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End of the Beginning Help

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Hey all, I know there's a number of other threads but after reading through all of them and trying everything I can think of, I'm still at a loss. I simply can not get this quest to initiate, either by normal progression, holotape cheat, or manual console commands. I've also tried skipping over it entirely but that doesn't work either (at least via holotape). Obviously there's a conflict somewhere but I when I load up xedit all I see conflicting with the ss2_xpac module is locational and cell data, none of which seems to be relevant. How would I go about locating what might be blocking the quest start trigger? I'm not terribly familiar with quest modding and have largely confined myself to simpler edits so any help is appreciated.
 
So, an update I suppose. I started a clean playthrough, all mods are updated. No mods were removed or added during the entire playthrough. I have not used any console commands for anything quest related (tcl a number of times to get unstuck) so as not to potentially screw with the quest line for chapter 2. I did chapter 1 from the beginning with no skipping and completed chapter 2 up till War is Good for Business. I have not done any main or SS2 faction quests outside of progressing the minutemen to having retaken the Castle. I took Lupe to Ron's and just said screw it and decided not to recruit allies to be safe. I read the note, selected ready, and then went into an isolated cell and slept for 3 game days. The quest did not start.

I loaded the save from before I started WiGfB and used the holotape to skip to End of the Beginning. That did not work either.

I loaded the save from before I started WiGfB and used the holotape to skip past End of the Beginning. That did not work either.

What did I do wrong? Why in Bob's name will it not trigger? Short of removing every other mod from my load order and playing with JUST SS2, I'm at a loss. This is as clean a playthrough as I'm ever going to have and it still won't pop. I suppose I'm screaming into the void at this point but unfortunately, my brain will not let it go.
 
I suppose I'm screaming into the void at this point but unfortunately, my brain will not let it go.
For what it is worth, I'm right there in the void with you. I gave up on trying to get WiGfB to run reliably and resorted to just skipping to the last quest of Ch2 as soon as I start a new playthrough. Not ideal, but no one seems able to identify what is even going wrong here.
 
I too seem to be in the same boat.
End of the Beginning just doesn't seem to want to start. I also can not skip past it either using holotape cheat or by console commands. I have gone through the steps everyone has suggested here but still, sadly, no luck.
Currently at 7 in game days (from a rolled back save before attempted holotape/CC fixes) and nothing.
 
Figured I'd throw myself into the void as well. War is Good For Business completed without issue, End of The Beginning wont start regardless of what I do to try. I've played through chapter 2 previously and not had this issue but it's also not the first time it's happened to me so I have no idea what is causing it.
 
I'm still trying to find out this one. another new playthrough and it happens. and it still is during a playthrough not at the beginning.

all the same mods installed.

this time i've done much more hard saves than quick saves.
what i now found out is that in my occasion it happens specifically during dark horizons quest.

i got a save with "investigate hardware store" step active. when id quest skip to "End of the Beginning". The Quest "End of the Beginning" starts.

then i made a save file before entering civic access. here quest skipping to "End of the Beginning" starts and ends all main quests but "End of the Beginning" doesn't start.

and the only thing i've done between those two saves is investigating the hardware store.
in the dialog i chose the yellow awareness charisma check about the flickering lights.

so, did that again until i get the quest step to check the plutonium well and did then the quest skipping once more and "End of the Beginning" Quest starts. so in the end i have no idea what happened within three minutes in between those two saves :-/
 
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so in the end i have no idea what happened within three minutes in between those two saves :-/
what's the saying. The devil lays within the details?

one of my mods is loot detector. and before going to civic access jake changes gun. the gattling laser isn't an object i can grab but loot detector is able to auto loot and sell it for caps.

when i specifically leave the gattling laser where it is, the "End of the Beginnging" Quest triggers. If the Item is gone. It won't.

you could work around this by tagging the gun as owned or make it legendary becaus loot detector dosn't auto-loot either ;)

SEMI-AUTOMATIC LOOTING
[...] Non-legendary weapons can be auto-looted and converted immediately to caps. Quest items are not autolooted and this feature will not take an item if it would count as stealing. [...]

So my hope now ist that the object has an unique prid so i am able to restore it. if not... i'd have to go through CPD and Nightingale questlines if i want them to "join" the effort and 9 hours of play "lost".
 
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That's an obscure mod conflict if I ever seen one. You can sort of speed up the Nightingale stuff (run through the boat and spam spacebar for all the dialogue, unless you want to hear it the second time - I still did at that point), kind of same with CPD (tell Lena gunner tattoos are not your thing at all), tgm and kah through the combat, but hope it all works out without that.
(their participation is optional but you'd still want to befriend them later probably)
Does loot detector have any settings?
And I guess if you can find Jake anywhere at this point, or summon him, spawn a gatling laser and put it in his inventory?
 
Does loot detector have any settings?
And I guess if you can find Jake anywhere at this point, or summon him, spawn a gatling laser and put it in his inventory?
yes. i it has, MCM and/or Holotape. i could disable following option:
"Caps4Guns: Automatically convert plain weapons to caps."
or as the feature is given, not draw my weapon. because it will only highlight and auto-loot with weapon drawn. also an option that can be set. so yes i intenionally autolooted. just didn't had in mind that the gattling was essential for "End of the Beginning" to work.

And i can try [jake prid].moveto player and add him a gattling within his inventory.
just not sure about the console ocmmand for adding items to npc yet. only to mine.
 
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loaded a save before activating the radio (ending war is good for business)

player.additem 000E27BC 1 (gattling added)
0a020F21.openactorcontainer 1

transfered the gattling and a fusion core.
activated the radio and told that i'm ready.
slept 48h

nothing happens. so i will have to take the long walk (mass effect 2 collector base spec. combat theme comes here) :D
if the mod techn. looks for the spec. item id and not just a random gattling. the outcome makes sense.
 
You could wait some more and/or teleport around and/or go to the gathering place yourself? I'd try checking Jake's gatling ID while he still has it, in case that's any different.
 
I recruited the Institute, the Brotherhood, the Railroad, the Minutemen, and the Nightengales and Ive been waiting a very long time for anything to happen. War is Good for Buisness is finished in my log. Caleb only wants to be on the other side of the fence by his home and wont give the next stage of his quest. The CPD are a no show in my game (No Shhandy and I have all vanilla settlements as mine).
 
player.additem 000E27BC 1 (gattling added)
0a020F21.openactorcontainer 1
lets try this again. noticed that in SS2 CH2 Jake has another Ref ID: xx02fe45
in my case 0c02fe45

but with no success. slept 72h. Two "Defend" Quests poppt up (have done at least 5 of them already).

i played bit further with the inventory and item around.
opened up jakes inventory when he was carrying the gattling, removed it so he changed to melee mode.
then entered the hardware store. chose the dialog option and then he went changing weapon. and a gattling got placed on the counter. so its not the same item. and that tells me it doesn't depend on what jakes has in inventory.

at martial law quest start the mod removes the gattling from the counter.
the martial law quest had on the other hand no problems to start or finish while the specific gattling on the counter was missing.

ref id from the gattling is 0c02b9a3. and it got a [D] so its markfordelete. placing a dupe with spawndupe doesn't help. and i think there is no unmarkfordelete command. dis- and enabling or placeatme doesn't do anything.

yep, definitly the long walk ^^
 
I was hoping it'd work :/ Give it to him at the meeting site maybe? Though at this point probably yeah, the long walk. RIP 9 hours. But hopefully the rest of this plays really smooth :)
 
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