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Solved Jammer Broke after A Blast from the Past

BelGarion

Member
Messages
106
Ok. So. First apologies. This topic got scattered a bit across several topics so this is my way of *hopefully* rectifying that grievous error. Also to consolidate everything together into one topic so there is no overlap or duplicate effort. >.<

So, on returning to Sanctuary from raiding Greygarden two things happen at once. One there is a raider yammering on about a patrol that got wiped out and Jammer is asking me to name the gang. Confusing to keep track of both but I do name the gang the Walden Warlords and then Jammer asks me to go look into a patrol that got wiped and he is coming with. Kinda annoying as I have 3 companions already, Dogmeat (using Everyone's Best Friend), Heather Casdin (3rd party Companion, so doesn't count toward the limit), and Cait. But, anyways, we traipse on down to Jamaica Plains, check out the wiped out patrol, head to some ruins, then to Shaw High School. Clear the place of super mutants, gather the large box of mentats from the Principles office, the ammo from the Library, Ophelia doesn't want to talk to me, I have to exit and reenter then she has dialog for me. Then the quest ends, I get exp, I leave, and Jammer is following like a lost puppy dog. I return to Sanctuary and he's still following. When I hover my crosshairs over him I see "E) Command" .

Let me see... I have

Updated to 4.0.7 of Conqueror and Sim Settlements and 1.1.4B of Workshop Framework.
Downloaded Conqueror, 4.0.7, manually and installed it manually (dropped in the files and said "Yes" to overwrite?) then replayed it from prior to raiding Greygarden.
Disabled (unchecked, didn't uninstall) Companion Infinite Ammo and Unbreakable Power Armor, No Junk Comments, Immersive Lovers Embrace, and Companions Allowed into the Institute mods (the only other Companion mod I have is Everyone's Best Friend and to disable that I'd have to fire Dogmeat) .
Fixed the ESM flag missing from WSFW in FO4Edit and moved it above SS.

In every case, except the one, I loaded a save before I entered Shaw the first time and every time Jammer remains a Companion after the quest is over.

My Mods
GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
PipBoyCustomisationFramework.esm=1
Homemaker.esm=1
SpringCleaning.esm=1
Companion Infinite Ammo and Unbreakable Power Armour.esm=1
ArmorKeywords.esm=1
TrueStormsFO4.esm=1
WorkshopFramework.esm=1
SimSettlements.esm=1
ChemBenchAmmo.esp=1
ValdacilsItemSorting-Mods.esp=1
ValdacilsItemSorting-ZY-DLCAutomatron.esp=1
ValdacilsItemSorting-ZY-DLCNukaWorld.esp=1
ValdacilsItemSorting-ZY-DLCFarHarbor.esp=1
CrazyEarlsWeaponMods.esp=1
a89_pipboycustom.esp=1
No Junk Comments.esp=1
EveryonesBestFriend.esp=1
CBBE.esp=1
Homemaker - Unlocked Institute Objects.esp=1
SC_ExpandedScrapList.esp=1
ImmersiveLoversEmbrace.esp=1
Craftable Vault 81 Cure (Earned).esp=1
Pip-Boy Flashlight.esp=1
300%NoShadows.esp=1
SPECIAL-056.esp=1
BoSKnightRelayGrenade.esp=1
X01_Galahad.esp=1
ValdacilsItemSorting-AidWeightless.esp=1
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp=1
ValdacilsItemSorting-Misc.esp=1
PBCF_Seed.esp=1
ValdacilsItemSorting-AmmoWeightless.esp=1
ValdacilsItemSorting-ZZ-DLCCosmeticsByTypeOverride.esp=1
ValdacilsItemSorting-CosmeticsByType.esp=1
ValdacilsItemSorting-NotJunkJustMoney.esp=1
ValdacilsItemSorting-Perks.esp=1
ValdacilsItemSorting-ZZ-DLCWeaponsOverride.esp=1
ValdacilsItemSorting-Weapons.esp=1
ValdacilsItemSorting-ZY-DLCContraptions.esp=1
ValdacilsItemSorting-ZY-DLCVaultTec.esp=1
RaiderOverhaul.esp=1
AWKCRPowerArmorPaintEdit.esp=1
X1_BOS_LS.esp=1
EFF.esp=1
Nuka-World Collectable Markers.esp=1
Nuka World Bottle Fix.esp=1
AzarPonytailHairstyles.esp=1
AWKCR - Mod Power Armor Engine Glitch Fix.esp=1
More Power Armour Mods - Automatron.esp=1
EnclaveX02.esp=1
EnclaveX02 Patch.esp=1
X-02 PipboyLight Patch.esp=1
VisibleCompanionAffinity.esp=1
VisibleCompanionAffinity_AffinityCheck.esp=1
HAIA With Crafting.esp=1
AlootHomePlate.esp=1
EasyHacking.esp=1
EasyLockpicking.esp=1
ValdacilsItemSorting-ArmorByClass.esp=1
ValdacilsItemSorting-ZZ-DLCArmorByClassOverride.esp=1
Distillery.esp=1
ValdacilsItemSorting-ExplosivesSortBottom.esp=1
DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
Allow Companions Into The Institute.esp=1
SK_Leaders1.esp=1
Sim_Settlements_Mayors.esp=1
SimSettlements_XPAC_Conqueror.esp=1
MikeMooresMCAM.esp=1
WET.esp=1
Vivid Waters.esp=1
3DNPC_FO4Settler.esp=1
T45 in Sanctuary.esp=1
JamaicaPlainExpansion.esp=1
llamaCompanionHeather.esp=1
llamaCompanionHeather-VIS Patch.esp=1
AWKCR Goodies Footlocker.esp=1
3DNPC_FO4Settler_SimSettlements.esp=1
TrueStormsFO4-FarHarbor.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
TrueStormsFO4-FarHarborExtraRads.esp=1
TrueStormsFO4-EarlierSunsets.esp=1
TrueStormsFO4-EarlierSunsetsFH.esp=1
TrueStormsFO4-NukaWorld-FH-Compat.esp=1
 
