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Jammer randomly going to Greentop Nursery...

KungFuTeo

New Member
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7
I didn't think this would be a problem at first, but after I took over two settlements(The one raider outpost, then the vassal), I think the quest line is broken. I chose Outpost Zimona as the outpost, then The Slog as the Vassal, but Jammer goes to Greentop Nursery saying that is the HQ, and stays there. After taking over The Slog, and killing the guards, I went back to Jammer. When I talk to him, he starts saying some lines, then says something like, "Oh shit the gunners, who invited them!" and then nothing happens... No combat.. And when I talk to him, he just spews random dialog lines. I cant progress from here.
 
So I have the wondering Jammer bug, he went to The Castle. I was able to move him back to Sanctuary via the console, but nothing changes, he just starts walking back.
I tried to disable and enable him, but he is just stuck it seems in the same place as KungFuTeo... he did the Gunner dialog and then nothing.

Is there anyway to reset him via the console? Something other than what I tried?
 
This is a known issue and a potential fix is in the works.
 
I posted a potential fix to this in this thread: https://simsettlements.com/site/index.php?threads/jammers-walk.8414/

Apparently, the AI package used by traveling settlers you find in the world is a common problem in the base game, so I'm switching Jammer away from that to a custom AI package. So far, in my tests, he always goes - but I have never been able to replicate the issue of him going to the wrong place in the first place - so I could use some testing from any of you having this issue!
 
Right now Im forcing Jammer as a companion using the Amazing Follower Tweaks. Im then setting his home settlement as the base I chose, and dismissing him so he stays at the place he is supposed to go. Hopefully it works
 
Can confirm that that didnt work. I was able to talk to him to advance quests when I forced him as a companion. I then set his home as my Outpost, but he quest line is still broken when the gunner raid is supposed to happen. He says the same thing..
 
I posted a

Apparently, the AI package used by traveling settlers you find in the world is a common problem in the base game, so I'm switching Jammer away from that to a custom AI package. So far, in my tests, he always goes - but I have never been able to replicate the issue of him going to the wrong place in the first place - so I could use some testing from any of you having this issue!

Maybe its because I did it on an existing save, instead of a whole new game?
i already had Jarred killed when he brought up the list of raiders to kill. I just had to go kill Red Tourette and the other guy at Beantown. I then chose The Slog as the place where you just kill the hired guns, and beatdown the settlers.
 
I posted a potential fix to this in this thread: https://simsettlements.com/site/index.php?threads/jammers-walk.8414/

Apparently, the AI package used by traveling settlers you find in the world is a common problem in the base game, so I'm switching Jammer away from that to a custom AI package. So far, in my tests, he always goes - but I have never been able to replicate the issue of him going to the wrong place in the first place - so I could use some testing from any of you having this issue!

Ok, I am using that code you posted above and after playing for several hours, I noticed none of the plots I was putting down got an ASAM sensor on them. The I tried talking with Jammer (this is after taking Abernathy and Starlight and asking him to recruit once), he starts the conversation and then just stops.

Thinking that all scripts for me stopped... I checked with ReSaver and bam... 435 active scripts. So I went to Cambridge PS and slept twice for 24 hours and now I have 456 active scripts. Something is stuck.

I've upload those to saves to my Google Drive: https://drive.google.com/open?id=11unhtLPnTIZaLGbnL_2EH3Y62ZsnF0-I
 
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