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Solutions for the most common problems!

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damanding

Cluttered Mind
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NPC is stuck, not talking, quest not progressing:
  • Verify load order is correct
  • Verify latest version of SS2 and Workshop Framework (WSFW) (and game version)
  • Verify save game is clean (never had SS1/Conqueror installed on it)
  • Verify you're not running a known mod conflict

Possible Script Lag
If none of the above apply then just be patient and wait in your settlement doing nothing (don't use pipboy or workshop menu) for 10-15 minutes for scripts to finish processing. Staring at ground will also help. Seriously. If you're running on lower end hardware (especially CPU) OR have a lot of script/quest heavy mods such as other big quest mods, some companion mods, major game overhaul mods then you may end up with a lot of script lag. You can either reduce your mod load and start a new save game or just plan on spending more time in your settlements. Don't "bounce dive" and spend less than 5 minutes in a settlement.

Console Commands to skip quest stages
NO. Don't do it unless it comes directly from Kinggath or a support team member like myself. In the majority of cases you will break the mod using console commands to skip quests or quest stages because this mod was not designed for that. You can skip ALL the quests with an option in the holotape under Tools > Cheats.

Other Frequently Asked Questions

If you've checked out all above possibilities and still think you have a bug feel free to report it in this section.

This is NOT the place for suggestions. Please create a thread in the
Suggestions section for requests.
 
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Can you expand on that? I think I know what you mean, I have some papyrus references in my ini from previous loads but I’m not sure why they would be wrong to include.
Mod loads* that should have said
 
Mod loads* that should have said
Oli, see my post here: https://simsettlements.com/site/ind...ettings-not-the-same-as-ss1.14613/#post-96611

I do not know if these INI settings are currently valid or not. Personal observation before "G" was released, I had these in and it ran like dry poo up hill. Removed them and it smoothed out still script latency I could "feel" like in quests and NPC interactive delays. Removed the lines and without them through the "G" version of SS2 latest play though has been like butter.
 
Ok, well it was bound to happen. I get to level 24 in a FRESH play-through after a complete re-install and rebuild of Fallout 4 to experiment with SS2, and I've run into a problem. Seems Hangman's Ally town build has developed an error that is causing a CTD when I approach the cell and needs to be remotely reset. (Before you ask, I have approached from multiple directions several times) I seem to recall reading about a method of resetting the cell by approaching as close as you could without crashing and triggering a remote disassembly of the cell. (I think using Transfer Settlement mod?) Is there a similar function in or being considered for development for SS2?? Attached files are DX diag report of machine, Fallout 4 ini files, LOOT report of loaded mods, ENB config and Baka ScrapHeap config.
 

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Ok, well it was bound to happen. I get to level 24 in a FRESH play-through after a complete re-install and rebuild of Fallout 4 to experiment with SS2, and I've run into a problem. Seems Hangman's Ally town build has developed an error that is causing a CTD when I approach the cell and needs to be remotely reset. (Before you ask, I have approached from multiple directions several times) I seem to recall reading about a method of resetting the cell by approaching as close as you could without crashing and triggering a remote disassembly of the cell. (I think using Transfer Settlement mod?) Is there a similar function in or being considered for development for SS2?? Attached files are DX diag report of machine, Fallout 4 ini files, LOOT report of loaded mods, ENB config and Baka ScrapHeap config.
What version of SS2 are you running? There was a problem with some texture or something in one of the commercial plots which is in some of city plans (power armour store). You need to install version “I”, this fixed hangman’s alley and one other settlement for me, no more CTD
 
What version of SS2 are you running? There was a problem with some texture or something in one of the commercial plots which is in some of city plans (power armour store). You need to install version “I”, this fixed hangman’s alley and one other settlement for me, no more CTD
That’s version i like “eye”, there’s a link somewhere on here for the drive where you can download it, I don’t think it’s on nexus,
 
I have SS2 g installed right now. I have been checking daily for the updates and Vortex hasn't prompted me to DL a new version yet.
 
Maybe mentioned before, if it is a script hanging you might want to try ssk's

Script Lag latency detector

A note on this, PANPC is script heavy. I put PANPC in performance mode which seems to have calmed, but not fully resolved the script lag, and keeps it running with SS2 This wasn't noticeable until I have built my 5th or 6th settlement. I have intentionally kept the settlements inside the original size limits and not expanded limits or used any hacks like scrapping weapons off the ground to expand limits and was still hitting a lag wall.

The statement on SKKs site " The recent promotion of Sim Settlements and Pack Attack NPC as best ever Fallout 4 mods ever in the history of everness has generated a spike in combined installs." Sums it up nicely.

If you're running both there will be limitations, depending on clocks and hardware.
*I recently add PANPC on 11/10
 
New to fallout 4 mods and sim settlements2... im on xbox one, i grabbed the magazine but its all pixelated. Do i still build the radio beacon? Do i do something different. I assigned sturgis as mayor of sanctuary but none of the materials were available to build the radio beacon. Any help?
 
A note on this, PANPC is script heavy. I put PANPC in performance mode which seems to have calmed, but not fully resolved the script lag, and keeps it running with SS2 This wasn't noticeable until I have built my 5th or 6th settlement. I have intentionally kept the settlements inside the original size limits and not expanded limits or used any hacks like scrapping weapons off the ground to expand limits and was still hitting a lag wall.

The statement on SKKs site " The recent promotion of Sim Settlements and Pack Attack NPC as best ever Fallout 4 mods ever in the history of everness has generated a spike in combined installs." Sums it up nicely.

If you're running both there will be limitations, depending on clocks and hardware.
*I recently add PANPC on 11/10

Greslin the MA for PANPC recommends that you not combine it with SS1 or SS2 due to the sheer potential for script lag and save corruption. He says he is working on compatibility, but it's likely to be a long time coming.
 
I have turned it down in the MM setting and reduced the script pull down to 0.12 from 0.1, which so far is working. SS2 and PANPC are running and there are no major issues at that level. Respecting the build limits here, No super colonies.
1607364551152.png
and throttled down WSF
1607364612770.png
Occasional stutters but playing and behaving.
 
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