the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Primary Bug Report Laying Foundations - Multiple issues with completing quest

Kefke_Wren

Active Member
Messages
106
Hope this is allowed. During my first marathon session, I encountered a number of non-critical issues that I had to work around. I did a stream of consciousness on Discord over in the quest-writers' area, but I wanted to "officially" report my findings. So I'm giving a list of what I ran into, and what worked to get past it.
  1. When given the initial tutorial quest to place a residential plot, I wasn't happy with the placement, and moved it a few times until it placed where I wanted it. This resulted in getting a plot with a normal ASAM, and the special "tutorial" ASAM that gives a "disabled during this stage of the quest" message being left behind as a duplicate, which was not removed and could not be scrapped. {Solved by reloading a prior save and not doing that.}
  2. On loading a save where the Stranger (Jake) had arrived at the settlement, but the tutorial not yet started, he would not interact with the player nor respond to being greeted. {Solved by loading an even earlier save and building the recruitment beacon again.}
  3. The tutorial became "stuck" at the farm building stage, and the plot would not complete (in a reasonable timeframe). Possibly not a bug, but I didn't have the patience to wait more than an in-game day or two. {Solved by loading an earlier save, and turning off Realistic Build Times. Not sure if the tutorial is supposed to ignore this setting, but the house stage still seemed to use normal non-realistic build time.}
  4. A companion conversation (Piper wanting to discuss her relationship with Nat) triggered right as I finished speaking to Stranger (Jake) about getting more use out of the ASAM sensors, when Old Paul was supposed to burst in shouting about the raiders. Piper's forcegreeting took priority over Old Paul's forcegreeting, and prevented the conversation with him from triggering. He began to path back to Sanctuary, and would only repeat his initial "Raiders! Hurry!" dialogue when spoken to. Rest of quest did not initiate. {Solved by loading an earlier save, and ensuring that Piper's conversation happened before speaking to Stranger (Jake).}
  5. Upon approaching the raider kidnappers (tried multiple times), they kept getting attacked by super mutants and synth patrols. {Didn't technically solve this one, just kept going through this section of the quest different ways to satisfy my own curiosity, and RNG doesn't always spawn patrols near there to aggro on them.}
  6. The settler who is kneeling with his hands up will automatically die in most scenarios to a scripted fake headshot (I don't assume this to be a glitch for any scenario, but would suggest removing it for if the player attacks first), but can be saved if the player bribes successfully. However, when bribing, he remains in his "submission" pose, and will just continue to say "They're going to kill me!" when spoken to, even if all the raiders have been killed or left. {Not solved. I just accepted an outcome where he dies.}
  7. After "killing" the settler with his hands raised, the raider leader would just stand there doing nothing until killed. Not sure if this always happened, but I know that I saw it multiple times while experimenting with different ways to resolve things. {Not solved.}
A copy of my initial stream of consciousness is included, in case it contains any useful details I've forgotten.
 

Attachments

  • rambling.png
    rambling.png
    95.9 KB · Views: 4
Top