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That most likely means you have a loose file somewhere in .fallout 4/data/ that is giving you issues. You might want to think about doing a clean install of FO4 to fix this.
Thanks but no need. As I mentioned in my OP I remedied the error and all is good in the Common Wealth once again. I have no CTD errors. Cheers!
 
get rid of Rise the commonwealth the city plans for me always break a settlement.
If you never do city plans, is there any point in having ROTC installed? I.E. will the city managers desk and all that still be available?
 
I did a fresh install with just SS2 chapter 1 2.0.0C-2.0.0F. Chapter 2 not installed at all. Played through chapter 1 untill the end. No long save times at all and not one crash. Game play time is 21 hours. All auto saves are disabled. Manual saves only and they were instant. Very minimal load order.
*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*XDI.esm
*WorkshopFramework.esm
*BodyTalk3-RaiderNormalsFix.esl
*SS2.esm
*SS2Extended.esp
*SS2_XDI Patch.esp
*LooksMenu.esp
*FusionGirl.esp
*BodyTalk3-LooksMenu.esp
*PlayerComments.esp
*Perfect landscape.esp
*InstituteReformation.esp
*FatherCompanion.esp
*PlayerComments_UFO4P_Patch.esp
*Bashed Patch, 0.esp
 
If you never do city plans, is there any point in having ROTC installed? I.E. will the city managers desk and all that still be available?
No. It's only a collection of real big City Plans most of them are even make very bad as they was not make for SS2.Better is to avoid the Mod and if you real need some Settlement where you want a City plan Build look for it on Nexus and take only the Plan for that 1 Settlement
 
No. It's only a collection of real big City Plans most of them are even make very bad as they was not make for SS2.Better is to avoid the Mod and if you real need some Settlement where you want a City plan Build look for it on Nexus and take only the Plan for that 1 Settlement
yeah I used one at graygarden once and it built a whole new DLC. Broke Cambridge area and that save. Never used another after that, ntm most of them are ugly and have way too much chaos and clutter going on. if there were a clean and simplified city plan pack where I had plenty of room for post-build customization i might try again. Something that built a little infrastructure, some sidewalk areas and some wall maybe, and enough farms and houses and rec to keep 6-10 people healthy and happy, then leave plenty of room for the player to build upon that. There were rooms in that greygarden plan that didn't even have an accessible side.

Good idea on the individual prebuilts from nexus. Should I ever be in charge of recording the virtues of each member of our species, I'll make sure it's known that your advice is worth listening to.
 
yeah I used one at graygarden once and it built a whole new DLC. Broke Cambridge area and that save. Never used another after that, ntm most of them are ugly and have way too much chaos and clutter going on. if there were a clean and simplified city plan pack where I had plenty of room for post-build customization i might try again. Something that built a little infrastructure, some sidewalk areas and some wall maybe, and enough farms and houses and rec to keep 6-10 people healthy and happy, then leave plenty of room for the player to build upon that. There were rooms in that greygarden plan that didn't even have an accessible side.

Good idea on the individual prebuilts from nexus. Should I ever be in charge of recording the virtues of each member of our species, I'll make sure it's known that your advice is worth listening to.
Use the Standard City Plan that come with SS2.Let them Build then cancel the Leader and continue Manual in that way you have a good base that is not to big and near all what you need to start enough room for 10-15 Settlers Food Work and some Walls. AND as that Plans don't have Levels you can change all to your liking.
 
ntm most of them are ugly and have way too much chaos and clutter going on.
I'll ask you to play nice and not disparage other's creations just because they do not align with your aesthetic. ;) Generally, city plans are aimed at those who do not like building settlements.

If you can't find any city plans to your liking, another option is WSFW settlement layouts. There are a lot of these on Nexus.
 
I did a quick search on the thread and found nothing on this... sorry if it is repeated.

Since chapter 2, Jake 'dies' every x seconds. He goes to the unconscious position for a few seconds, get up and continue the dialogue, most of the time skipping parts of it.

Does anyone else have this? Any idea what might be causing it?
 

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I'll ask you to play nice and not disparage other's creations just because they do not align with your aesthetic. ;) Generally, city plans are aimed at those who do not like building settlements.

If you can't find any city plans to your liking, another option is WSFW settlement layouts. There are a lot of these on Nexus.
Uhhh… counterpoint… they are all awesome and exceptionally creative, providing a build that tries to make sense as the result of people actually living and building up whatever area it is.
 
I'm getting the same thing when I try to assign theresa to admin. Did you ever find a solution?

If you haven't figured it out yet, the assignment is a bit quirky, you want your admin target listed alone in the right hand screen of the traded window then just exit the screen without accepting the trade and you should get a msg after leaving the screen that XXX was assigned as administrator
 
The GNN building is completely bugged out in my game, Lupe disappeared and can not be assigned to the supply staff, and I cant even enter GNN anymore, it just freezes my game and that's it.

Edit: My character also now acts like collision is off and just floats everywhere, TCL console command won't even work and I cant jump, I don't think those are related to this mod but if anybody has any idea how I can fix that I'd appreciate the help.
I assume this is PC... not xbox?
 
We did everything we could to be compatible with all mods. The only thing I'm aware of in Depravity that the hijack can't help with is one of the missions to destroy a certain complex that we use pretty heavily... though even if we could be compatible with that quest, would be tough to RP an explanation where you get to do both! So I look at it as a player choice moment.
So Depravity is obviously not compatible with the changes to Concord... but Outcast and Remnants is if you say you guys did everything to help compatibility?
 
