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Sim Settlements 2 - Chapters 1 & 2, A New Saga, Back to the BoS, Update D.2

Slb1

Active Member
Messages
572
After 120+ hours (includes save reloads), starting from the beginning with the mod Start Me Up (Nexus mod #18946) and using SS2 Chapter 2 V2.03 with 83 mods, my current game is fairly stable and playing well.

Current
Playing as a Minutemen on survival with extensive micro-management, have: (1) reached Level 31 [using the mod No Crafting Experience (Nexus mod #15203)], (2) 13 settlements [all with IDEK Logistics stations, clinics, and sanitation plots with two hospitals and three artillery plots], (3) completed Taking Independence, and (4) placed my first ASAM Sensor Scanner in Picking Up the Pieces.

Issues/Bugs/Annoyances
(1) 10-15 CTDs and 2 freezes - the primary causes of the CTDs are the old/vanilla "triangle of death" and my impatience. The cause of the freezes is unknown.
(2) Emily Marcus Quest (minor annoyance) - the Turncoat Turn Out quest settlement was Bradberton in Nuka World and I have not received the main Nuka World quest yet. Thanks to the Wiki, used the console command: setstage SS2_characterquest_emilymarcus 20 to continue.
(3) Salvage Beacon Issue - partly my error, see Questions Regarding Salvage Beacons thread. However, the use of salvage beacons is now more sensitive to game play conditions and can be unavailable for several reasons: (a) a disease incapacitates the Comm operator and/or Provisioner, (b) power is insufficient at the plot due to another plot upgrading, and (c) a rare occurrence where the operator wanders off to smell the roses.
(4) Nightengale Quest - A Nightengale first appeared at Drumlin, about Level 10, and shortly thereafter the "red door" appeared across from Diamond City. First visited the Nightengales and got the introduction dialogue. Returned about Level 20 and got a quest to swim to a sunken vessel and was to speak with Ellis first. There was no Ellis and after reading several threads discussed this bug, reloaded an earlier save and now avoid the "red door" until Chapter 2.
(5) Settlers Leave Their Post - old rare annoyance, but still occurs.

As always, many thanks to KG and the gang.
 
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Slb1

Active Member
Messages
572
Update 1: After another 30+ hours (including reloads), my current game is still fairly stable and playing well with the following:

Issues/Bugs/Annoyances
(1) Another 3 CTDs and 1 freeze - cause unknown.
(2) Sneake - encountered several times without offering his quest, just the normal berating dialogue.
(3) CPD Conquering Principal Dwelling - at the BADTFL, Lena's dialogue with the other cops and me after her "low profile" comment appears to be missing.
(4) After receiving Raven Corvus' quest and assigning her to Jamaica, Crow showed up every time (twice) I used the Town Gavel/Gather Around, and after Back to Work, Crow ran away, presumably to the quest site.
(5) The pre-Chapter 2 disease system appears to be working as planned. For many game days, at each settlement I visited, there were numerous people scratching themselves.:this Shortly thereafter they stopped and the scratching now rarely occurs. After spending a modest amount of caps on the disease cure, natural immunity appears to be working.
(6) At Greentop, Ricky did not reply after several attempts. Visited Greentop before speaking to Alyssa about her subjects list.
 
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Slb1

Active Member
Messages
572
Update 2: After another 30+ hours (including reloads), my current game is still fairly stable and playing well with the following:

Issues/Bugs/Annoyances
  1. Another 4 CTDs - 3 CTSs were in the "triangle of death".
  2. While performing a "grand tour" of my 17 settlements, there were 1 SS2 plot and 2 artillery pieces abandoned. Fortunately, the IDEK Logistics Station 2 mod also monitors provisioners "leaving their post" which will break the logistics system. On two occasions, I received notification that the provisioner at a settlement left their post and asked to correct this.
  3. Spoke to Alyssa and Ricky at Greentop responded properly.
  4. The pre-Chapter 2 disease system continues to work as I understand it with a small number of settlers at different settlements scratching themselves. I am now getting a mix of (a) the disease cure works and (b) the disease is an unknown type.
  5. Minor annoyance that is probably leftover from vanilla - settlers still tend to wander around. I assume this add some "realism". However, playing with mortal settlers (Nexus Better Settlers mod 4772), they tend to wander into trouble. At least now, with manually upgraded armor and weapons, my clinic Doctor has more than a suit/tie and pipe pistol to defend herself from 4 bloodbug hatchlings until I get there.
 