Best guess would be one of the follower mods having possibly left behind problematic data behind in the save file or a mod conflict. Scripts can get left behind after disabling a mod potentially causing issues and it's possible for them to break this if the scripts were taking over the follower management system.

Quite a puzzling issue though, since I do use a follower mod and haven't experienced this. I use AFT, Amazing Follower Tweaks which I believe does take control of follower management through its own scripts. Though to be completely fair I don't really bother to actually use it very much. It seems pretty safe and low impact so I just keep it around. One time I did have The Scribe randomly show up while doing Blast from the Past and I used AFT to recruit him so I could send him to a settlement since I didn't meet the usual requirement. You might need to upload a save. There was mention of disabled mods, are they still listed on the load order spoiler or were they removed from it? It might help to list the disabled followers mods, in case someone might know them to be problematic. It seems to me like they're all listed but just to be sure.

Trying from on a save that has not ever had installed any mods that affect the follower system might allow the quest to work and not hit the bug though it is quite inconvenient to start over.

Another option though advanced...
would be trying to solve it with trial & error and console commands such as trying "sqs kgConq_BlastFromThePast". This shows the current stage of the quest as well as listing the other possible stages(can use page up/page down to scroll) on the quest plus indicating if they were set or not. This could show it if a stage had gotten skipped, SetStage kgConq_BlastFromThePast {Stage Number} can set the stage and trigger what was supposed to happen. If a stage was skipped that triggered script fragment to remove Jammer as a follower there is a chance that this might solve it, though definitely keep a save from before trying anything with setstage since you can trigger the quest failure stage which can break it and force you to reload. No guarantees that this will work(plus it will be time consuming) since the quests are quite complex and setstage is not the normal way to progress them. But if it does work and if you can identify a stage number as being missed that would help pinpoint the cause of this issue, this could be a big help for solving it. When testing quests if I hit an issue this is the type of process I will try to follow in order to narrow down where the issue might be to help solve it easier, knowing exactly when/where/how it happens can help to be able to replicate it which is usually necessary to solve it.

This issue might be difficult to solve because it seems like it occurs only rarely &/or only under specific circumstances.

Kinda annoying as I have 3 companions already, Dogmeat (using Everyone's Best Friend), Heather Casdin (3rd party Companion, so doesn't count toward the limit), and Cait
Affecting the limit/going passed it like this seems like it could conceivably be a potential cause for this. I believe that people I know do use Heather Casdin, though I do not know if they brought her along for these quests.

Updated to 4.0.7 of Conqueror and Sim Settlements and 1.1.4B of Workshop Framework.
Downloaded Conqueror, 4.0.7
There are additional hotfixes on each. 4.0.7a & 1.1.4C. The Workshop Framework hotfix was just now and the others earlier
 
Ok. I'll update to the new hot fixes and try again from before Greygarden. But I've been using the Companion mods from day 1, there are no saves with out the Companion mods. O.o I'd have to start over from character creation with out them and redo *everything*.
 
No luck, updated to 4.0.7A of SS and Conqueror and 1.1.4C of WSFW, resorted in Loot, and reran everything from raiding Greygarden fpreward. At least this time I didn't have to exit Shaw before Ophelia would talk to me. But on returning to Sanctuary, nada, Jammer is still a temp Companion. I even hung around for a few minute idling to see if I needed to wait, nope. :(
 
Jammer stuck as a temp companion will not self-resolve. Something broke the quest triggers if he is still following you after Shaw and you'll need to roll back to before then and try that quest again. If it continues to happen each time you do that quest, then there is definitely a mod conflict.
 