I did a quick search on the thread and found nothing on this... sorry if it is repeated.

Since chapter 2, Jake 'dies' every x seconds. He goes to the unconscious position for a few seconds, get up and continue the dialogue, most of the time skipping parts of it.

Does anyone else have this? Any idea what might be causing it?
Not seeming to have this one but maybe there was an interruption when he was in that state and now he’s stuck ? Can you stim pack him or go into console and reset his ai ?
 
I did a quick search on the thread and found nothing on this... sorry if it is repeated.

Since chapter 2, Jake 'dies' every x seconds. He goes to the unconscious position for a few seconds, get up and continue the dialogue, most of the time skipping parts of it.

Does anyone else have this? Any idea what might be causing it?
I’ve had companions do that before (I can remember cait and nick specifically.) it was before I ever played SS2, but never before I started using mods. It seems like another mods bug has bled onto jake. I wish I could tell you which one but it’s so infrequent that I’ve never bothered to test it. Usually a fast travel, reload, or just a little time fixes them.
 
We did everything we could to be compatible with all mods. The only thing I'm aware of in Depravity that the hijack can't help with is one of the missions to destroy a certain complex that we use pretty heavily... though even if we could be compatible with that quest, would be tough to RP an explanation where you get to do both! So I look at it as a player choice moment.
If you mean the Gunner HQ as Building that get destroy the Mod itself have an option to go even after that into the Building it have 2 hidden Doors after at the side to enter the Building.They was made as some Quest ask to recover something from the HQ later so player dont get stuck with the destroyed Building.The only real change at that Building is that it become heavy Radioactive.For the rest its only show the Building dont take damage and the Gunner respawn normal but die fast for the Radioactive air.To make both Mods compatible maybe someone can disable that Radioactive air.In that way player can do first that Quest/Mission and later then normal the SS2 part.For Concord the Door Problem with Depravity is not so difficult.The Door you need only 1 Time to start the quest after you can Fasttravel there direct inside the Building maybe even there is possible to make an easy fix that with fasttravel you end in the Depravity Building and with the door after enter the SS2 things
 
I’ve had companions do that before (I can remember cait and nick specifically.) it was before I ever played SS2, but never before I started using mods. It seems like another mods bug has bled onto jake. I wish I could tell you which one but it’s so infrequent that I’ve never bothered to test it. Usually a fast travel, reload, or just a little time fixes them.
I've got my 2 cents on Thuggys' since I've been having problems with them since the beginning of SS2.

I started a new playthrough yesterday, the same modlist, and got a problem I didn't have for ages. Jakes stopped moving after I did "Murphy's Law". After more than one year of trying to force them to work together, I think I'll have to just give up on Thuggys' mods :( I actually had a "perfect" balance with SS2 before chapter 2, but it took a lot of energy to solve conflicts priorities in FO4Edit. Maybe when Chapter 2 is more stable I'll give it another try.

Thanks for the reply, it's good to know it's not a SS2 problem and the King and his team can focus on the other problems :)
 
I've got my 2 cents on Thuggys' since I've been having problems with them since the beginning of SS2.

I started a new playthrough yesterday, the same modlist, and got a problem I didn't have for ages. Jakes stopped moving after I did "Murphy's Law". After more than one year of trying to force them to work together, I think I'll have to just give up on Thuggys' mods :( I actually had a "perfect" balance with SS2 before chapter 2, but it took a lot of energy to solve conflicts priorities in FO4Edit. Maybe when Chapter 2 is more stable I'll give it another try.

Thanks for the reply, it's good to know it's not a SS2 problem and the King and his team can focus on the other problems :)
I had never Problems with the Mods and i have run all at the same time but normal i make first all SS2 and then i start Depravity and the other DLC mods.Now with SS2 Chapter 2 i must look what exact change.Maybe some conflict can be resolved by playing the Quest a different times same as before
 
I've got my 2 cents on Thuggys' since I've been having problems with them since the beginning of SS2.

I started a new playthrough yesterday, the same modlist, and got a problem I didn't have for ages. Jakes stopped moving after I did "Murphy's Law". After more than one year of trying to force them to work together, I think I'll have to just give up on Thuggys' mods :( I actually had a "perfect" balance with SS2 before chapter 2, but it took a lot of energy to solve conflicts priorities in FO4Edit. Maybe when Chapter 2 is more stable I'll give it another try.

Thanks for the reply, it's good to know it's not a SS2 problem and the King and his team can focus on the other problems :)
if I remember right, I seen thuggy on the nexus forums complaining about making changes to some of his stuff to work with ss2 but he may just complain and leave it. I like his mods but it's hard to use his stuff with a lot of other mods. im hoping somebody that knows more about the CK and FO4EDIT will figure it all out eventually.
 
if I remember right, I seen thuggy on the nexus forums complaining about making changes to some of his stuff to work with ss2 but he may just complain and leave it. I like his mods but it's hard to use his stuff with a lot of other mods. im hoping somebody that knows more about the CK and FO4EDIT will figure it all out eventually.
In one of the patches for SS2 chap 1, Thuggy helped the King with some compatibility problems, and, for me at least, solved almost everything with the 2 mods. But SS2 2.0 and chap 2 must have changed something that generated another conflict.

Today I'm starting a new playthrough with a few QOL, armour and weapon mods, but no other quest mode besides SS2 chap 2. Let's see how it goes :) If anything with pertinence happens, I'll post the problem along with the mod list :)
 
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