the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

1.0.8 and still can't advance past the big Gunner fight

CerebralHawk

Active Member
Messages
172
I've played through this mod so many times, often restarting the whole game after each update thinking that might shake things loose, and even after 1.0.8, the mod stalls out after the big Gunner fight.

Is there any workaround? Or any hope for a fix in sight?
 
FDI. Which I'm pretty sure Kinggath said worked fine when he mentioned the XDI patch in one of the patch notes or biweekly update videos.

FDI is one of the oldest, most common mods people use today; if there's an XDI patch, why wouldn't there be an FDI patch if it were a problem?
 
the mod stalls out after the big Gunner fight.
This is currently being investigated. (Issue #452) I assume your having the issue where after the fight, Jake walks back towards Concord and the post battle scene doesn't happen? If you console command Jake to where Aiden is, the scene should trigger.

The reason there is an XDI patch is because I use XDI and didn't want to give it up! To tell the truth, I can't remember why I moved from FDI to XDI... :scratchhead
From what I remember, FDI works fine with SS2 as long as the dialog camera isn't turned off.
 
FDI. Which I'm pretty sure Kinggath said worked fine when he mentioned the XDI patch in one of the patch notes or biweekly update videos.

FDI is one of the oldest, most common mods people use today; if there's an XDI patch, why wouldn't there be an FDI patch if it were a problem?
As @msalaba says FDI works as long as you don't mess with the dialog camera. The reason it has no "patch" is because 1) as said it doesn't really need one 2) no one made one.

The issue you are probably encountering is that either - all the gunners are not dead and there might be some stuck back in the trees that they come out of OR Jake and Aiden have moved too far away from each other during combat for their post combat dialogue to start. This has been attempted to be fixed and the success rate of the scene triggering is much better than it was on release, but issues will always happen.
 
Yeah, I've been through this bug before and someone asked about the dialog camera. The default setting is right and I've never changed it.

All the Gunners are probably dead as I've scouted out to Outpost Zimonja and then down to the station or whatever (the rightmost target that ends up not being right) and then back up. No Gunners out there. However, Jake is nowhere to be seen.

Can I really just console command Jake to me in front of Aiden? I have Aiden but not Jake. Can I get that command?

Oh, I forgot to mention, when I killed the last Gunner, a sound played. Kind of like the sound that plays when you activate a city plan, similar to the game's theme. That hasn't happened in previous runs as far as I know. I'm guessing it was added to let you know you got them all and succeeded in the battle? It was neat though.
 
Well, I found out some more information on the big Gunner fight.

It seems that Jake goes down every single time, and can't get back up. I just ran through the fight three times, and the last time, Jake fell right next to Aiden. So the proximity isn't the issue, it's that Jake is in a perpetual 'wounded' state he can't get out of.

So, what if you make Jake essential, but script him to run for cover? When the area ceases to be hostile, or when humanoids killed (I know Fallout 4 tracks this) is increased by the number of Gunners spawned, whichever comes first, he returns to the spot where he once stood. Or make it so we can give him a Stimpak.

I've installed Cheat Terminal, and I've given myself the Spray n' Pray and enabled god mode and one-shot kill. The Gunners tend to target me, so I run south into the fray and then wipe them all out. No matter what I do, Jake still takes a hit, and I can almost guarantee you it isn't friendly fire. Since it seems so damn impossible to save him, this sounds like something that should have been caught in testing. Not trying to be too harsh but it is what it is.
 
There's several issues at play making this quest break at the moment; I SUSPECT something is happening where Jake is losing the "temporary follower" 'flag' before he should, which would explain a lot of issues. He's already set as Essential at all times, but you can't Stimpack-Revive 'non-followers'.
 
