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Suburban Disturbance

fatherjimbo

Member
Messages
62
I killed the super mutants because they are super mutants and my character is brotherhood and would never work for them. I don't care about the ASAM's I just want the failed quest gone from my log. How can I advance/remove the quest?
 
there are two possible quests you could be talking about:
  1. the misc objective "check out west everette estates" is part of the SS2_MQMaster "[Manages the main questline and misc objectives]" [QUST:xx020D3E]. this quest managed a BUNCH of objectives and quest triggers, and it's really not a good idea to mess with that, but fortunately the objective in question is conditioned upon the other quest being before stage 10 ("Subject.GetStageDone(SS2_Sirick_MQ05b "Suburban Disturbance" [QUST:xx047270], 010) = 0.000000 AND")
  2. The quest SS2_Sirick_MQ05b "Suburban Disturbance" [QUST:xx047270] is actually negotiating with hammer, nail, skout, etc. i can't find a clear "quest done" stage, but looking at the quest structure, it seems like there are a few stages near the end that complete the quest once you can trade.
so obviously this is all at your own risk because here be dragons, but it seems like setting i think you want to set stages 10, 100, 115 and 120 to get the quest to grey out as completed.
 
there are two possible quests you could be talking about:
  1. the misc objective "check out west everette estates" is part of the SS2_MQMaster "[Manages the main questline and misc objectives]" [QUST:xx020D3E]. this quest managed a BUNCH of objectives and quest triggers, and it's really not a good idea to mess with that, but fortunately the objective in question is conditioned upon the other quest being before stage 10 ("Subject.GetStageDone(SS2_Sirick_MQ05b "Suburban Disturbance" [QUST:xx047270], 010) = 0.000000 AND")
  2. The quest SS2_Sirick_MQ05b "Suburban Disturbance" [QUST:xx047270] is actually negotiating with hammer, nail, skout, etc. i can't find a clear "quest done" stage, but looking at the quest structure, it seems like there are a few stages near the end that complete the quest once you can trade.
so obviously this is all at your own risk because here be dragons, but it seems like setting i think you want to set stages 10, 100, 115 and 120 to get the quest to grey out as completed.
Thanks very much. I'll make a hard save and try your staging.
 
Thanks very much. I'll make a hard save and try your staging.
The quest isn't set up to fail if the West Everett Super Mutants are killed.
If you've killed them, you can use the console command:
completequest SS2_Sirick_MQ05b
I will log an issue as this has just occurred in my game.

 
i have never seen completequest work correctly in mod quests that push the limits of quest design, and i've only ever seen it work in the most vanilla and straightforward bethesda quests. it walks the entire quest and marks every stage as completed, so any branching at all violates the assumptions of that console command.

again, here be dragons.
 
i have never seen completequest work correctly in mod quests that push the limits of quest design, and i've only ever seen it work in the most vanilla and straightforward bethesda quests. it walks the entire quest and marks every stage as completed, so any branching at all violates the assumptions of that console command.

again, here be dragons.
In this instance, I tested the console command in my game, and it worked successfully, else I would not have suggested it to resolve the issue.
 
The quest isn't set up to fail if the West Everett Super Mutants are killed.
If you've killed them, you can use the console command:
completequest SS2_Sirick_MQ05b
I will log an issue as this has just occurred in my game.

Looking through the MQ05b quest script, when the quest starts, if either Sickle or Hammer are dead, the quest fails and the objective is turned off.
After the quest starts, it monitors for Sickle being killed. When Sickle dies, the quest should fail.

Instead of all the convoluted console commands previously mentioned, try this:
cqf SS2_Sirick_MQ05b FailQuest
This calls a quest function that should handle all the behind the scene things and turn off the objective.

To look into:
The script function turns off objective 30 on SS2_MQMaster. Need to verify that this is the correct objective ID. Its possible everything is working correctly except its turning off the wrong objective.
so obviously this is all at your own risk because here be dragons
You should enlarge the font and bold it!
Note: Most of the SS2 magic happens via script and the source is not publicly available.
 
Looking through the MQ05b quest script, when the quest starts, if either Sickle or Hammer are dead, the quest fails and the objective is turned off.
After the quest starts, it monitors for Sickle being killed. When Sickle dies, the quest should fail.

Instead of all the convoluted console commands previously mentioned, try this:
cqf SS2_Sirick_MQ05b FailQuest
This calls a quest function that should handle all the behind the scene things and turn off the objective.

To look into:
The script function turns off objective 30 on SS2_MQMaster. Need to verify that this is the correct objective ID. Its possible everything is working correctly except its turning off the wrong objective.

You should enlarge the font and bold it!
Note: Most of the SS2 magic happens via script and the source is not publicly available.
It was one line in the console that Cessori provided that worked. The quest has some design flaws it seems. IMO if you kill them it should just fail/complete and be removed from your active log not remain there. Also there's no indication that the super mutants are friendly. Jake actually says to watch out it could be dangerous or something similar. And they are super mutants. Who if you go to the back room clearly eat people so I'm not working for them.
 
This still occurs for me as of v. 2.3.2b.

If I initiate combat, either through just wordlessly chucking a frag grenade or picking the "Fuck you" dialogue option (I haven't tried other ways to piss them off) I find the sensors on one of the bodies but I do not get a quest update. Nor do I get the quest update if I pick up the note you are given through dialogue where it's located in one of the other rooms after the kill.

Had a recent save so no big deal to back up and play nice, just for a heads up.

EDIT: And I DO use Complex Sorter but this SS2 quest and others that can break when the name is changed are excluded. They are not and never have been tagged on this save.

EDIT 2: Also, by virtue of me not doing much SS2-related until later levels (been installed since the start), I have completed "Well Well Well" already before Suburban Disturbance. There is no followup. Trying to start "Hub of the Problem" via console command does nothing, as there's still a "Listen to Jake's Radio" from before in my misc. quests, but listening to it again does nothing.

I've had some weirdness before. Such as having already cleared Olivia, but it had the same enemies as before; and Jake never acknowledged that I could just ... open the door with the key I already had. I've also already cleared Vault-Tec HQ before hitting on a quest that wanted me to go there for this.

It's possible it's easy to break the questline if you don't follow it early on. The flipside is that if you're actually playing the concerned parent, holding settlers' hands and bringing chalk to super mutants isn't exactly a high priority. I know the quest sorta references this with the "getting others to get the resources for you" bit but honestly it just doesn't make sense without using an Alternate Start, imo.
 
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