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Primary Bug Report Who can? ASAM! - Quest fails to update after choosing leader

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.
 
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?
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.
 
I sent then to the boathouse, fast traveled there, slept 24 hours and they were all arrived, i spoke to Stodges and he rebuilt the town; everything as things should be.

My problem is that before it was a small settlement with 5 settlers including power, water and a caravan. Now it is a huge town with a lot of unbuilt structures and a lot of people strolling around, complaining about lack of EVERYTHING and not building the lots probably for lack of materials because the caravan was destroyed.
I played a lot SS! but never liked much city plans because most of them were different from my idea of efficent city and this is my first try at them in SS2. To kickstart the thing my idea is going to Carla, buy a 200 delivery of concrete and manually order a settler to build at least caravan and power in the spot the planner put them. Doing that will the city start or the quest breack? I cannot leave it as is and wait because empty Taffington breaks my caravan chain to country crossing, Nordhagen and Castle
 
@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.
 
@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.
Too late to cancel, i already teared it down and in the meantime i did Dunfries that i dont want to do again.
Anyway if i go to the settlement with enough resources in my backpack to start the caravanand i manually do it 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? I dont care much if it's just a single level plan, Taffington isnt going to become a manifacturing capital anyway
 
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?
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.
 
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.
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.
 
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.
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.
 
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.
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.
I've seen the mod; it's a bit cheating to add all Sanctuary resources to places like Overland or Hangman Alley
 
Update
As for plan B i donated all junk from a few missions and 3k coins, nothing happened; so i decided to build myself a caravan and assign a settler to it, at such point i had more than enough resources in the network to build the city.
Went away to do another mission and some tuning in other settlements and when back i had a real surprise: the desk was no more there. All plots were like i left them, just foundations, the mayor is still there marked MAYOR, but the desk was no more where i left it so either the mayor moved it in some weird and hard to reach place or, more probably, i broke the building process adding a building myself
I will do a couple more missions and come back later but i think that i will just move all settlers to other settlement and leave Taffington abandoned with just the caravan a water pump and a couple plants to allow the caravaneer to survive
 
I tried again and it worked. I had reloaded a save before I talked to the group and decided, but left it a few days. This time I waited longer before going to the settlement — or near the workshop in it. It worked, and Stoge seems to be doing a fine job so far, doing some Good ideas actually. And some silly ones……And I’m gonna have to change how he puts those big honking generators in the middle of the place, very unaesthetic…
 
Just an FYI, this is apparently still an issue in 2.0.1a, at costal cottage, and had to use the console
Code:
setstage ss2_sirick_mq13 160
to finish it.
 
Just an FYI, this is apparently still an issue in 2.0.1a, at costal cottage, and had to use the console
Code:
setstage ss2_sirick_mq13 160
to finish it.
There's an inbuilt option to force finish the quest via the cheats menu in the holotape. No need to set queststages.

Most of the time I had tu use that for Who can ASAM. It only finished by itself once or twice in numerous playthroughs.
 
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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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....
In my case it was just a lose script. Nothing else. Look in your scripts folder, if there's something called workshop.pex.
 
You mean it was just missing? Odd, I'll look into it...
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.
 
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....
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 know in the early days of my patch, I had this exact issue. XDI does strange things if a dialog entry starts with [
 
Yeah I found the issue:

The weird thing is, is that this mod looks squicky clean (in Xedit). Yet I ran a minimum mod list (ENB, F4SE, WorkShopFrameWork, SS2, SS2: Chapter 2 and XDI patch) and I get the problem. Removing the XDI patch, removes the problem. So I doubt its XDI, since it wasnt running and I havent had this issue with XDI it self.

It gets even funnier. When I have XDI Patch installed, Theresa of all people takes over part of the conversation! Saying they cant all three be a leader and calling Old Paul a kiester! :D. I have no clue how that old abandoned dialogue got dug up but there ya go. After choosing a leader they all move off to Sunshine but the CityPlan sequence never triggers. But its cool to hear Theresa speak! Too bad her character was never developed. I always wondered why she had a custom (sexy ass) made outfit!
 
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