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[Solved 1.0.16] Jake's weird behaviour. Not responding, not moving, need to reload area to make something happen

nosfsos

Active Member
Messages
280
If Jake enters Olivia's bunker and there is imidiate combat (for instance, if you are using some kind of multiplicative mobs like "more enemies"), Jake will no intereact with the computer. The quests advances untill you have to return to him and if you interact it will say he is busy.

Quick load didn't work, load from main menu didn't work. Teleporting Jake to the computer to try to jump start him didn't work.

Replicable, I load a save before entering Olivia bunker and got the same result.

Work around: leave olivia bunker and enter again. If he doesn't move after openning the door, just teleport him near the box cache spoiler name thingy.

My 2 cents: Jake enter in combat mode before something about the quest could trigger and the trigger isn't veryfied again once he leaves combat.
 
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I am a retired programmer I know all about code gnomes. Lol
We are on the opposite ends then, I'm middle PhD in IA, still a long journey to retirement :)


Here is the problem as I see it. Something in the outcast series is breaking Jake's pathfinding and pathfinding only, cause if I teleport him then he will do stuff... it's just too boring trying to find the exact spot for him to interact with Magnunssun computer, for instance. The weirdest thing is when the pathfinding dies... it's in the exact moment the deathclaw dies, independently if there are more raiders or not. My theory is that Murphy's first quest is messing up some flag or something that interferes with Jake.

So, test number 1: do concord before going to murphy.

If that's not the problem, then it could just be that Jake don't like Murphies people, so test number 2 is don't use, for now, any of the Outcasts companions.

Test number 3 (that should be number one if I wasn't so stubborn) Turn outcasts and company off and play without it until it is confirmed fixed by some1.
 
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I have played through SS2 a few times now with all the Thuggysmurf mods and the only problem I have had is with “The Ron” I have never had a problem with Jake.
told ya 'bout them gnomes!

I hope to have some results by tomorrow, but thank you for your feedback! :)
 
I got lucky and finished the ss2 quests with my dialog camera off a few times. Haven't been able to do it since. Things change. Don't know why sometimes but they do.
I wasn't able to finish SS2 at all with dialogue camera always turned off. The radio tuning mission just never seemed to work for me with the dialogue camera disabled.
 
I wasn't able to finish SS2 at all with dialogue camera always turned off. The radio tuning mission just never seemed to work for me with the dialogue camera disabled.
I never touched the dialogue Camara and Iºm using XDI with the patch. As with @Mac0515 I was able to finish chapter 1 several times, always with Thuggysmurf plus some personal favourites. But unlike @Mac0515 I never had any problems with the Ron. But I'm trying to keep the reports and conversations around the thread's topic, otherwise, the mods will be lost in the middle of so much chatter.
 
We are on the opposite ends then, I'm middle PhD in IA, still a long journey to retirement :)


Here is the problem as I see it. Something in the outcast series is breaking Jake's pathfinding and pathfinding only, cause if I teleport him then he will do stuff... it's just too boring trying to find the exact spot for him to interact with Magnunssun computer, for instance. The weirdest thing is when the pathfinding dies... it's in the exact moment the deathclaw dies, independently if there are more raiders or not. My theory is that Murphy's first quest is messing up some flag or something that interferes with Jake.

So, test number 1: do concord before going to murphy.

If that's not the problem, then it could just be that Jake don't like Murphies people, so test number 2 is don't use, for now, any of the Outcasts companions.

Test number 3 (that should be number one if I wasn't so stubborn) Turn outcasts and company off and play without it until it is confirmed fixed by some1.
test 1 completed with success. Went to concord, avoided stela, saved garvey, Jake told me to meet him in sanctuary, did murphy's law, met with Jake in sanctuary, followed by 2 outcasts companions (Eden and Alerios) and everything is working perfectly. SS2 main quest keeps going strong.

As I suspected, it is something to do with doing Murphy's law BEFORE saving Garvey. I'll start again, now in a real difficulty, and I'll continue the playthrough... I think this is the one I'm gonna take to Chapter 2.

@MODS considering this specific problem, dunno what else I can test to help you guys. Let me know if you think of something
 
I'll try to replicate the results with my standard difficulty settings and if the results are the same I'll do another report and continue the playthrough. Let's just hope something else doesn't break down the line :P
 
That's the thing with any quest mods it could happen at any decision point. Just to many variable to try and account for through out an entire playthrough. I mean you found one within the first few parts. Just think 50+ quests in.
 
test 1 completed with success. Went to concord, avoided stela, saved garvey, Jake told me to meet him in sanctuary, did murphy's law, met with Jake in sanctuary, followed by 2 outcasts companions (Eden and Alerios) and everything is working perfectly. SS2 main quest keeps going strong.
I repeated these steps, now with my default configurations (survival, less XP and a few more tweaks with GCM) and had the same result. All mods are working fine so far.

