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Change the conditions for starting the main quest

Strec

Active Member
Messages
140
For now it's impossible to play with SS2 using the radio beacons without the main quest to start and it's a problem, as soon as you place a beacon (manually or with a city plan), Jake appears...

There are 2 main reasons why I ask for that :
1/ For now there are some bugs in the quest series and sometimes it makes the game instable.
2/ After you've done once the mainquest, it can be really boring to redo it in each gameplay.

I don't know if many are in the same case but personnaly what I want, at least for now, is testing the core mechanics of SS2, not launching a long serie of quests...

2 solutions I see :
1/ Have an option permitting to stop the main quest in the first dialogs with Jake, saying it to go sell his knowledge elsewhere...
2/ Change the method of starting starting the quest so the player launch the quest when he decide (for example let Jake waiting in concord while player don't explicitly speak with him of the ASAMs

Thx for reading
 
I didnt even notice there is no way to say no to Jake until I saw this post, at least not before he builds that 2x2 Resi for you. Just Fallout4 things, I guess.
It really would be as simple as changing one of the redundant "Yes" options to a no thanks and Jake saying "k, Ill be in Concord if you change your mind" too.
 
I would add that perhaps it would be a good idea to start with the holotape right away and one of the options there should be "I want the main quest completed" which would basically unlock everything the SS2 quest unlocks and give you the rewards Jake give you right off the bat. That would be great for those of us that don't want to repeat the quest but also don't want to simply have everything unlocked right from the start.
And like yaugieLC said, a simple change in dialog could let you say "I'm not interested right now" and just have Jake respond like yaugieLC said. That way you can keep on doing your thing but also have the option to lookup Jake to start the quest at any point
 
Pro-tip, you can just walk away from Jake as soon as he appears. He'll wait until you want to talk him again.
He will reappear as soon as you will do anything on any plot.

Note for devs : one radiant quest from the minutemen ( "Taking Point : Sunshine Tiding Co-op") ask you to build and activate a Recruitment Radio Beacon.

So, you can't do this quest (from the vanilla game) without activating Sim Settlement 2 main quest ...

Console solution :
setstage MinRecruit06 400
setstage MinRecruit06 450
setstage MinRecruit06 500
 
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Its an interesting point, that you can't really just do the building aspect of SS2 without getting involved with Jake's whole story - though SS2 really is designed from the ground up to be more of a story mod than just a building one. I'd probably suggest that sticking with SS1 for now might be the easier option, even though I'd much rather see everyone playing two :) We're not at the point of being able to unlock everything in SS2 for people yet, because so much has yet to be revealed.

Being a chronic restarter myself, I do feel your pain.
 
Its an interesting point, that you can't really just do the building aspect of SS2 without getting involved with Jake's whole story - though SS2 really is designed from the ground up to be more of a story mod than just a building one. I'd probably suggest that sticking with SS1 for now might be the easier option, even though I'd much rather see everyone playing two :) We're not at the point of being able to unlock everything in SS2 for people yet, because so much has yet to be revealed.

Being a chronic restarter myself, I do feel your pain.
It does kind of work without ever even meeting Jake, but its clearly not happy about it and you have to use non-vanilla Beacons, and the "story unlocks" "cheat" doesnt actually give you everything the story wouldve. If the focus is going to stay so heavily on story and not settlement building, though, maybe I will go back to SS1. (tbh its driving me nuts to see quests i havent even seen yet getting fixed while core mod functionality like auto assignment still doesnt work as described)
 
Its an interesting point, that you can't really just do the building aspect of SS2 without getting involved with Jake's whole story - though SS2 really is designed from the ground up to be more of a story mod than just a building one. I'd probably suggest that sticking with SS1 for now might be the easier option, even though I'd much rather see everyone playing two :) We're not at the point of being able to unlock everything in SS2 for people yet, because so much has yet to be revealed.

Being a chronic restarter myself, I do feel your pain.
I don't really have any problem myself playing SS2 without launching the quest, as a modder myself I've enough tools permitting me to bypass these minor problems and will continue to test in depth SS2 because I think the core is far better than SS1.

The risk is that if that if the problems remains as they are for now in the quest and if standard player can't bypass the quest I'll will soon be alone playing the mod :grin

On an other side it's also for me a good thing if player have to use alternate methods of recruitment by using mods like mine :blum
 
For anyone talking about restarting (which I TOTALLY understand....a lot) there are options in the holotape to unlock everything.
This is covered in the wiki and in the FAQ, in the gameplay section.

 
For anyone talking about restarting (which I TOTALLY understand....a lot) there are options in the holotape to unlock everything.
This is covered in the wiki and in the FAQ, in the gameplay section.

Yeah, its just annoying that there is functionality that you can ONLY access via Jake's Questline - such as THE RON's recruitment services, and thus many of the Named Settlers. I get that the questline needs rewards, but... if it'd been clear what this mod actually WAS, I mightve never even installed it. I thought it'd be "SimSettlements but now with a questline involved", not "a linear quest mod that if the stars align right might let you play a little bit of SimSettlements".
 
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For anyone talking about restarting (which I TOTALLY understand....a lot) there are options in the holotape to unlock everything.
This is covered in the wiki and in the FAQ, in the gameplay section.

You are out of the subject, the problem exposed here is not to be able to use SS2 without the questline to be launched :grin
 
You are out of the subject, the problem exposed here is not to be able to use SS2 without the questline to be launched :grin
Actually, it is 100% on the subject - in the section of the faq which I linked, it tells how to use the holotape to bypass the quests.

I just started a game, from a clean save.
I used the information in the faq, to start building plots before I ever spoke with jake.
(add the holotape via the mcm, then use the cheat options in the holotape - the specific options are covered in the wiki and faq).


I can build any plot type, and everything (based upon what I want to unlock) is available.

I was in sanctuary, and did not even talk to codsworth yet. Did not talk to jake. Did not do any questline.

So, yes, people who don't want to play through it a second time (or even a first) - can just start.

There is even a way to just unlock the plots, so you can still do the story, but want to starting building right away (this is my preferred method on other play throughs).

Sure, jake shows up later - once you build a beacon - and yes, I could see how many some people might want to turn that off - but I just ignored him.
 
For now it's impossible to play with SS2 using the radio beacons without the main quest to start and it's a problem, as soon as you place a beacon (manually or with a city plan), Jake appears...

Sure, jake shows up later - once you build a beacon - and yes, I could see how many some people might want to turn that off - but I just ignored him.
 
I didnt even notice there is no way to say no to Jake until I saw this post, at least not before he builds that 2x2 Resi for you. Just Fallout4 things, I guess.
It really would be as simple as changing one of the redundant "Yes" options to a no thanks and Jake saying "k, Ill be in Concord if you change your mind" too.
At least have a option that lists your unlocked WB and as where I want him to do his demonstration and at top of the list have a cancel to do it later/always hit cancel will keep Jake in Concord. Sure this is very doable. Just doing my 2nd playthrough with SS2 but the replay ability is low since there is no random events and it's pretty Linear. Wery useful as a tutorial and very well done. Still once done.. it's kind of done. I don't want to redo it every time so the unlock button is useful. A option to turn the quest of I assume will come when they progress further with the SS2. As a option for them NPC we'r forced to live with. Have a Vault that is completly dark to send the unwanted :p
 
Sure, jake shows up later - once you build a beacon - and yes, I could see how many some people might want to turn that off - but I just ignored him.
I just want to add that I tried this last save, he kept slow walking towards me and autostarting dialog forever. Even after I ran away, even after I left that settlement.
 
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