot + scoreboard, so it messed it up a bit; I went into my Pip-Boy to skip it all then call Sal afterwards; the scoreboard did load just after that, but wouldn't disappear, so I saved and immediately loaded that save and it was gone (also, it displayed some stars at the bottom like with input we get from territories we claim, but with no text besides those stars); when I called Sal again his dialogue got stuck on the first try, so I exited it through my Pip-Boy and tried again, that time it worked.
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It triggered "Under One Banner" with only the objective to help my allies, I only discovered by chance that I had to go to HQ's meeting room when I was wandering there to see if anything new was happening and try to talk more with Salvador (but he only still has some sort of idle lines, not even dialogue choices like the other department heads). Very awesome scene, I greatly loved those meetings and got through all of the queue at once.
It's a little disappointing though to not get anything more after we're done sealing alliances, no dialogue changed in RR HQ nor with any BoS member, I cannot find their envoys anywhere, nor in HQ nor in their HQs... Nothing more in any place, and no new type of recruit or loadout available, I find it very weird, I cannot find any effect this has had, except maybe our HQ meeting room got more chairs? (And of course that was a great scene, however pointless atm. Maybe I'm just impatient and it comes later, I can guess a few things with Chapter 3 trailer.)

Something entirely unrelated and a very minor inconvenience, I have the embassy built in HQ - I still don't know at all what to do with it, I tried adding a faction in there but didn't see anything changing then again so I went back and cancelled it - and I feel like that giant flag on the wall is off. It's not centered!
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Also Freedom Fighters don't really follow orders (they go back to their camp although they're assigned as soldiers in an outpost, idk if that's intended, doesn't make much sense).
And I think I have seen Fairline Hills in the list of territories I can assault (I finally managed to make the war planner's desk work! but Salvador's one in HQ still doesn't do anything) although I have Pra's Fairline Hills Settlement installed... I'll check if I see it again and what happens if I try to assault that location.

Oh! I forgot about patrols, they're completely broken. Soldiers I've assigned to patrols either just come back to their outpost or I find them randomly when wandering somewhere, and when I check their assignment it always says "patrol: INVALID LOCATION"...
 
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As everyone probably already knows, the G hotfix should finally get rid of the "essential gunners in assaults" roadblock, along with State of War improvements. Haven't had the chance to play it yet but, excited. I was also very happy about "Under One Banner". Not sure if all the envoys go anywhere. One of them mentioned looking for a bed that would fit their size so I guess the idea is that everyone (or most, I know at least one of them stays at their normal spot) gets their own corner. This would be sick if true. Even sicker if we get access to new types of troops but I haven't seen any yet. That kid the Brotherhood sent to aid us in the GNN assault must make a comeback, it all depends on it.
(Also did Algernon show up for you? Is he meant to? He didn't for me but I'm guessing he'll show up later in the story)
 
I'm now also stuck on the "talk to Theresa in the hangar" part in Internal Affairs. I used moveto to get Theresa in there (she was chilling in my quarters on the main floor), that did next to nothing (the marker moved to her though) so I did the same to Salvador. Wiki says Lupe needs to be there too so I guess I'll do the same with her until they're all in one place? Unless one of the newer hotfixes hotfixed it.
I've just had this same issue - and it's been well and truly long enough for them to have gotten here; hell, I just popped out to Airport and Croup and came back (finally Archon, the last member of my preferred HQ staff, spawned for me this game) and they're still not here. Obviously an AI package change hasn't been set for everyone for that quest stage .

I tried moving everyone into place using console commands as you said in a later post but Theresa still only has her "generic HQ dialog" and no scene is playing.
 
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I've just had this same issue - and it's been well and truly long enough for them to have gotten here; hell, I just popped out to Airport and Croup and came back (finally Archon, the last member of my preferred HQ staff, spawned for me this game) and they're still not here. Obviously an AI package change hasn't been set for everyone for that quest stage .