Slb1

Active Member
Messages
572
Update 3: After another 4 20+ hours with reloads, my current game is still fairly stable and playing well with the following:

Issues/Bugs/Annoyances
Before completing the Picking Up the Pieces quest, travelled to the new CPD HQ at the BADTFL site and engaged raiders and a Deathclaw with the CPD assistance outside the BADTFL. Entered the BADTFL and even though, I cleared the inside with Lena, there were about 8 raiders inside. After eliminating these raiders, talked to Lena and upon asking if they needed any help, she repeated the dialogue to get a new HQ. Reloaded an earlier save and completed the Picking Up the Pieces quest, and returned to the BADTFL. This did not fix the issue. Also, the Picking Up the Pieces quest does not show in my Pipboy as being completed.

Update 3.1: In my game, the following occurred in order:
  1. talked to Jerred and completed Capturing Police Depository quest
  2. talked to Simon and completed Collecting Publications Detail quest
  3. talked to Simon again and decided to delay Court Practitioner Drafting until I captured Croup Manor and the Lighthouse settlements
  4. talked to Lena and completed the Conquering Provincial Dwelling quest
Lena did not give me the Collect Gunner Scalps. After reading the Wiki on the CPD, here https://wiki.simsettlements2.com/gameplay/main-story/chapter2/Continued-Professional-Development, apparently the cause of the above raider situation is - I completed the quests out-of-order.
 
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Slb1

Active Member
Messages
572
Update 3.2: Regarding the CPD, reloaded an earlier save:
  1. Travelled to the BADTFL where there was an epic shootout outside with robots, raiders, CPD/me and the mutants from the construction project. Entered the BADTFL and helped the CPD eliminated 6-8 raiders inside. Talked to Simon and started the quest Court Practitioner Drafting. After setting up a settlement at Coastal Cottage, started walking to the rendezvous with Simon, about half way there the Queen spawned close to Simon and this allowed me to use a plasma rifle to defeat the Queen while occupied with Simon. Completed the dialogue and finished the quest.
  2. Several game days late Sshandy found me and gave me the Critical Perpetrator Development quest tape which was completed.
  3. Started and completed Camp Patrol Duties with one issue - there was only one Hellhound on the overpass and he was semi-transparent, see images. If this quest depends on the Gunners being previously present on the overpass, then the issue may be due to having eliminated those Gunners many game days earlier.
  4. The quest Catastrophe Prevention Drive did/would not start - tried several console commands without success. Will wait several game days and try again.
Regarding the Nightengale:
  1. After completing Picking Up the Pieces and starting The Disappearance of Jake Evans quest, returned to the Nightengales (red door) and only got the dialogue about "no help needed". Then read the Wiki (many thanks to the writers) that after the Nightingales Introduction which was completed many game days earlier, I needed to complete the Dark Horizons quest first.
 

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GuardianMF

Well-Known Member
Patreon Supporter
Messages
470
Started and completed Camp Patrol Duties with one issue - there was only one Hellhound on the overpass and he was semi-transparent, see images.
Ah I forgot about that. Same issue here, although the next quest did start for me. I believe Simon should be accompanying you and allow you to move forward.
 

Slb1

Active Member
Messages
572
Update 3.3:
  1. Since there's an attacker spawn point near the CPD BADTFL, suggest increasing significantly the exterior police force. Travelled to the BADTFL and watched 5 Rust Devils with 2 robots take on the 1 CPD robot. On the plus side, the robots occasionally drop a fusion core.
  2. As a micro-manager who does not use city plans, finally found a good use for Stodge at Hangman. Originally, assigned Tom Thorn to Taffington martial and agility plots. Returning, he was not assigned to either and tried three times to reassign him to these plots. After repeatedly un-assigning himself, sent him to Hangman, so the AI Stodge can assign or not the AI Thorn to something. Using the console command player.placeatme 20593 1 assigned the replacement settler to both plots and she stayed assigned. :yahoo
 

Slb1

Active Member
Messages
572
The quest Catastrophe Prevention Drive did/would not start - tried several console commands without success. Will wait several game days and try again.
Waited four game days and unsuccessfully tried several times to start/perform the quest:
  1. Met Simon and completed the Camp Patrol Duties quest, and this time the Hellhound was whole body, but there was also a scavenger present.
  2. Completed dialogue with Simon for both "lets get started" and "meet you there." In both cases, Simon was a no-show, and the quest did not start.
  3. Found three possible baseIDs for Simon, including two from help: 0d023b1a, 0d02faeb and 0d0046fa and used console command baseID.moveto player. Near the bridge tried the three IDs - 0d0046fa did nothing, 0d023b1a did bring Simon to me, but he did not move, and 0do2faeb gave me an error, see image.
  4. This is clearly above my paygrade, will wait for @kinggath et al to address this.
PS: the current patch 2.1.1a did not fix this.
 