There's several issues at play making this quest break at the moment; I SUSPECT something is happening where Jake is losing the "temporary follower" 'flag' before he should, which would explain a lot of issues. He's already set as Essential at all times, but you can't Stimpack-Revive 'non-followers'.
This makes sense. It could happen if certain mods like AFT or similar are in use. Or SKK Combat Settlers, I tried that mod briefly and it completely broke Jake(although on seemingly any quest, even Laying Foundations). If these mods work by applying packages/aliases to the NPCs, and maybe finding NPCs by keywords/AVs or other dynamic ways, it could interfere with stuff like temporary follower since I believe that may be working via AI Packages as well. It's possible that other mods might be forcing their packages onto Jake, resulting in SS2 packages not taking effect properly.

I've installed Cheat Terminal, and I've given myself the Spray n' Pray and enabled god mode and one-shot kill. The Gunners tend to target me, so I run south into the fray and then wipe them all out. No matter what I do, Jake still takes a hit, and I can almost guarantee you it isn't friendly fire. Since it seems so damn impossible to save him, this sounds like something that should have been caught in testing. Not trying to be too harsh but it is what it is.
MK41 Gyrojet is my favorite, I also give one to Jake. For NPC allies, Targeting Computer is very OP since their typically poor aim doesn't matter. It actually deals damage pretty quickly on automatic mode since every bullet hits plus Maximum Payload increases the damage with successive hits. When not wanting to use Targeting Computer I can have it instead with Explosive style or "Mini-Mini Nuke", for splash damage & ignoring armor/DR. With Cheat Terminal or other mods like Useful Techincal Documents you can give it a 2nd Legendary effect since the previous are just a separate workbench mod slot.


unknown.png


You can get a bunch of allies in the area too, and this really fits quite well with the quest thematically too if you install the quest mod Blazkowics. It adds a settlement called Blazkowics Family Settlement nearby the actual area, some of whom like Billy are Essentials. The rest were Settlers but a bit higher level than usual and they seemed to have some armor and laser weapons. Everybody will join in combat when the Gunners show up, and has a side benefit of helping avoid any Gunners potentially wandering off. I had thought for a moment that the settlement was from SS2 itself, it fit that well IMO.


Here's a pic(I also used a foliage mod called "A Forest"), if I recall correctly, just behind the trees at the back is where you, Jake & Aiden talk:
Fallout_4_Screenshot_Blazkowics_Settlement.png


If it still happens where Jake gets downed, I would try SetAV Health 10000000 since at that point if it still happens then I'd think some other scripted effects from other mods may be interfering here. I've gotten through the questline with almost 500 active plugins, although I'm careful of dynamic combat stuff and in some cases had to drop mods like SKK Combat Settlers. For dynamic combat mods, I've had the best luck by far with Pack Attack NPC Edition. It used to have a lot of problems but they've redone it recently and it's far better now.
 
This makes sense. It could happen if certain mods like AFT or similar are in use. Or SKK Combat Settlers, I tried that mod briefly and it completely broke Jake(although on seemingly any quest, even Laying Foundations). If these mods work by applying packages/aliases to the NPCs, and maybe finding NPCs by keywords/AVs or other dynamic ways, it could interfere with stuff like temporary follower since I believe that may be working via AI Packages as well. It's possible that other mods might be forcing their packages onto Jake, resulting in SS2 packages not taking effect properly.
... that's a good point. I'll try rotating through testing every mod I'm running here that might be affecting Settlers (since Jake DOES count as one when he's giving you those demos of new plot types) - I think I already have an idea what it might be.
 
These are some great points. Most likely I have not had any problems with this quest because I have kept my load order short and do not have any settlement, settler/npc or combat mods installed.
 
