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Public Beta 1.0.1a

Fixed a bug with “The Ron”’s work quest to fetch items that prevented them from updating the objectives or being turned in.
I had no problems doing THE RON's radiant quest from start to finish. I have never started a radiant from him on this playthrough started on v1.0.0f and started this quest on v1.0.1.

In other news, I bought information for a lead from THE RON. (The dialog seemed a little mis-matched in the 'selection' part, but you are limited by vanilla responses) I can't remember the NPC's name (CRS) but he was a "too good for you type, straight out of the upper stands" I'll call him bob. After I selected the "exit conversation" option after getting this "lead" the conversation with this NPC 'bob' started and the camera went into dialog mode, staring into a wall. I was able to exit this conversation by moving the PC. I talked to THE RON again and his dialog was normal. When I found this NPC 'bob' in the world (seemed he teleported to me,) the dialog started as expected and the conversation proceeded normal.

TL;DR: When exiting the conversation with THE RON, something glitched and started a scene with a SS2 unique NPCbefore it should have.

I am using XDI and did not think to try this scene again with XDI disabled. If I remember to do so, I will report back...
 
Newly registered member here, I was hoping this patch would fix issues with the Hub of the Problem quest, guess it did not. I've progressed to the sub-basement and Jake won't move or interact with terminals. When using the "moveto" command he does indeed move, but doesn't interact. Additionally when speaking to him, his dialogue stops, as if waiting for the player to selection a dialogue option, which instead leaves me without the option to continue Anyone else experience these issue?
 
Hey, I've installed the beta, but Jake still wanders around randomly in the Vault-Tec lobby and doesn't interact with the terminal as he's meant to.
 
If the Hub fix isn't working for you guys in the lobby, my suspicion would be there is something either conflicting, or has gone so wrong in the save that I'm not going to be able to rectify it with a patch. You may want to roll back to before that quest and try again starting with 1.0.1a.

If the Hub issue you are having is with the basement, where he won't seem to enter the sub-basement, I have an attempted solution for 1.0.1b, as I now saw someone trigger it on a stream to have an idea of what to target. Will try and post 1.0.1b tonight for folks to try. Though this fix would definitely require rolling back to before getting to that point of the quest.

My money is on there being some other mod touching this cell, probably something common like UFO4P, as this has been our most problematic quest publicly, but I have almost never had any issues personally on a minimal load order.

That said! I'm positive we can work around these conflicts and get this quest playing perfectly - just need a few more repeatable scenarios or save files I can try out.
 
unofficial fallout 4 patch edits a lot of cells similar to Skyrim a lot of moders there require the Skyrim one cause they forward the changes from it. I'm not a huge fan of the fallout 4 unofficial patch though it conflicts with almost every mod unless they designed their mod to forward any of the changes. plus the game although buggy runs better without it unless its required for a mod.

the a patch though has been pretty smooth for me so far although i had one crash tonight after building a city plan at greentop nursery and taffingington boathouse within about 10 mins of each other so guessing the scripting was clogging up a little.
 
Hey, figured out the problem- turns out one of the ghouls that needs to be killed before Jake goes "alright guess we're good" and checks out the VaultTec lobby terminal spawned in the inaccessible basement. I clipped down using TCL to kill it and after I did he interacted with the terminal as usual
 
I forgot about the unofficial patch, I'll give it a shot now. Edit Nope still not working after disabeling the unoffical patch. To my knowledge, nothing is editing the basement or subbasement zones.
 
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probably something common like UFO4P
@kinggath I have been playing SS2 since v1.0.0 andUOF4P has been at the top of my load order for every playthrough. I have played through this quest on v1.0.0a, b, d, f, j, & m. I have never had any issues with this quest other than small things. Like Magnusson's terminal or interacting with the locked door in the basement (which you know about) Hope this helps.
 
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