I tried moving everyone into place using console commands as you said in a later post but Theresa still only has her "generic HQ dialog" and no scene is playing.
What i did was stand in a corner next to the marker, moveto Theresa and moveto Lupe (or the other way around idr) (took screenshots of their ids before this). Salvador was relatively close so it triggered.
 
What i did was stand in a corner next to the marker, moveto Theresa and moveto Lupe (or the other way around idr) (took screenshots of their ids before this). Salvador was relatively close so it triggered.
I just went and did the "take vault 95" quest stage, and when i got back to HQ i had the scene with Salvador, Cassandra, and Lupe... and then that Theresa one ticked off as complete too?
 
Well I'm caught back up to where I was before the grinding death of that last playthrough began, and it ran a lot smoother this time - although part of that might be me understanding what to do better on a second time through. Hopefully this time I can actually see the ending...
 
I'll try again making progress in "State of War" kicking Gunners' asses on their territory with prisoners turned off (too bad but only this works), though my last scout report told me I had to go to somewhere in Nuka World to attack a Gunner territory, even if I haven't ever been there yet. I think I'll just tell them to go do another scout run again and use the next place in the Commonwealth they tell me about rather than starting that DLC just for this purpose. (Come to think of it, with Open Season Extended 2, that would be satisfying to reach for it. I also wonder how well Nuka World raider gameplay works with SS2; apparently Chapter 3 uses some features from it? (The outposts and vassals icons look like it comes from Nuka World.) There's also that window that tells me "your settlements have sent supplies and caps to Nuka World" like everyday in game, which is not supposed to be a thing...) I messed up with a ton of console commands last time I tried only for it to either fail or let me take a territory but it didn't count for "State of War" which is either because I did a lot of shit with the console or, I thought, maybe, because I already had a new scout report and it overwrote the previous one where they told me about the location I was assaulting? To be verified; I'll try again first with the same territory I attacked last time and it didn't go well. (It was Big John's Salvage, which, funnily enough, is occupied by supermutants, and Gunners only spawn when we start the assault.)

Some other issues:
  • As I mentionned already some warriors' outfits are messed up and conflict with themselves smh, making my soldiers either putting a hat but go naked or either putting an outfit but become bald (it seems to be a problem with snipers' loadouts, at least one ("Sniper Light Outfit w Pack") which I spotted on several soldiers; I don't think other loadouts do this).
  • The part about them becoming bald because of some clothes, I'm pretty sure I have seen this several times with other clothes already, however I haven't any screenshot of them and I'm not sure which, nor am I sure if it's not some issue I have which could be related to something else than SS2.
  • New weird thing I noticed with a soldier wearing a Medic outfit, when they go down, the outfit's texture/model acts crazy.
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Here this soldier defaults to putting their helmet+goggles on, which conflicts with their sniper outfit they cannot wear because it must use a head slot I believe.

