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Stuck Between New Plots on the Block and Where There's Smoke

TheOneEyedKing98

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I recently completed New Plots on the Block (not bugged any unfinished, it's done in my quest log) and Where There's smoke has not been given to me. It's been a few days in game and irl, have tried a number of things such as quest skip to get the next quest but nothing has worked. Talking to jake just has him ignore me. Not really sure what to do or where to start to fix it
 
I just noticed your post, I have the same issue, have tried multiple work throughs but nothing works, it looks like it could be related to the latest patch as I did Chapters 1 & 2 with no issues a few months back, I stripped my mods to just SS2 ones and the game is stable, in fact the best I have seen it for many years but its spoilt by not being able to progress. Its a shame as SS2 brings so much life back into this game.
 
I just noticed your post, I have the same issue, have tried multiple work throughs but nothing works, it looks like it could be related to the latest patch as I did Chapters 1 & 2 with no issues a few months back, I stripped my mods to just SS2 ones and the game is stable, in fact the best I have seen it for many years but its spoilt by not being able to progress. Its a shame as SS2 brings so much life back into this game.
Heya, from browsing some other threads I found a solution that worked. If you go to your mod manager and disable chapter 2 of sim settlements it works. I made a whole new save and got to new plots on the block and made a save to fall back on in case where there's smoke never popped up. Loe and behold it didn't work on this save either so I reverted back to my old save and tried quest skipping, which didn't work either. Then I found the thread with a comment saying to disable chapter 2, did that, and when I logged back in and quest skipped to where there's smoke it worked perfectly! Sorry if im a bit late but I hope this helps!
 
Hi, thank you for your post, it does indeed work, which in theory it shouldn't but needs must. Not sure whether it breaks things further down the line, but at least it enables a bit more progress.
 
I tried this and I've had no success so far, came back to Fallout 4 after several years was looking forward to my favorite mod.

Had to skip the quest and its following quest to get the storyline back going
 
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Heya, from browsing some other threads I found a solution that worked. If you go to your mod manager and disable chapter 2 of sim settlements it works. I made a whole new save and got to new plots on the block and made a save to fall back on in case where there's smoke never popped up. Loe and behold it didn't work on this save either so I reverted back to my old save and tried quest skipping, which didn't work either. Then I found the thread with a comment saying to disable chapter 2, did that, and when I logged back in and quest skipped to where there's smoke it worked perfectly! Sorry if im a bit late but I hope this helps!
Thank you!
 
This is still a problem. I am having this same issue as well, with the addition that Jake disappears from his shop. The below video details my experience with this. Needless to say, very disappointed that this continues to be an issue after months of this issue being reported. Would love for the devs to actually take these things seriously, but I suppose pigs would sooner fly.
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[...]disable chapter 2 of sim settlements [...]
i am not going to say this is complete snake oil, but i dug out xEdit and took a look at the quests and overrides in SS2_XPAC_Chapter2.esm and there is very very little overlap and basically no overrides between them. even when the hand-off happens in the main story quest, it's done by having the C2 quest fire when the SS2 quest is basically done, and the C2 quest loads all of it's objects into the same space; no overrides needed. it's very unlikely that there is a conflict between the SS2 master and an expansion designed to interlock with it. it is FAR more likely that removing and reinstalling a mod has changed your load order, causing the master to load correctly and fire the quest.
[...] Would love for the devs to actually take these things seriously, but I suppose pigs would sooner fly.[...]
So this is an extremely harsh quality assurance standard to hold basically unpaid volunteers to. especially when not everyone is seeing this same behavior. i have never once had "when there's smoke" fail to start for me, after at least 5 play throughs of SS2.

one thing i did notice is that Alice's dinner space definitely ISN'T in my version of the game. maybe another mod in the same location might be breaking the dialog system. the dialog system in fallout is essentially a single giant finite state machine with hundreds of branching conditions from every NPC, quest, and speech bubble all laying on top of eachother. i'm surprised it works at all, let alone with hundreds of untrained, unpaid, volunteers messing about in the same system together.

Maybe consider who is doing the work and how much you paid them to do it before becoming entitled about what is likely a problem of your own making.
 
As one of the people that verifies bugs and logs the reports to go up the command structure to get fixed (yes the mod is so large that we have an official Tech Support process), I can say I've never even seen this happen before. I ran through this same quest almost exactly 48 hours ago and did not encounter this issue, it all flowed exactly as it should.
I've also never seen this "Alice's Diner" before either, though. That would be my first thought of what's causing this issue too.

It's literally impossible to pre-emptively test for every possible combination of mods; the number of potential load orders from Nexus alone is so large that the built in Windows Calculator errors out. It's necessary to rely on 'crowdsourcing' to find incompatibilities like I suspect this to be.
And it's all well and good to say "fix it", but what needs to be changed?
 
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Others have reported that the SS2 XDI Perk Speech Check Patch can cause this. I have not personally verified it.
 
Ya, it's no longer available for download, so looks like the mod author was not able to resolve some of the issues reported. It should not be used now that it is no longer supported.

I recently tested through main quests from the start of New Plots on the Block to Where There's Smoke, both with the plot demonstration and without.
Where There is Smoke successfully started up in both cases, so the issue is not with SS2. It will be a mod conflict or a load order issue, setting issue (dialogue camera off) causing problems.

I'd be interested in knowing what mod adds Alice's Diner. Perhaps could do some mod compatibility testing.
 
A quick Google suggests it's "Beantown Interiors". That name sets off alarm bells for some reason...
Ya, with me too actually, though it's not on the list.
Looking at the mod page, the mod looks like it's been abandoned - last updated in 2017.
Lots of reported issues including FPS issues and CTDs.
 
including FPS issues
I remember the mod author from Tale of Two Wastelands. I liked the fact he opened up a lot of abandoned housing, but imo, he really over did the interiors with way too many collectables and junk. From an overall world building perspective they really stood out too much.
 
I remember the mod author from Tale of Two Wastelands. I liked the fact he opened up a lot of abandoned housing, but imo, he really over did the interiors with way too many collectables and junk. From an overall world building perspective they really stood out too much.
This (the collectables, the overdone interiors, the previs and performance problems) is also the case with the precursor mods The D.C. Interiors Project and The N.V. Interiors Project. so while it stands out a lot compared to the background of the game, it's exactly on brand for the mod's lineage.

i didn't know about his work on TTW. i can't play Fallout 3 anymore, i always end up playing through the capital wasteland using Fallout Vegas and Tale of Two Wastelands. it's my personal head cannon that the courier is the lone wanderer.
 
This (the collectables, the overdone interiors, the previs and performance problems) is also the case with the precursor mods The D.C. Interiors Project and The N.V. Interiors Project. so while it stands out a lot compared to the background of the game, it's exactly on brand for the mod's lineage.
Very possibly so, but also the cause of lags which was a possible answer as to why. Which was a simple answer to a question- nothing else intended.

As to TTW, that's also how I play Fallout 3... I love taking Veronica to the CW and vice versa.
 
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