"Chaos Walking"... which would say what about...Anyone else had this happen ? He turns into a ventriloquist with Old Paul too
If your on a pc you might try going into the console clicking on Lupe and getting her refid, then click on the door then enter 'unlock', go into GNN then use 'prid <Lupe refid>' then 'moveto player' and see if that triggers the quest to continue.With this patch installed I can't enter GNN during the siege, Lupe just stands next to the door unresponsive
I didn't fully look at the fix and the problem but getting rid of all active scripts, at least to me, didn't seem like a good idea- as you should only kill SS2 or WSFW ones that were 'stuck'(imo). Though, since variables are tied to scripts(they can't exist, let's say outside of one), it might be possible to restart a quest, but doubtful(I've never tried or tested this).Tried that ReSaver program - I have 0 active scripts :|
It is cool, that technically, some things can be accomplished- but not necessarily fun or easy to 'jump into'. It happens to developers and I've done this myself by making something way more complicated than it should be- it's like wowing oneself. And for a programmer that in and of itself is kindof a reward.It's been fun playing SS2 (expect for the absolutely ludicrous number of continual attacks from Gunners on my settlements - PLEASE fix that someday), but these major issues that pop up requiring a full wipe, and reinstall of the mods with a full replay is not for me... I can't keep doing that.
thanks for that, I managed to finesse it by setting the stage to where I have to kill Berman, no clipping to him, killing him, moving Jake to my location and setting the stage again to where he gets his gun back. Worked out in the end but still....If your on a pc you might try going into the console clicking on Lupe and getting her refid, then click on the door then enter 'unlock', go into GNN then use 'prid <Lupe refid>' then 'moveto player' and see if that triggers the quest to continue.
I think I had to do this one in a playthrough awhile back... it's been awhile.
I didn't fully look at the fix and the problem but getting rid of all active scripts, at least to me, didn't seem like a good idea- as you should only kill SS2 or WSFW ones that were 'stuck'(imo). Though, since variables are tied to scripts(they can't exist, let's say outside of one), it might be possible to restart a quest, but doubtful(I've never tried or tested this).
When you 'activate' a quest(check it as active) that should add a script to the active script list in Resaver(if I'm not mistaken); which is what I believe that is.
I completelly understand, and it does get frustrating. I went back to using Transfer Settlements, building my own and importing them each time I start a new game(at least for now) and will come back to SS2 eventually. I want to rule out load order, then rule out SS2 conflicts once I get to that point. Some of the tools I need I haven't developed yet since I don't know the right questions to ask myself atm to even begin developing a solution.At this point I'm completely screwed it seems and I'm not going to put another 6 days of gameplay into it just to start over and get back to that point... I'm done for now I guess..
It really can, but I don't think it yours or anyones fault... somethings should be built-in and a given(I know somethings just can't). It's just hard to take the time to play out every scenario sometimes- I spend most of my day doing that with various problems, not just coding per se and it still comes back to bite me with something I've missed. So I learn from that and analyse not only how to fix the problem, but why I didn't see the solution at first. So it's not only a refinement for a solution, but also how I think about problems. What comprises them(not just the limitations of the hardware or software, but the personalities involved in it's development).just upset with myself for not realizing how the whole thing can seemingly just mess up
I tried suggesting something along these lines once or twice, but was told by the fans here, and maybe one or two tied in with his majesty, that the team knew what they were doing. But the mod didn't work super well until a lot of patching had been done, and people still have issues. Even as above with a pretty tiny mod list. When I threw the Fens Sherriff's Department mod on the pile, my game really began to have issues in many of the quests in the entire game. I've been assured that FSD isn't a script heavy mod, but something in it isn't playing nice with the others.I read where the team is going to break the 'system' down into components
If you had 0 active scripts, you didn't actually hit the bug.Oh god... I'm absolutely screwed it seems. My game is messed up when it comes to the HQ right now (multiple issues happening I won't bother getting into as there's probably no fix at this point) I doubt I have a manual save file from " just before" this hotfix, as I just used the in-game mod system to run updates when they are there... no idea when "2.3.2" or "2.3.2a" were installed so I'm likely having to go back to a save to re-play dozens of hours of SS2
Tried that ReSaver program - I have 0 active scripts :|
It's been fun playing SS2 (expect for the absolutely ludicrous number of continual attacks from Gunners on my settlements - PLEASE fix that someday), but these major issues that pop up requiring a full wipe, and reinstall of the mods with a full replay is not for me... I can't keep doing that.
I did some comand line utilities back where I took a framework and just changed the 'main' processing part(usually one or two functions) which sped development along substantially and kept things standardized Over 20+ utilities(I often times call them 'quick and dirty' given they accomplish something fairly simple). With scripts, I'd say... yes. A solid script framework that the team could use as a 'template' then just add or remove their own things during development so that any bug or new addition would pretty much apply across all quest scripts- which at this point could be done programatically.It should help if SS2 had more of a regulator with its quests
I was lucky in that I had not check for updates in a few weeks...I still have Version 2.3.1. However, when I go to update it, I am only finding 2.3.2. Where do I find the 2.3.2a file?2.3.2 did something we haven't run into since my early days of coding in SS1, which is create an infinite loop bug that will wreck your saves.
Highly recommend you install the 2.3.2a update and roll back your save file to a pre2.3.2 save!
PC Players - you can attempt to terminate scripts using Fallrim Tools, but that may have unintended consequences, so keep an eye on things after you do so before you commit to the save.
My sincerest apologies for letting this bug slip through, I had hoped we'd have found any bugs with the new code over the extended testing period, but this one slipped through the cracks. Hopefully that means it is actually difficult to trigger, but I want to lean on the safe side and warn you all immediately before you lose too much progress.
For 3.0.0, we'll be having the longest test period in Sim Settlements patch history. I don't want this to ever happen again, and please know that I find the sanctity of your save files to be one of the most important drivers of development (just ask anyone on the team about how many hoops I make them go through to make changes to existing content).
-kinggath
2.3.2b fixed a crash in the sunken ship that happened to non-extended users (mostly xbox). It's also in this forum. If you're using SS2 Extended, probably don't need it.Vortex is telling me an update to 2.3.2b is available. Should we be going on to b?
Sorry I missed it, thanks for letting me know.2.3.2b fixed a crash in the sunken ship that happened to non-extended users (mostly xbox). It's also in this forum. If you're using SS2 Extended, probably don't need it.
1. The workbench in the Chemistry Lab creates a script that runs all the time. I reported it in the bug section of this forum. Also, when you exit the conversation at that workbench, you are placed stuck in the nearby wall or maybe between that wall and some things you can't walk through. In either case, you need to use tcl to get out.If you had 0 active scripts, you didn't actually hit the bug.
Would love to hear what's broken at HQ as its something I'll be doing a lot of updates to for 3.0.0!
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