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I forced open their inventory (I could use console commands but I used that zapper), forced them to put his sniper outfit, then tried forcing them to put their eyeglasses on and it made them take off their clothes... Weird glasses! :poo:
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Here is another soldier with the same outfit and the same issue; they default to wearing sunglasses this time, which forbids them from putting on that sniper outfit.
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Same soldier, different screenshot with their sniper outfit on; notice it makes them go bald???
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Knocked down medic with a weird glitchy texture/model.
  • I never finished "Collecting Purloined Doodads" (and wanted to get some new dialogue with previous chapters' NPCs but got none unfortunately) so I went to CPD HQ aaand had a consistent CTD I was able to reproduce twice when going into an alley between there and Bunker Hill where there is a black car that can explode; either my game crashes when I shoot it to blow it up either it crashes when I simply walk into that place. Oddly enough, I was able to spend some time in Bunker Hill and edit my settlement without a problem; I could also go the opposite way from CPD HQ with no problem; right in the middle however I crash. I only wanted to find some place mentionned in a note I got in my inbox on a war planner's desk where apparently someone wans to meet me but I cannot find it. Anyway, no idea if this CTD I have is because this is a busy area for my computer to load (though I could go everywhere around but not that tiny alley?) or the exploding car is cursed (but no other exploding car?) or if it has to do with CPD HQ (but not really in CPD HQ, just in a neighbouring alley).
  • Inside CPD HQ, I just noticed some furniture oddity too, which is less of a problem I guess; only a few containers that seem to be spawned twice and overlap making me have trouble aiming for only one of them to pick something (or I can profit from this and loot two containers for price of one); also a desk in the entry office faces the wrong way I think.
  • There's also a CPD officer in CPD HQ that stands still and takes jet over and over like Bobby De Luca in his room at some point, that's very worrying for CPD. :oops:
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  • I came back to HQ to change my policies for that "essential Gunners bug" workaround, and order some scouting. Now my staff lists etc work again, but HQ is still a sanatorium full of sick staff who never get better if I don't treat them myself when I notice it (even science department! you're supposed to heal people! you researched every illness, cure and vaccine already, you guys!) - it's very funny however when a science staff member who is stuck in a clinic-owner/shop dialogue solicits me to pay for their services and I close that prompt by telling them no and I notice they're sick too!
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  • Speaking of NPC behaving strangely, I still noticed Muriel and Neil had no voice, same with most people in hangar, but I also noticed one missing voice line from a generic inhabitant of one of my settlements, in some idle chatter; their lips don't move and there's no sound but I get their line's subtitles; I wonder if that's linked with the voice files bug or if I'm having some other bug.
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  • During "State of War", I was able to take one territory before I had that essential gunners bug again; after I took that first one, I had a call through HQ radio from a fascinating character with an exciting sidequest (no spoiler), but it was stuck immediately after their first line! So I had to exit by opening my Pip-Boy, called them again, which worked eventually, but the sidequest's objectives and their name when chosing someone to talk to in HQ radio did spoil me a tiny bit.
  • In the previous step of "State of War" when I had a call from Salvador about allies after I took back a settlement, his voice sounded like a normal dialogue face-to-face, not through radio.
  • Salvador's voice btw always sound like he's facing me, and he toggles idle chatter and lines like I'm interacting with him when I'm far away from him in HQ, where he also seems to move to the same level as I do when I take the elevator between hangar and lobby (also is it me or is this elevator different in lobby and hangar? the elevator's trapdoor and light are different in hangar, but maybe that's because I use Otis Repair Services).
  • When I went to Railroad HQ to search for new interactions with allies (unsuccessfully) I saw some items glowing green like I was stuck with an ASAM scanner to tell my settlers to pick something; I used some beacons with the ASAM scanner recently, but it was some time ago already, in totally different places; it only does that with some items, not all of them like when I actually scan the area; after I saw it I noticed this happening in several other locations, more consistently in interior cells, and it stops after some time, the ASAM scanner randomly follows me idk...
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  • Turrets I placed in a territory I just claimed may target NPCs that aren't set as hostile. I noticed it when I came across Bullet in a random encounter very close to Mahkra Fishpacking which I conquered; obviously he's supposed to turn hostile but only after talking to our character, and he didn't yet, he wasn't hostile to me or noone else and appeared green when aiming at him, but he was attacked by my turrets.
And I have too much screenshots so I'll end this in another post.
 
