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Fires Cannot be Put Out at HQ

StuckonSS2

Member
Messages
95
My staff at HQ never put out some fires. I tried to put them out myself but found that I couldn't either. Most fires can be put out just fine but some seem blocked by room objects and therefore unextinguishable. The first time I noticed this was with a supply closet on the second floor which used to be a bathroom by the stairs. It is in the corner and cannot be reached.
 
I always like to tinker, though it might break something save game wise- I'm wondering what would happen if you go into console mode, click on the fire(make sure the prid is right and it didn't pick up any room effects like fog) then enter "disable"(without the quotes), then enter "markfordelete"(without the quotes).
 
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I always like to tinker, though it might break something save game wise- I'm wondering what would happen if you go into console mode, click on the fire(make sure the prid is right and it didn't pick up any room effects like fog) then enter "disable"(without the quotes), then enter "markfordelete"(without the quotes).
How do you do that exactly?
 
Stand in front of the fire and if your on a pc press the "~" key- note though that you will only go into console mode if you have it enabled in your ini file. Next just click on the fire, you should see some text pop up on the screen. It should show the selected 'object', if your case the fire. Hopefully it'll have a description for something like "fire" in the title. If it does, try entering "disable" then "markfordelete" but without the quotes.

What ever you click on object wise in console mode becomes the target of the command you enter. If the prid(target) says your character's name or 14 as a prid reference that's you so you won't want that for what were going to try.

Be sure to create a save before you try this in case something goes south. If your still not sure, let me know and I'll make a quick video.
 
Do
Stand in front of the fire and if your on a pc press the "~" key- note though that you will only go into console mode if you have it enabled in your ini file. Next just click on the fire, you should see some text pop up on the screen. It should show the selected 'object', if your case the fire. Hopefully it'll have a description for something like "fire" in the title. If it does, try entering "disable" then "markfordelete" but without the quotes.

What ever you click on object wise in console mode becomes the target of the command you enter. If the prid(target) says your character's name or 14 as a prid reference that's you so you won't want that for what were going to try.

Be sure to create a save before you try this in case something goes south. If your still not sure, let me know and I'll make a quick video.
Tried that but it looks like the fire is behind the wall. I disabled everything I could click on when standing as close as possible and after the room objects disappeared the fire was going and looked like flames through a wall. I think a patch is needed to keep fires from being behind walls or at least allow such fires to be extinguished automatically when you're not at HQ.
 
Many reports of this and the inability to counter it in any way suggest that currently you're screwed, sadly.
If you don't have any disasters in the power/water/food rooms I'd say it's fine to just disable fires and infestations. That won't get rid of them but will at least save you from future fires in rooms that actually matter a lot. If it's the power room you can't even complete the main quest. Otherwise tgm can be an answer.
 
[...] I disabled everything I could click on when standing as close as possible and after the room objects disappeared [...]
Quick note here. Disable on a game element just hides it from the rendered, colliders, quest engine, etc. MarkForDelete actually tells the game engine you are done with this forever and it should remove it from the universe completely. if you marked anything for delete EXCEPT the fire that you were experimenting on, you should go back to an older save.

in fact, you should probably go back to an older save anyways. console can be dangerous. dragons and whatnot.
 
IIRC, a bug was found with the disasters and should be resolved in the next patch.

I'm wondering what would happen if you go into console mode, click on the fire(make sure the prid is right and it didn't pick up any room effects like fog) then enter "disable"(without the quotes), then enter "markfordelete"(without the quotes).
I would not recommend doing this. The 'fire' object is linked to a hidden object that does the actual work. So deleting the fire object would likely cause scripting issues. The disaster would still be active, just without the fire effect.
MarkForDelete actually tells the game engine you are done with this forever and it should remove it from the universe completely.
The command is actually just like its name. The object is marked for deletion. If the object is held by a quest or script, it will not be deleted. It will be flagged as deleted but still exist. (a disable+ if you will) Only after there are no references pointing to it will it actually be deleted from the game data.
 
How do you use a fire extinguisher?

Also, Ada somehow got 65335 (or something like that) extinguisher fuel in her inventory. Any point in hanging onto that?
 
How do you use a fire extinguisher?
You grab one (there's one in the Comm Array room right by the door) and then equip it as a weapon, then 'fire' it while aiming at the 'base' of the fire/the 'ash pile'. Your HQ workers will automagically be given one if they get randomly given the task of putting out a fire themselves, so don't worry about handing them out.
(Fun fact: During the "HQ2.0 Beta" there was an issue where ANY NPC who went near a Fire would be given one - including the radroaches etc from Infestation events - that was fixed tho)
At least part of the issue with the Fires being "un-fixable" may or may not be it failing to detect actually "hitting" the correct "target" when firing it. I haven't updated to the newest patch yet so I can't comment on whether or not it was fixed.
 
You grab one (there's one in the Comm Array room right by the door) and then equip it as a weapon, then 'fire' it while aiming at the 'base' of the fire/the 'ash pile'. Your HQ workers will automagically be given one if they get randomly given the task of putting out a fire themselves, so don't worry about handing them out.
(Fun fact: During the "HQ2.0 Beta" there was an issue where ANY NPC who went near a Fire would be given one - including the radroaches etc from Infestation events - that was fixed tho)
At least part of the issue with the Fires being "un-fixable" may or may not be it failing to detect actually "hitting" the correct "target" when firing it. I haven't updated to the newest patch yet so I can't comment on whether or not it was fixed.
Thanks, I never tried equipping it as a weapon
 
Not sure if there's an option on xbox for the extended hud in bottom left corner, but keep in mind HQ rooms use a bunch of resources themselves. And it's limited to your department's capabilities (unless that is disabled) and HQ rooms (water plant upgrades etc..). Like I found out I had around 8500 cap for caps but having Aiden as a loner in security would limit what I could use to pay workers. Last I checked, power updated immediately when I set up a couple fat power plots and power transfers. Water and food still in the red, might have to add some more advanced stuff.
 
Sadly, the fires are still there in my game. Happy yours got fixed though ! =)
Llunos came up with a fix for it, can you try that?
I know it helped me before the update. Keep in mind infestations still have that issue and right now there's no fix for that.
So my HQ has been in a state where
1) Fires are fixed (if they somehow aren't and you are on the last patch, try the solution above)
2) Infestations can still be invisible and unclearable (I turned them off beforehand)
3) Never ever had a staff mess,
4) Had only one HQ attack and that one had invisible markers too. But they don't seem to impact any rooms.
5) Deserters should work as intended, even though I haven't had any at all in this last game.
 
Llunos came up with a fix for it, can you try that?
I know it helped me before the update. Keep in mind infestations still have that issue and right now there's no fix for that.
So my HQ has been in a state where
1) Fires are fixed (if they somehow aren't and you are on the last patch, try the solution above)
2) Infestations can still be invisible and unclearable (I turned them off beforehand)
3) Never ever had a staff mess,
4) Had only one HQ attack and that one had invisible markers too. But they don't seem to impact any rooms.
5) Deserters should work as intended, even though I haven't had any at all in this last game.
Thanks to Llunos, I fixed the fire problem. Still have invisible infestations but I was able to complete commonwealth rising so i'm fine to wait for the fix ! Thanks Antoine :)
 
Thanks to Llunos, I fixed the fire problem. Still have invisible infestations but I was able to complete commonwealth rising so i'm fine to wait for the fix ! Thanks Antoine :)
I fixed my invisible infestations using the same method as the fires. At least, I got the molerats to spawn and killed them and the markers went away.
 
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