Alright, so.... I rewound back to before I raided Starlight (had to raid Starlight as an Outpost to get the option to raid Greygarden as a vassal. ) . I went in, fired Dogmeat to Red Rocket, leaving Heather and Cait. Saved, quit out, went into the Mods tab and right clicked -> uninstall mod -> from all profiles for the following mods

All Companions Into Institute - Compnions Within Institute
Companion Infinite Ammo and Unbreakable Power Armor
Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack)
Immersive Lovers Embrace
No Companion Junk Comment
Unlimited Companion Framework

In other words, all of my Companion mods minus Heather who is a 3rd party Companion.

Loaded into the game, fast traveled to Drumlin Diner to walk east to discover Starlight. Oddly enough I didn't get a "You scouted..." message, I had to discover it. But after that I fast traveled back to Sanctuary and started a raid on Starlight, had to pause as about that time I got a "Defend Sanctuary " quest to defend it from the Gunners. I then raided Starlight. Just after raiding Starlight I get another Defend Sanctuary quest, this time from the Minutemen. This time I waited until Jammer got back to the Warboard instead of jumping right into the raid on Greygarden. Because I did, it started the A Blast from the Past immediately after the raid on Starlight. Now, oddly enough, the conversation was one sided, Jammer said nothing, but the raider yammering on about the wiped out patrol was the only one talking like he was half the conversation. Anyway. Went to Jamaica Plains, did the quest like usual. When I went into Shaw I grabbed the large box of mentats first, wiped the super mutants and this time Ophelia was back to her old behavior, I had to exit Shaw and reenter before she would talk to me. And, yep, it's still broken, Jammer remains a temp Companion. So... *peers at the list of remaining mods* What next. *hmm*

This is what is killing me right now. Nothing else seems like it would conflict. AWKCR, Bodyslide, CBBE, Chem Bench Ammo, Craftable Castle Wall Patch, Craftable Vault 81 Cure - Earned, Crazy Earl's Weapon Mods, Creation Club File Fixer, Custom Special, Distillery, Enclave X-02, Full Dialog Interface (NewDialog), Hangman's Ally Interior Apartments, Heather Casdin, Homemaker, Improved Maps with Visible Roads, Jamaica Plains Expanded, Legendary Lamps, MikeMoore's MCAM, MCM, No More Creation Club News, Nuka World Scenery fix, Nuka World Collection Quest Markers, Pipboy Customization Framework, Pip-Boy Flashlight, Place Everywhere, Ponytail Hairstyles, Raider Overhaul, SS, SS Conqueror, Spring Cleaning, Standalone X-01 BOS Power Armor Paint Set - Lorestrict, True Storms, Unofficial Fallout 4 Patch, Valdacil, Vivid Waters, Wet, Workshop Framework, and X-01 Galahad Paint.

None of those seems like it would cross pollinate except those required, WSFW, SS and SS Conqueror.
 
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I have similar issiue but for me I don't even have option to grab the mentats. Ophelia just don't speak after wiping all mutants. Just standing in place. I tried the console to move one step and it worked but after she said she needs to talk with Jammer nothing. He is still following me and she is stuck in place.
 
Just FYI - another companion that doesn't count like Heather - Wasteland Barb - pretty stout companion.

I stopped using multiple follower mods for quite awhile... different affects, load orders, etc... produces varying results. I don't even use Best Friends for Dogmeat anymore either...

Just my 2cents - way too much issues for the headaches - plus I play survival - so, there's that.
John
 
Woohoo! Found it! It was either Hangman's Ally Interior Apartments *or* Jamaica Plains Expanded. Not sure and at this point I didn't want to tempt fate, I just rolled with it. So I have A Blast From the Past and Wall Buster both done now. :D
 
Woohoo! Found it! It was either Hangman's Ally Interior Apartments *or* Jamaica Plains Expanded. Not sure and at this point I didn't want to tempt fate, I just rolled with it. So I have A Blast From the Past and Wall Buster both done now. :D
That's great news! And a great find because Hangman's Alley Interior Apartments (https://www.nexusmods.com/fallout4/mods/16457/?) is a popular mod.
 
Yeah, Hangman's Ally is a royal pain to build in as it's so tiny. But Jamaica Plains is a disappointment. An entire town with diner, museum, etc and Beth only gave us such a tiny build area. :(
 
Usually when you find that a random unrelated mod fixes an issue - it's not that the actual mod was the cause, but your load order itself. Likely by disabling those mods it allowed for other mods to load in an order that made everything function correctly. It's also possible that it was purely coincidence as the issue you were having had to do with scripts, so depending on the load of the scripting at the time you completed the quest it could have screwed things up.

In other words, you can likely continue to use those mods.
 
Well, when it comes to mod order I am a complete idiot. I tend to rely on things like BOSS back in the day or Loot now days. I know weather mods are suppose to go dead last and things that overwrite other things are suppose to go after the thing they overwrite (like a patch) but beyond that, eh... Throw it into Loot, say a prayer, and be done with it.>.<
 
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