There's also a CPD officer in CPD HQ that stands still and takes jet over and over like Bobby De Luca in his room at some point, that's very worrying for CPD.
This is a classic, I guess a leftover animation marker from vanilla and raiders. Been there for a while.
Now my staff lists etc work again, but HQ is still a sanatorium full of sick staff who never get better if I don't treat them myself when I notice it (even science department! you're supposed to heal people! you researched every illness, cure and vaccine already, you guys!)
Talking to Cassandra with the "Medical treatment" prompt - "the irony is not lost on me", as she would say. Something probably got messed up with the disease system after the introduction of Chems supplies, obviously it's getting patched but it's still amusing.
During "State of War", I was able to take one territory before I had that essential gunners bug again; after I took that first one, I had a call through HQ radio from a fascinating character with an exciting sidequest (no spoiler), but it was stuck immediately after their first line! So I had to exit by opening my Pip-Boy, called them again, which worked eventually, but the sidequest's objectives and their name when chosing someone to talk to in HQ radio did spoil me a tiny bit.
Yeah I posted about that too. Those spoilers, man. It's like if the quest said "talk to Laura" out of nowhere.
obviously he's supposed to turn hostile but only after talking to our character, and he didn't yet, he wasn't hostile to me or noone else and appeared green when aiming at him, but he was attacked by my turrets.
The turret knows.
 
Here we go again.
  • Additionally in Mahkra Fishpacking, I saw some enemy synths (it's strange some hostile synths keep claiming the place smh after I blew up the Institute but whatever) that spawned laying down and not moving at all, I thought at first the assault was stuck until I found them and killed them; after I killed them they were not lootable like their hitbox wasn't there anymore or something. I don't know if this issue is related to SS2, I saw this happening sometimes in my playthrough way before I got to Chapter 3. After that the assault went as expected - except, a bit like some other comment I made, it's weird the place is controlled by synths but I attack Gunners there, and then they send Gunners reinforcements.
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VATS shows it's a living target + my compass shows a red target / hostile (it's a bit hard to see but it's there with that settlement icon). But this synth lays down like they're dead already. 20230815213348_1.jpg
  • Gunner reinforcements (or I guess whoever sends reinforcements during an assault) who come across friendly NPCs on their way don't start any fight - it doesn't make sense that my settlement on their way doesn't fight with them and they don't even attack guards there - until I come to them (and my troops don't follow me) or they reach our assault troops after what feels like an eternity because reinforcements spawn very far away. I don't really like to wait for some timer or anything in games, so I just go to them and obliterate their reinforcements with a couple mininukes and shoot down whoever is still standing; it's a bit disappointing that my troops don't follow me while I go take down that threat. My troops do go to face the enemy when they're closer however, even crossing some body of water if they have a line of sight (I think they swam very fast too, it was funny).
  • Some flags in places I can assault but haven't claimed yet as a territory sometimes have flags that look very weird; either some places that are close to my settlements pick up my settlements' flags; either some flags spawn in duplicate and overlap eachother (like some flags I saw doing that around HQ); and I also saw a flag spawn in duplicate and overlap the other one but one of them only had picked up a flag from my settlements, and said settlement wasn't very close so it's even more surprising. Places that are controlled by raiders pick up the flag they're supposed to pick up however. But places that are supposed to be controlled by Gunners don't always have a Gunner flag (I think I saw a Gunner flag appeared as expected in Settlements they took, but almost never in Territories). Most of the time I see default flags (2077 worn-out US flag). Surprisingly I noticed in a settlement I could pick a flag called "Empire Flag" but it has no texture, not even the flag I chose in HQ; it looks like it's all being worked out slowly one update after another, that's cool.
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I captured Neponset Park which was controlled by Gunners; before I took it it already had my flag for Jamaica Plain, you can see on my compass there's some hostile target over there (this time it wasn't too far, enemy reinforcements came from University Point), I was still in the assault "quest".
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And there in Boston, I think that's Trinity Plaza; duplicate flags were spawned and overlap, one is the default pre-war flag, the other is my flag for Covenant which is not even in the area nor did I go there recently, it was very surprising that it loaded here.

