BalkaDaDeeR
New Member
- Messages
- 1
I've reloaded my save from before Jake comes into town, but once i finish all 3 plots he just stops talking or doing anything. I've left of on the martial plot each time.
Have you tried leading them to the plot you last built?I'm on an xbox and I'm stuck here as well, after building the required plots. On the last one, the municipal plot, Jake stopped responding. I can only trade with him. When I fast travel now sometimes Jake and Old Paul appear and immediately start walking back to Sanctuary. If I'm in Sanctuary they follow me around. Paul's always asking for dog food too. That dog is insatiable.
Fwiw I have the most recent version of the mod, version 11 it says. It fixed several other stuck quests, but not this one. I never tried the original Sim Settlements and hadn't played fallout in a long time, but when I heard about SS2 I had to try it. It's amazing. Beyond belief really.
Have you tried leading them to the plot you last built?
Try leading them there and then smacking Jake.
Sorry, its a lot harder to fix things without console commands.Thanks. I just tried it, but he just gets angry and then goes back to staring at me.
Sorry, its a lot harder to fix things without console commands.
The only two ways I know how to fix NPCs wiht console commands is to either punch them or get them into combat. However engaging in combat can just as esily break a script, so...
Will they follow you do to the campfire near Concord for those mobs? Or lead the mobs up? The result is hopefully after combat they go back to their positions and resume their script.
Well I was thinking somewhere closer to the workshop where the scene is supposed to take place. Which was why I suggested the random encounter campfire in Concord.Thanks for the effort. I should be able to get them into combat next time a settlement is under attack. I can get Jake into combat if I keep smacking him, I suppose I could also try that and then run away when he's in recovery mode.
I couldn't get him to follow me that far before he turned back. But I did eventually get him into combat. Unfortunately it didn't help. On the quest all the items are checked off and dimmed, so I don't know what he's supposed to do.Well I was thinking somewhere closer to the workshop where the scene is supposed to take place. Which was why I suggested the random encounter campfire in Concord.
Good idea. I tried that but it didn't matter.I had this problem a few minutes ago. I deaktivated the auto assignment, so my settlers couldn't snatch the plots, before Jake could get to them.
Sneake is buggy even on PC still.I couldn't get him to follow me that far before he turned back. But I did eventually get him into combat. Unfortunately it didn't help. On the quest all the items are checked off and dimmed, so I don't know what he's supposed to do.
I realize that being on an xbox makes thing more difficult for the devs. I appreciate all the work and don't mind just going on playing and hoping for a fix later. Until this most recent update I had maybe half a dozen stuck quests, and now there are just two or three. For the curious, it's this quest, You're Pretty Good (beat Sneake), and Ain't Nothing but a Hound Dog (which I believe is disabled for now).
Do you have a save from before starting this quest? (Sometimes restarting the quest from the beginning helps). With Bethesda games in general, it's always best to complete a quest all the way through before moving on to different things in game (less glitches and script hang-ups that way) .Good idea. I tried that but it didn't matter.
Do you have a save from before starting this quest? (Sometimes restarting the quest from the beginning helps). With Bethesda games in general, it's always best to complete a quest all the way through before moving on to different things in game (less glitches and script hang-ups that way) .
Would you be willing to try the public beta version available through the Work-In-Progress section of Xbox mods: SS2 PTR Edition? This version will be constantly updated and is meant for people testing the mod out for any bugs. Since it is in the WIP section, you won't find it through the normal mod search. You'll have to "Favorite" the mod through the Bethesda.net browser while signed in (the page I linked to) and then access the mod through the "Favorites" section of the in-game mod menu.
After downloading the WIP version, it would be ideal to try it out on a save that hasn't started the quest yet (so that the fixes can register properly). Keep us posted on how it goes!
Keep us posted on your progress if you can. Enjoy the mod!Update: I've deleted the original mod and installed the PTR one. I'll do some playing today.
Further Update: I've started a new playthrough. It's early, but no issues yet.
Keep us posted on your progress if you can. Enjoy the mod!
Thanks! This helped me!Ex:
- setstage ss2_sirick_mq10 200
- setstage ss2_sirick_mq10 205
- setstage ss2_sirick_mq10 210
- setstage ss2_sirick_mq10 215
- ....
I've personally test from stage 200 and raise up each time by 5 until the quest debug around 225. Make a save before anything and give it a try.
i don't run xbox or PS, which use the incremental version numbers, but as of 2.2.3a, this problem DOES NOT occur on every install. the script problem on PC is pretty bad, but PCs are typically WAY over-spec for fallout, and even with lots of mods often have a lot more script headroom then consoles.This game has lots of scripts and 99% of what people think is a bug can be solved with some patience. [...]
We use essential cookies to make this site work, and optional cookies to enhance your experience.