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je29836

New Member
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2
Waited four game days and unsuccessfully tried several times to start/perform the quest:
  1. Met Simon and completed the Camp Patrol Duties quest, and this time the Hellhound was whole body, but there was also a scavenger present.
  2. Completed dialogue with Simon for both "lets get started" and "meet you there." In both cases, Simon was a no-show, and the quest did not start.
  3. Found three possible baseIDs for Simon, including two from help: 0d023b1a, 0d02faeb and 0d0046fa and used console command baseID.moveto player. Near the bridge tried the three IDs - 0d0046fa did nothing, 0d023b1a did bring Simon to me, but he did not move, and 0do2faeb gave me an error, see image.
  4. This is clearly above my paygrade, will wait for @kinggath et al to address this.
PS: the current patch 2.1.1a did not fix this.
Yeah Catastrophe Prevention Drive won't start for me either on 2.1.1a. I tried the "moveto" command too with the same result. Also, for some reason Critical Perpetrator Detention started again after I completed it and Patty Emins has a robot voice in some of her lines if you talk to her afterwards.
 

Slb1

Active Member
Messages
572
I have listened to the holotape and had the dialogue with Simon, see image, and then no quest notification. @je29836 did you receive the quest notification?

For me, another interesting event may occur. I am level 45 and Ada is my companion. About 50% of the time when I travel to/or pass by the BADTFL there is a shootout between a robot/rust devil gang and the CPD, see image. So will that cause a problem or can I sit back and watch a robot/rust devil-gunner shootout?
 

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Slb1

Active Member
Messages
572
Update 4: After another 20+ hours (including reloads), my current game is still fairly stable and playing well. Completed Runners and Gunners, Vault 75 and Dark Horizons with several "minor" issues/bugs/annoyances.

Issues/Bugs/Annoyances
  1. Just in case, I am not saying there have been no CTDs or freezes recently. :good
  2. The quest Catastrophe Prevention Drive would not start.
  3. Runners and Gunners - (a) used the flexible plan, (2) had challenging shootouts/combat with the Gunners except being shot by a gunner(s) behind a wall on the next level, see image, and (c) walking past the first access card twice. Fortunately, the mod Survival Options allows me to save.
  4. Dark Horizons - the dialogue with the gunner squad leader in Concord started/completed twice.
  5. There is an informational problem with the IDEK LS2 (food and water deficit) that does not appear to effect anything yet, see https://simsettlements.com/site/index.php?threads/ss2-ideks-huge-food-deficit.22908/#post-158296
  6. There was a power grid problem at Greygarden, where I placed two power grid switch boxes and they both added power, https://simsettlements.com/site/ind...grid-issues-solution.20365/page-2#post-158295
 

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Slb1

Active Member
Messages
572
Update 4.1: After another 20+ hours (including reloads), my current game (v 2.1.2) is still fairly stable and playing well. Completed Hostile Takeover and Sunken Treasure with several "minor" issues/bugs/annoyances and 3 CTDs.

Issues/Bugs/Annoyances
  1. Before patching to v2.1.2, tried twice and the quest Catastrophe Prevention Drive would not start.
  2. Hostile Takeover (Sanctuary) - First try: (a) fast travelled from The Slog to Red Rocket; (b) walked to Sanctuary, heard the broadcast and waited; and (c) after hearing gunfire/explosions at Red Rocket, ran to Red Rocket and participated at the end of the Gunner assault. Second try: (a) reloaded save at Red Rocket; (b) walked to Sanctuary, heard the broadcast as the Gunner assault was underway; and participated in defending Sanctuary; and (c) after looting the Gunners, saved the game, started walking to Red Rocket and the game CTD. Reloaded the last save twice and had CTDs. Reloaded the save from the first try and continued with no problem.
  3. Sunken Treasure - as noted in the Wiki, after Dark Horizons, the quest Sunken Treasures started as expected. Using the mod, Clear Underwater View (Nexus 7486), walked to the ship in power armor with a breather and completed the quest. After the dialogue with Fiona, before I got to the door, she initiated and we completed the dialogue a second time. The quest Calling ER started with no problem.
PS: So much for a no CTD streak.
 

SasaExplores

Member
Messages
40
Sunken Treasure - I've gotten all the way to picking up the crate, trying to exit, bulkhead locked, find capsule key, open bulkhead and get all the way to that trailer. I see the marker but cannot get prompt to open with capsule key. Have you encountered this problem? I've not seen Dark Horizons quest yet, could that be the problem?
 

Slb1

Active Member
Messages
572
I've not seen Dark Horizons quest yet, could that be the problem?
Most likely, however, my issue with Sunken Treasures was different. After completing the Nightengales Introduction, I went back to their camp, several game days later, and Fiona started the Sunken Treasures dialogue, but Ellis was missing. So waited a'bit longer, completed several quests, and this time I got the dialogue about "no help needed". I normally do not read the Wiki first, but then read on the Wiki: " Note: Additional Quest Stages will not be available to you if you have not completed Dark Horizons." After completing Dark Horizons, visited the Nightengales camp and the Sunken Treasures quest started and was completed without a problem.
 