Here, I think that's it for today, I listed all the issues I came across last time I played, at least all that I remember.
Update: oops no I forgot about the Wreck of the USS Riptide; I claimed it as a territory, and as I blew up the Institute it's neighbouring a radioactive crater; the bridge here of course is damaged, but my guards for this territory don't take that into account in their pathing and keep falling down into the radioactive crater... I wish I could add some way for them to cross the gap instead lmao. :explode: (hmm since noone ever climbs up there maybe a scout tower I would put horizontally like it fell and is used as a bridge? or there could be a way to add a couple more items in territories?)
Another update, I forgot that upon installing 3.0.0g, when I launched the game I had a message in the top left corner of the screen about Dr Penske I think from Vault 81 and I didn't have time to read it, it disappeared very fast; I think maybe it's about allies with "Under One Banner" quest active, but I came to HQ seeing no new envoy; I'll go check Vault 81 maybe I'll finally have some new dialogue or something (I didn't have any when checking again on other allies).
 
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Funny, I have found another little weird thing re: medic loadouts; their texture/model overlaps with itself... There's a "emergency pharmaceutical kit" label on their bag and it floats in the air a few millimeters out of the bag, not really sync'd with it, and the two glitch into eachother.
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I also saw flags spawning twice but this time side by side (I made another post about this already).
There are still a couple minor bugs with some NPCs but I was pleasantly surprised to be greated in HQ by Muriel and Neil again! They got their voices back! :)
And there's a very strange bug with vanishing soldiers and other weirdness with recruits that I think should get some attention; there's a thread about Freedom Fighters MIA, I also got issues with other recruits.
I messed up with a ton of console commands last time I tried only for it to either fail or let me take a territory but it didn't count for "State of War" which is either because I did a lot of shit with the console or, I thought, maybe, because I already had a new scout report and it overwrote the previous one where they told me about the location I was assaulting? To be verified; I'll try again first with the same territory I attacked last time and it didn't go well. (It was Big John's Salvage, which, funnily enough, is occupied by supermutants, and Gunners only spawn when we start the assault.)
I got to assault Big John's Salvage, and it didn't count as progress in "State of War". I think I can confirm then that scout reports overwrite the previous one everytime you order one. I had a previous report about that place being a territory I should claim to target Gunners, but then had other scout reports telling me about a couple other places; now it's Fort Hagen satellite array, hopefully when I'll attack that place I'll get progress for "State of War".

I saw some enemy synths (it's strange some hostile synths keep claiming the place smh after I blew up the Institute but whatever) that spawned laying down and not moving at all, I thought at first the assault was stuck until I found them and killed them; after I killed them they were not lootable like their hitbox wasn't there anymore or something. I don't know if this issue is related to SS2, I saw this happening sometimes in my playthrough way before I got to Chapter 3.
I saw some enemies spawn laying down again, not moving or anything but clearly supposed to be doing regular enemy stuff. This was when I got back to the supermutant-flowing area with Fallon's Department Store etc and trying to attack Milton Hospital - and got Shaw High School targetted instead (that issue is supposed to be fixed so I'll try again). The assault I launched then also didn't have any supermutant coming to kick me, only mutant hounds, it was a bit strange lol, but kinda funny too.
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(no I didn't stun that supermutant, they really spawned laying down like this)
Now I'll wait another 45minutes for MO2 to download the latest SS2C3 hotfix because my previous download failed. :poo:
 
Well hello there! :aye:

Boy do I have encountered countless bugs on my way to finish the storyline, I had to use a sh1tt0n of console commands again to teleport NPCs for them to work or disable them in order for them to not get killed during assaults (I had Murkwater picked up as Mercer Safehouse; Caretaker can be killed, and he does not fare well in an assault, so I disabled him during the assault and enabled him again afterwards), and I more or less had to resort to save-scumming because of too many game-breaking bugs, it's depressing. SS2 got a super epic story, incredible voice-acting, ambitious gameplay, but that end for Chapter 3 too was depressing, it feels so uneven with what came before, it feels incomplete... I was rather sad.
Don't get me wrong, I put much more value on the positive side (and I had more happy tears from enjoying the mod and its story than I was sad at the end), and that's exactly why the shortcomings feel so frustrating.

