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!

Radio problems with Treadmill and Archibald

sranger

Active Member
Messages
187
I've noticed some very strange quirks with Treadmill and archibald's radio broadcast related to his quests:
Archibald's broadcast on meeting somewhere (from Not All Artists Starve quest) is overwriting other radio frequencies.

For the Chapter 2 main questline, Hostile Takeover, listening to Jake's Private Frequency plays Archibald's radio message instead. The Hostile Takeover quest still starts, but the wrong radio message plays.

I've also seen vanilla eyebots wandering around that play the same Archibald message.

This all started when Archibald and Treadmill showed up in my settlement. I even finished Sunflower at Sundown and I don't have "Not All Artists Starve" active and this is still happening.

Also, Treadmill's Radio message is still showing up in the radio tab even after "Sunflower at Sundown" 's completion, so it doesn't look like its being cleaned up
 
Weird ! Didn't see that last time I encountered Archibald & Treadwell.
If I see them in my wanderings, I have a note now to check on Treadmill's radio messages.
 
have/had the same issue with Treadwell's broadcast and jake's private frequency. both playing archibalds message.
didn't came across any eyebots which play archibalds message though.
"the end of beginning" quest should trigger but hasn't (two ingame days overdue).
at the moment both radio signals are static but still listed active (not greyed out).

technically identical issue as in this post.

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
WorkshopFramework.esm
HUDFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
NPCScaling.esm
GermanItemSorting_Main.esp
GermanItemSorting_Patch_1.5.esp
def_inv_scrap_de.esp
GermanItemSorting_FarHarbor.esp
GermanItemSorting_Automatron.esp
cleaner_lived-in_settlements.esp
NukaWorldPlus.esp
More Smarter Companions Mod.esp
Eli_Faction Housing Overhaul - V81.esp
Fizztop_Grille.esp
NIS - Hunted.esp
ImmersiveScrapping_TidyUp.esp
Diamond City Enhanced.esp
AttackSpawnsOutsideSettlement.esp
SS2Extended.esp
SpectacleIsleBridge.esp
Vivid Weathers - FO4.esp
Vivid Waters.esp
SpectacleIslandBoat.esp
Far Harbor Bridge.esp
Buffed Minutemen.esp
FO4 NPCs Travel.esp
BOUNTIESFORYOU.esp
Better_Settlement_Defence.esp
Recycle.esp
RobotFactionPaint.esp
Locksmith.esp
ImmersiveScrapping_SeasonPass.esp
ImmersiveScrapping_ScrapPowerArmor.esp
Vivid Weathers - Nuka World.esp
Vivid Weathers - FO4 - Far Harbor.esp
Guards.esp
PrivateVertibird.esp
AA Better Companions - No Conflicts.esp
LevelCap.esp
 
Last edited:
I decided to test this out in a vanilla load order.

I could verify two things:

In the Wiki for Hostile Takeover, it says in order to progress the quest listen to Jake's Private Frequency or the Strange Radio Frequency. Listening to Jake's Private Frequency is radio silent in-game, but it does trigger the next stage of the quest, so there's a bug there.

"Treadmill's Radio Message" is always active even after doing "Not All Artists Starve" and playing the same initial message over and over. It's not being greyed out like how other radio frequencies are when you're out of range/done with a quest.

I highly suspect there is some weirdness going on with Jake's Private Frequency during Hostile Takeover that could contribute to weirdness with Archibald's radio message in a heavily modded loadorder.

Here's the save right before listening to either two radio frequencies in Hostile Takeover:

Load Order:
HudFramework.esm
WorshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp

I'm not using the betas, just public release on nexus
@kinggath
 

Attachments

  • Hostile Takeover Radio Bug.7z
    3.8 MB · Views: 1
One thing to note is radio frequencies need to be unique for each transmitter. If 2 different mods have a radio transmitter with the same frequency, weirdness will happen. I can't think of an easy way to check for this condition as it won't show up as a conflict in xEdit. Maybe there's an xEdit script to list all objects with the "transmitter' flag set.
 
One thing to note is radio frequencies need to be unique for each transmitter. If 2 different mods have a radio transmitter with the same frequency, weirdness will happen. I can't think of an easy way to check for this condition as it won't show up as a conflict in xEdit. Maybe there's an xEdit script to list all objects with the "transmitter' flag set.
that's really interesting, and exactly the kind of short sighted, detail-first design i would expect from Bethesda: a property of a real thing that you never see in game and in fact is actively hidden from the player is somehow critical to the function of a the simulation of the thing in undocumented ways that are impossible to check for in advance. this is an example of both the best and worst parts of this design idea, and exactly why so much of ES-type games "just work", that someone thought to model radio frequencies, in case there were unexpected interactions, and that they did it in a way that requires knowledge of every frequency in advance to make it work.
 
One thing to note is radio frequencies need to be unique for each transmitter. If 2 different mods have a radio transmitter with the same frequency, weirdness will happen.
well, the only other mod, in my case, that has a radio would be Nuka World Plus.
  • so mod authors can do set thoese frequencies unique or are they random generated by the egine?
  • or can they check the set frequencies?
if yes, i may ask the mod author there if he/she could pick me out the frequency of the mod's "New radio station".

but one thing is still confusing me though: treadmill's broadcast playing on jake's private signal - both broadasts are from the same mod.
 
but one thing is still confusing me though: treadmill's broadcast playing on jake's private signal - both broadasts are from the same mod.
I have not had this issue so I assume its due to a mod conflict. You could test your theory by temp disabling Nuka World Plus and see if the radio broadcast plays correctly.
 
I was able to replicate Treadwell broadcasting on Jake's Private Frequency and have logged Issue #1098.
Archibald and Treadwell's radiant quest "Not All Artists Starve" is probably also affected for Release 2.3.0/2.3.0a by the bug affecting random location quests.
 
I was able to replicate Treadwell broadcasting on Jake's Private Frequency and have logged Issue #1098.
Archibald and Treadwell's radiant quest "Not All Artists Starve" is probably also affected for Release 2.3.0/2.3.0a by the bug affecting random location quests.
that's great news.
Any ideas as to what's causing this behavior?
 
that's great news.
Any ideas as to what's causing this behavior?
Me? nah, no idea.
I'd need to learn more Creation Kit skills - I'm still probably at Level 1 there. I'll leave the fixing to the experts. They do have a minimum mods save available to investigate now, but there's no ETA for a fix.
That being said, clicking on Jake's Private Frequency started up End of the Beginning for me, despite Treadwell's Broadcast playing there.
 
Last edited:
Top