I'm going to take things slowly now, enjoy the game and try to take this save to Chapter 2. I'll report back in case of anything related to this thread.

*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*ArmorKeywords.esm
*NPCScaling.esm
*CanarySaveFileMonitor.esl
*XDI.esm
*DDLL.esl
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*IDEKsLogisticsStation2.esl
*WorkshopFramework.esm
*SS2.esm
*TheMarshland.esm
*M8r_Item_Tags_Vanilla_EN.esp
*PiperCaitCurieDialogueOverhaul.esp
*XP From Companion Kills.esp
*CBBE.esp
*CraftingFramework.esp
*SOTS.esp
*Ketaros_Treasures.esp
*OutcastsAndRemnants.esp
*sectorv.esp
*AGNISNikaCola01.esp
*Depravity.esp
*TrainBar.esp
*More Armor Slots - All Dlc.esp
*RaiderOverhaul.esp
*The Deadly Commonwealth Expansion.esp
*AFSSAB.esp
*The Train.esp
*Pipsy.esp
*AA FusionCityRising.esp
*Vault4.esp
*RecruitableSettlers.esp
*WZWildWasteland.esp
*W.A.T.Minutemen.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*BZW_Planet_Explorer.esp
*The Hollow.esp
*TU3SD4Y'S Commonwealth Responders.esp
*USNBOSTONWRECK-WithMarker.esp
*RAW INPUT.esp
*SS2_XDI Patch.esp
*InstituteSettlements2.esp
*SS2_FDK_TinyLiving.esp
*SS2_Addon_Favelabulous.esp
*MilitarizedMinutemen.esp
*AA 50 Ways To Die.esp
*RecruitableSettlersFH.esp
*RansackedRelay.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*Quieter Settlements - Contraptions.esp
*BossChestsHaveLegendaries.esp
*Fixed Alpha Map.esp
*TheyWantTheD.esp
*NoAffinityCooldown.esp
*SeasonWantTheD.esp
*Loot Detector.esp
*RecruitableSettlersLeaders2.esp
*SS2_BleachersDCStory_Patch.esp
*3dscopes.esp
*QuickTrade.esp
*PIP-Pad.esp
*ProjectValkyrie.esp
*NPCScaling_BB.esp
*Live Dismemberment - Brutal.esp
*GCM.esp
*SS2WalledGardensAndMore.esp
*SS2WhisperPowerPlots.esp
*MoreEnemies.esp
*SS2Extended.esp
*Reasonable Scrapping - AWKCR.esp
*M8rDisablePipboyEffects.esp
*SS2AOP_VaultTecTools.esp
*SS2_ruined_simsettlement_addonpack.esp
*JunkTown-FENCES2.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*NeuraLOD.esp
*HillsofCorpses.esp
*InsideJobs.esp
*SS2HappyTrails.esp
*SwanPond - Settlement.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2WastelandVenturers.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*RM_Mannequin_Raiders.esp
*LD50_Leaders.esp
*SS2-PraRandomAddon.esp
*JunkTownTwo.esp
*Armorsmith Extended.esp
*TDCE + AE + Raider Overhaul Patch.esp
*Synth Overhaul.esp
*Synth Overhaul - Black Patch.esp
*Synth Overhaul - No level requirements Patch.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp
 
Where you are most likely to have issues is with the Ron
Never had before. I'll let you know when I get there :)

since a problem with the Ron seems to be normal, maybe the fact that I'm running The Bleachers with SS2 Patch might be the reason it always worked fine with me... or now that I said it I jinxed it and the save is ruined... anyway, I'll let you know :)
 
Got a little hic-up in the hub of the problem, but I don't think it is related to outcasts and company.

Just before and Entered the vault tec building, I aggroed some super mutants outside that followed me inside. Jake was interrupted before he asked me to cover his back and entered a "wander around" loop, sometimes interacting with the reception terminal, but just as part of the random animations and not to advance the quest.

Loaded a save before entering the building, didn't agro the SM and then it worked all fine. This is more related to my theory in the OP. If jake get's interrupted (combat) before some quest trigger gets the opportunity to trigger, then, when leaving combat, that trigger isn't checked again. At least a few of the trigger... while typing in SPOILER NAME's computer, we got interrupted by ghouls and he went back to his routine just fine. This is the same problem I had in Olivia station on the other playthrough.

Anyway, reloading is always a good workaround and I'm gonna continue the playthrough. I really want to test that Ron stuff.
 
The problem is he stops giving settlers after the first 2. That's what to look out for. Just had a new report about it today and it's those mods doing it.
Do I have to finish his main quest first? I killed Anton and saved the alien, when I come back to the Ron he doesn't talk to be beside the default "Hey youuuuu" barks.

I did get the notification window saying that if I get him to talk he might have info on settlers to me... so, so far, everything fits lore-wise.

Ill do the vault next to see if Ron changes his dialog :)
 
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