So! Now that I took a break I'll try to remember issues I had when binge-playing (is that a thing?) last quests from Chapter 3. This will take long. :poo:

  • Player animations in power armor can be weird at best, or broken at worst (I had to load a save at least once because of this, my character was stuck). To avoid any problem when wearing one near the end (it just felt right to go to war with a power armor) I had to exit it any time I was getting to a point when I expected there could be an animation like that.
  • [Not a bug or anything, just wondering.] Speaking of the player, on one occasion or two, our character sounds like it used xVASynth when I thought SS2 only used player-character voicefiles from the base game ; I might be wrong and there's just a couple voicelines from the base game that sound a bit off.
  • Members of the Brotherhood of Steel keep calling me Sentinel in some parts of SS2C3 even though I'm a Paladin lol. Not too bothersome especially when considering some cut content that allows us to end the Institute with the Minutemen AND become a BoS Sentinel (I just discovered this after my playthrough).
  • Some voicelines still don't match subtitles. 99% of the time it's just a letter or a word here and there and overall it matches semantically, but still that's a bit annoying, particularly to some disabled people I guess, particularly when like 1% of the time those mismatching subtitles are quite different from the voicelines.
  • Looking at the wiki, I should have had Wise coming to HQ during "Under One Banner" then "Call to Arms", but he never reached out.
  • Similarly, I think I was supposed to have some final dialogue with Lydia after I completed "Leverage", it never happened however the quest ended. I still have Allison's payslip in my inventory and when I talk to her she still has only generic "idle" dialogue.
  • Again looking at the wiki I have no clue how "Mysterious Benefactor" is supposed to trigger, it never did. I'm sure I had a letter at some point mentionning a meeting in a house with a blue door near Bunker Hill, but it's nowhere to be found (I went to the place on the screenshot in the wiki, there's no blue door). Charlotte is in the NLTC building and always was.
  • Since I was kinda disappointed at the end of Chapter 3 and had tons of bugs, I had stopped playing before I read on the wiki about "Thanks for the Memories". Anyway, when I played again to get that epilogue, I had to reload a save again because I managed to get stuck again. When hitting my E (interact) key during dialogue, it interacted with the NPC in front of me and started another dialogue so I was stuck between the quest dialogue and Cassandra's usual HQ dialogue... I went back and used my 1/2/3/4 (dialogue choices) keys instead to keep focused on the quest dialogue.
  • During some dialogues in front of HQ (I think with Aiden, Jake and Salvador) before the Battle of Quincy, some characters don't have subtitles at all, but Salvador did. Since Salvador was the one who triggers dialogue, I'm guessing this is linked?
  • Sometimes when attacking a territory I met Gunners with... monsters? Are they trying to control deathclaws like the Enclave? lol that doesn't end well anyhow, wild deathclaws are hostile to humans including them.
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  • Soldiers in power armor (during the Battle of Quincy) who are not supposed to be from the Brotherhood of Steel have voicelines from the Brotherhood of Steel, making some weird comments.
  • Some of the Minutemen and soldiers that come with us during the Battle of Quincy might get loadouts that glitch, like the sniper outfit I mentionned in another post; hence I had some soldiers with me who were half-naked. What an army!