Slb1

Active Member
Messages
572
Update 4.1 cont: Completed several small quests, Calling ER and defend settlement quests with several "minor" issues/bugs/annoyances.

Issues/Bugs/Annoyances
  1. After patching to v2.1.2, tried the quest Catastrophe Prevention Drive and it would not start. However, a new bit of information that may/may not be relevant. This time I tried walking to the BADTFL and just north of the Rotten Landfill, encountered Patty and Pete Emins who appeared to be "stuck", see images. Continuing on, there were two CTDs around Covenant, so loaded a save before this one and continued on.
  2. The IDEK LS2 did notify me that a caravan plot had been abandoned, see image.
  3. So you provide walls, mgs and martial plots at a settlement; spend time and effort to upgrade settler's armor and weapons; and this happens, see image. Everyone runs into and shoots the wall. The first time, there was a large/heavy armed contingent of Gunners and I lost 4 settlers. The second time, there was a large/medium armed contingent of Gunners and I did not lose a settler, due to Plan B. When the attack started, I went into Workshop mode and stored the two walls on the left of the martial plot and bingo success. :dance2
PS: the worst incident of #3 was in Conqueror at Oberland, when my 10 settlers ran into the wall corner and were shooting the wall, even though the raiders had entered the front gate.
 

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SasaExplores

Member
Messages
40
Most likely, however, my issue with Sunken Treasures was different. After completing the Nightengales Introduction, I went back to their camp, several game days later, and Fiona started the Sunken Treasures dialogue, but Ellis was missing. So waited a'bit longer, completed several quests, and this time I got the dialogue about "no help needed". I normally do not read the Wiki first, but then read on the Wiki: " Note: Additional Quest Stages will not be available to you if you have not completed Dark Horizons." After completing Dark Horizons, visited the Nightengales camp and the Sunken Treasures quest started and was completed without a problem.
Thanks. I did in fact complete dark horizons it was just quite a while back and so far down my completed list I missed it. Duh.
 

Slb1

Active Member
Messages
572
Update 4.1 cont: Completed Martial Law, Patient Troubles, and defend settlement quests with only 1 "minor" issue/bug/annoyance. The Martial Law played well.

Issue/Bug/Annoyance
  1. The part of the Patient Troubles dialogue, where I ask Fiona to patch me up resulted in her freezing in an odd position after providing the service, see image. To avoid this, reloaded an earlier save and completed the dialogue with Fiona without asking for medical assistance.
 

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Slb1

Active Member
Messages
572
Update 4.1 cont: After another 20+ hours (including reloads), completed the Nightengale's New Connections and Angel of Mercy quests; and the SS2 quests of Peace of Mind, War is Good for Business, End of the Beginning and Moving Day. My allies were the CPD and Minutemen. The game is still fairly stable and playing well with the following "modest" issue/bug/annoyance; and two questions.

Issue/Bug/Annoyance
  1. I played "Berman in the basement" three times. First time - I left the elevator, was immediately in the fixed dialogue with Berman, asked Jake, then chose Action Boy/Girl Attack and shot Bergman, but he just sat down and then got up, see images 50 and 49. Reloaded a save and the second time - I left the elevator, the dialogue was not fixed and I could move around, chose Action Boy/Girl Attack again, and same result. Reloaded a save and the third time - I left the elevator, the dialogue was fixed, chose You Are Making a Mistake, passed three dialogue tests (yellow, orange and red) and let Berman leave.
Questions
  1. At Level 50, how many Gunners are there at the Plaza and, if I chose Jakes plan, how many are evacuated?
  2. Playing on mortal settlers, are any of the assault team mortal (excluding unique)?
 

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Slb1

Active Member
Messages
572
Update 5: Started the How to HQ at the Gunners Plaza.

Issues/Bugs/Annoyances
  1. The Chem Station next to the Comm Hub is working properly, but the Stove does not.
  2. In the tutorial, started/completed Mansfield's office and started the Living Quarters, but was stuck on completing the cleaning of the living area. Fixed the problem - Workshop mode to Facilities to Manage and then assigned everyone available to work (moved everyone from the right column to the left column).
 
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Slb1

Active Member
Messages
572
Update 5.1: After another 20+ hours (including reloads), completed the SS2 quests of How to HQ and Water Under the Bridge. The game is still fairly stable and playing well with 3-4 CTDs and the following issues/bugs/annoyances. Also, the IDEK Logistics Station 2 mod is fully compatible including HQ supply agreements.

Issues/Bugs/Annoyances
  1. In the GNN player room and landing, my Power Armor disappeared when I removed it, see images.
  2. The stove in the comm hub room still does not work for me.
  3. In the View HQ Layout, the inspect mode works fine, but when I accepted the "bathroom", I now have a quest to go to the bathroom. Suggestions are appreciated - sorry couldn't resist.:grin
 

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