Always meepin
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I choose Hubert as the leader and sent him to the red rocket truck stop whenever I try to talk to him or the other candidates they just ask me if I chose a candidate yet.
Meet them at their destination, skip the quest, if it fails to trigger. Build the settlement yourself. Stodges or whoever you choose to be city leader and Old Paul can't be moved from that settlement. All the others can be freely distributed.Would it be better to skip it if I try the quest step and it fails? Will the cast of characters then become regular settlers wherever they were sent?
Too late to cancel, i already teared it down and in the meantime i did Dunfries that i dont want to do again.@Agi_ You can select cancel when the "tear it down" menu appears. They won't build the city plan and you can build it manually. If the city plan you built is a default SS2 one, its only one level. You can do whatever to Taffington and you will be ok. You can even unassign the leader from the desk and put them to work.
You would build a city planner desk, assign someone to it, pick a city plan and build it. You will need 20 ASAMs and who knows how much in resources to build it. Anything you have built would be razed when the city plan building starts.assigning a settler of my choice will the leader continue or do i need a new restart destroy rebuild to have the settlement in automatic?
What about plan B: buy some concrete, donate it and hope the caravan is high in the priority list of the leader? Once built the caravan all other plots will have enough res to be built in little time.You would build a city planner desk, assign someone to it, pick a city plan and build it. You will need 20 ASAMs and who knows how much in resources to build it. Anything you have built would be razed when the city plan building starts.
Donate the contents of your local workshop. Throw in some caps... And when you visit them, donate the workshop back to them (mostly caps). https://www.nexusmods.com/fallout4/mods/39948 Raze My Settlement has options to clear up bodies, gather junk, clean up organics (leaves, vines, brush) and it is stored in your workshop... Donate that at the beginning... I had a settlement go from just built to level 2 in a couple of minutes from applying the donation.What about plan B: buy some concrete, donate it and hope the caravan is high in the priority list of the leader? Once built the caravan all other plots will have enough res to be built in little time.
I already donated the workshop content, wasnt enough to start; now i'm planning to go 'store all junk' there after some mission and donate it. Why u say caps? No problems to donate them, i have a shitload of caps and all the equipment i need to end the game (Pickman, deliverer and a silenced .50 sniper rifle is all i need) but i cannot see what the city leader will do with caps.Donate the contents of your local workshop. Throw in some caps... And when you visit them, donate the workshop back to them (mostly caps). https://www.nexusmods.com/fallout4/mods/39948 Raze My Settlement has options to clear up bodies, gather junk, clean up organics (leaves, vines, brush) and it is stored in your workshop... Donate that at the beginning... I had a settlement go from just built to level 2 in a couple of minutes from applying the donation.
There's an inbuilt option to force finish the quest via the cheats menu in the holotape. No need to set queststages.Just an FYI, this is apparently still an issue in 2.0.1a, at costal cottage, and had to use the consoleto finish it.Code:setstage ss2_sirick_mq13 160
I did not recall seeing that, was it added at a particular revision?There's an inbuilt option to force finish the quest via the cheats menu in the holotape. No need to set queststages.
Long time ago. Almost a year, I'd say.I did not recall seeing that, was it added at a particular revision?
In my case it was just a lose script. Nothing else. Look in your scripts folder, if there's something called workshop.pex.EDIT: Ripped out every mod im running and tried again. Triggered like a charm. Seems another mod is interfering. So guess Ill be wearing out the on/off switch again. Only about 300 mods to rip through to find the culprid....
You mean it was just missing? Odd, I'll look into it...In my case it was just a lose script. Nothing else. Look in your scripts folder, if there's something called workshop.pex.
No, it wasn't missing. It was one lose script in the scripts folder too many. Deleting that script solved the issue. Look for anything being called workshop in your parental script folder, Mods, even if deleted, leave lose files sometimes.You mean it was just missing? Odd, I'll look into it...
IIRC, you use XDI. There have been reports that some quests can fail to start when using both my and sranger's XDI patch together. (the most common being Where There's Smoke not starting) I would look at those mods first.I always send them to sunshine co-op. I never had any issues.... untill today. Talking to any of the three leaders just makes me pick one again. But the city plan never kicks in. Real shame...
EDIT: Ripped out every mod im running and tried again. Triggered like a charm. Seems another mod is interfering. So guess Ill be wearing out the on/off switch again. Only about 300 mods to rip through to find the culprid....
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