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  • Assaults on settlements seem to be... very very broken. Captives becoming hostile, captives calling for help without a voiceline nor moving lisps, allies stuck in "captive" behaviour even after they're free, settlers randomly joining gunners or fighting them, NPCs switching sides in the middle of a fight and fighting eachothers, prisoners mechanic not working so NPCs go down but are still flagged as enemies to kill during assault, gunners becoming friendly then hostile again inconsistently, gunners becoming settlers/warriors inconsistently, endless fights with undying hostiles that heal and get up from being KO (I thought that was fixed), ... I spent countless hours reloading saves and using console commands to reclaim my settlements. The only consistent way or workaround I found to reclaim these locations is to go to a settlement that was claimed by Gunners before I launch any assault, go through the place to copy the refIDs of NPCs I want to keep around without worrying they'll become hostile and/or die, then go to a settlement I own, teleport said NPCs using their refIDs, go into workshop mode, move these NPCs to a settlement where they'll be safe, rinse and repeat for every settlement captured by Gunners. Only downside I noticed afterwards was - apart from this process being long and unnatural as hell and maybe it caused bugs I didn't notice - aforementionned NPCs that I saved this way were then stuck in a "captive" behaviour, standing up hunched with dangling arms like Mama Murphy.
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Settlers fighting eachothers. Also they're hostile.
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Captive going hostile so I have to kill'm as part of the assault "quest" objectives...
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A captive became hostile so I had to kill them as part of the assault, but then they go down, heal, and come back to fight.
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Captives calling for help without sound nor lipsync.
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Not all of these screenshots are from the same try, there the assault was complete correctly (I had moved NPCs etc as described above), and some Gunners joined me? Then some turned hostile but not all of them... In the end I used console commands to get rid of them again...
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Captives shown as hostiles and flagged in my quest objective for the assault as targets I have to kill. In the back there's Paladin Danse standing still and not doing a thing, I think he was flagged like a friendly captive. Anyway that try failed.
  • I had a call from HQ right when I completed an assault on Murkwater, and I exited it because I saw hostiles getting back into the fight again and I didn't want to get attacked while in dialogue... And I got stuck in 3rd person, not able to do anything (cannot fight back (see screenshot, I'm getting hit), cannot open my Pip-Boy nor use my shortcut for the radio, cannot talk to anyone, nothing, just able to move around in front of a fixed camera which I cannot move) so I had to reload a save to do that assault again...
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  • Preston Garvey was in a settlement captured by Gunners when he was teleported to HQ for meetings with Minutemen; he had that captive behaviour too during said quests, same at the end of the Battle of Quincy. :confused:
Oops I filled the characters limit again, see you later.
 
