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Say Cheese quest

fatherjimbo

Member
Messages
62
So..I killed Dylan and Carnage. Supermutant and he's a jerk. How can I clear the quest from my journal? You guys really should make allowances for people to play the quests any way they want not just the way you want.
 
i mean, the quest did correctly handle you shooting two major NPCs in the head; it just didn't update your pipboy. there are several quests, as we mentioned last time, that don't have clean-up steps for dead NPCs, but since there aren't any follow up quests for murder hobos, it's probably not considered an urgent bug.

paging one of the support team to add a low priority issue

in the meantime, the quest you are looking for is SS2C2_ConcordQuest_Joy_SayCheese "Say Cheese" [QUST:xx005332] in SS2_XPAC_Chapter2.esm, so you should try Msalaba's sugguested code:
Code:
cqf SS2C2_ConcordQuest_Joy_SayCheese FailQuest
 
Ok thanks I'll try that. It's just supermutants I'm not a murder hobo :) I kill Strong as well.
*edit - if there was a way to refuse the quest and have it leave my log I would do that. I tired to refuse it at first but it just stayed there.
 
in the meantime, the quest you are looking for is SS2C2_ConcordQuest_Joy_SayCheese "Say Cheese" [QUST:xx005332] in SS2_XPAC_Chapter2.esm, so you should try Msalaba's sugguested code:
cqf SS2C2_ConcordQuest_Joy_SayCheese FailQuest
That console command won't work for that quest. The function does not exist. IIRC, that was for Suburban Disturbance.
So..I killed Dylan and Carnage. Supermutant and he's a jerk. How can I clear the quest from my journal?
The quest does not have any code to handle either NPC being killed. I assume they are supposed to be set essential. (I would have to look) If you have a mod that changes this, that would explain a few things.

You can try setstage SS2C2_ConcordQuest_Joy_SayCheese 50 It should shutdown the quest and turn off the objectives. I don't know if there are other quests that depend on this one so there is a possibility other quest(s) could be affected.
 
You guys really should make allowances for people to play the quests any way they want not just the way you want.
That's surprisingly difficult to do. Look at the assault on gunner HQ for example...I tried half a dozen ways that should work, but found only one (after reading this forum) that actually worked. I even destroyed the place (via the Depravity mod) long before SS2 wanted me to go there, and that didn't change what SS2 required me to do. That means I got to kill Berman and Captain Wes twice which was very satisfying, if unimmersive. I just try to be thankful for what the mod team actually could do, which is a lot.

On a semi-related note, when I am working a quest that gives me prompts for every single action I should take (kill this guy...search his body...read the note), I try to remember to save my game after every quest stage, because being too smart or energetic can break quests. I'm fairly sure that the rapid-action-breaks-quests issue comes from the base game, not the mod, since I've seen it happen with vanilla, DLC, and mod quests alike. And with this mod, you have to make sure you talk to people, even if you just talked to them already, to move things along.
 
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