Player animations in power armor can be weird at best, or broken at worst (I had to load a save at least once because of this, my character was stuck). To avoid any problem when wearing one near the end (it just felt right to go to war with a power armor) I had to exit it any time I was getting to a point when I expected there could be an animation like that.
I had actually started keeping a running tally of those in this thread over here, but as it fell within the 50% of my own posts that get no response I just stopped bothering.
 
My problem is the corporate espionage quest. the door to enter is just not appearing. its just not there. and im pretty far in from starting the quest and theres no solution our right now. does anybody know the quest skip command or something?
 
"Some of the Minutemen and soldiers that come with us during the Battle of Quincy might get loadouts that glitch, like the sniper outfit I mentionned in another post; hence I had some soldiers with me who were half-naked. What an army!"

It's that old dysentery striking! Can't keep your uniform on if you keep soiling the trousers.
 
Here we go again! :)
  • In Quincy's Super Duper Mart, I couldn't get an alright picture of this, but walls seen from afar in the biggest room seem to become blurry and wiggle, it made me think of Super Mario 64's paintings, it was very weird. Said walls were looking like they had the "gas cloud" filter in front of them so I thought maybe it has to do with the "pest control" but I'm not certain; plus it's not only that, they also seem to be copied over and over and each image of the wall overlaps another like an infinite mirror image. Oh and there's a terminal in the debris somewhere I could only reach with noclip; good to read lore though.
  • In the same place, when going a bit fast through the steps of the quest and stealth-killing every hostile before reaching the bomb, I was able to kill them all before getting to the stage that said "Fight!" and it seems I got stuck there, it didn't give me another stage, I couldn't unlock the bomb's defusal panels etc. I had to reload a save, again.
  • When entering Quincy's power well, just at the door, Aiden and Jake were so close to me in that narrow corridor that we all ended going through the wall a bit; all escaped including myself but that looked a bit weird too.
  • In Quincy's power well reactor room - for which the puzzle was very... puzzling (I swear I did the same thing twice with different outcomes and eventually fixed the valves without understanding what I did) - there's an interaction with Jake and Aiden where I was stuck and had to reload a save, again. Also, not all of their dialogue here have subtitles it seems.
  • The Pip-Boy animation on the antenna in Quincy was a bit off and looked like it's not being plugged into the right spot.
  • Apparently I had some settlers who aren't warriors who came for the Battle of Quincy? I noticed an automatron in there that I assigned as a caravaneer in a settlement.
  • Some objective to grab a key at some point during the Battle of Quincy doesn't check even after I grabbed the key for that objective, it didn't get the quest stuck but until the whole quest was complete I had a quest marker pointed at my character.
  • In that Quincy house basement (I loved it:agree:), when I went down the stairs I saw a hole in a wall into nowhere; I thought it was a lamp at first but upon taking a closer look (because it looked off) yeah no not a lamp that's the void.
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  • Probably not a bug but I'll ask if anyone found this: where can I find Magnusson's first log? I have holotape-logs number 2 to 5, I looked everywhere but I cannot find number 1.
  • After some assaults, like one I had to do in preparation for the Battle of Quincy, I saw some Gunners who looked like they were still standing there immobile (or, not standing, some were on their buttocks), but actually they were dead, I could loot them. Looks like some Gunners' ragdolls get stuck in one position and are left there? Most of the ones that were standing had a similar pose, head looking up and arms "air-shooting" (like... air-guitar... but with guns).
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yup, ded
  • On one occasion (an assault on Lexington) I had a variant of previous issue, glitched dead gunners with other poses, and additional... invisible... Gunners who were not dead this time, and friendly? I had a "talk" interaction, which didn't do anything.
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very ded and looking very strange
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very invisible but not very ded
  • Lexington btw is among a handful of territories I captured but cannot add turrets or anything to. Here I have a flag (but I cannot interact with it), in another location (the Federal Ration Stockpile) it doesn't spawn any flag.
  • Lexington is also among a couple locations that aren't accounted correctly in the places I conquered it seems, as it's still listed in territories I can chose for an assault.
  • Speaking of the Federal Ration Stockpile, I had a warrior come for the assault in power armor (X01 power armor nonetheless!); I have absolutely no clue how and where they got it, I think a mod I have is even supposed to prevent settlers from stealing power armor like they do sometimes in vanilla Fallout 4; I checked where they came from in case there was a power armor I forgot about in that area but nope. I would love to have a way to give my warriors power armor, or maybe they could find that in places like, well, this federal stockpile; still it's curious how they got it.
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  • I'm still seeing flags that are spawned twice and overlap in territories. Most of the time the extra flag disappears when I complete an assault, sometimes it doesn't. I still have two flags that spawned side by side in front of Shaw highschool (not overlapping, there's space between them), one of which works as intended and the other one I cannot interact with.
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  • I still have a small room in HQ hangar in a corner of the diner area that's not building correctly even after refreshing it. Another location in the "refugee camp" around there has been fixed on the other hand and no longer traps me behind an invisible wall. I've noticed some clutter items spawning twice and overlapping however in the armory area near the stairs. Even when refreshing rooms those don't go away.
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It's not very clear on a screenshot, it'd be more visible in a video; armor pieces on top look like they're flickering, blinking when I walk past them; they spawned twice (or more) and overlap.

Damned, now I hit another limit in this post again with all these screenshots.
 
"Probably not a bug but I'll ask if anyone found this: where can I find Magnusson's first log? I have holotape-logs number 2 to 5, I looked everywhere but I cannot find number 1."

Vault-Tec HQ.
I only know because I looked it up in Creation Kit. I skipped those quests with the holotape so I missed it too.
 
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