This makes sense. It could happen if certain mods like AFT or similar are in use. Or SKK Combat Settlers, I tried that mod briefly and it completely broke Jake(although on seemingly any quest, even Laying Foundations). If these mods work by applying packages/aliases to the NPCs, and maybe finding NPCs by keywords/AVs or other dynamic ways, it could interfere with stuff like temporary follower since I believe that may be working via AI Packages as well. It's possible that other mods might be forcing their packages onto Jake, resulting in SS2 packages not taking effect properly.
Some testing later, that appears to not be what's causing this issue. Removed all mods that even look like they might touch settlers OR followers and started over, and it still happened - Jake still wandered off after the fight was over. Interestingly, when I fast traveled back to Concord to start this quest, Old Paul was right there next to me as I loaded in - I keep seeing this happen too at around this stage in the questline, but apparently either nobody else has noticed it or I'm the only one that happens to. I DO have to console-command to bypass "Vim and Vigor", though, going down the lift into the main part of Vault 81 causes a CTD for me with 100% reliability, but but the people that've reported this issue include some on Xbox so that can't be the cause either...
 
I also give one to Jake
We can arm Jake? This gives me an idea — in Fallout, Legendary effects are often just Enchantments from The Elder Scrolls. I wonder if the Vampire enchantment could be applied to a weapon in Fallout. I'm pretty sure it doesn't exist in vanilla. I mean if it could be made in the CK. That is, for every X damage dealt by the weapon, Y health is given back to the player. It's not 1:1, and it doesn't replace health potions/magic, but it does help a little. If we could give Jake a weapon that heals 1:1 or even more in favor, that might help him. Then again, he isn't great in combat. Few NPCs actually are. Then you install the mod "The Machine, And Her" and see this 14 year old girl kick some serious ass, and you realize just how bad the adult companions actually are. Like, she is seriously lethal. I think there's another mod with a super lethal follower. If there's any room for extensive combat experience/training in Jake's back story, beyond what we know in Chapter One, I mean, that would be a great excuse to make him not suck so much in the fight. He goes down in one hit while Nora with her law degree downs three or four DOZEN trained killers? The fight is poorly written with Nate as Sole Survivor, but with Nora, it's just ridiculous.

SetAV Health 10000000
Thanks. I suck at console commands. So would that be, enter the console, click Jake, and then type that? Or would I click Jake, note his ID, then enter "xxxxxxxx.setav health 1000000"? Or would both work?
 
There is that one dialog with Jake that suggests he at least owns some actual armour, but apparently that got cut without removing the relevant dialog lines.
 
Thanks. I suck at console commands. So would that be, enter the console, click Jake, and then type that?
Yes clicking him and doing "SetAV Health 10000000" would do it. For trading him a new weapon/armor, "OpenActorContainer 1". Sometimes talking to him triggers trade dialogue like settlers, but not always.

We can arm Jake?
I give him targeting MK41 Gyrojet same as mine, and Punishing Tough Combat Armor(Pneumatic on chest to reduce stagger while he returns some melee damage on hit) which I set to be invisible via various mods so he retains his look but has high DR plus a Freefalling Ring/accessory for no fall damage. Smart Frags so he can't damage himself, though haven't fully confirmed if that works. I should try giving him Jet/Psycho/Buffout/etc sometime, see if it powers him up some more.

Then you install the mod "The Machine, And Her" and see this 14 year old girl kick some serious ass, and you realize just how bad the adult companions actually are. Like, she is seriously lethal
That's another trick you could do since you have TMAH. Can listen to TMAH radio, go to Symphony Station & talk to Kit till she follows but instead go do Where There's Smoke/other SS2 quests. You might also be able to bring along a vanilla follower or an Automatron(though those have been bugging out for me & some others, losing their attachments). Paladin Danse seems to have high accuracy, he does great with Explosive Minigun or Explosive Gatling Laser.

Beyond that my last trick is going before starting a quest and dropping mines roughly where I think some enemies spawn.
 
Yes clicking him and doing "SetAV Health 10000000" would do it. For trading him a new weapon/armor, "OpenActorContainer 1".
Thanks! If I can open his inventory (and equip stuff like a companion) I can just give him this ring I saw on the Nexus, it maxes all SPECIALs and sets armor and health super high. Also adds the jetpack ability and unlimited AP, IIRC. It's not fun at all to use, but if you stick it on a companion, they'll never go down in a fight. The same mod has a dog collar for Dogmeat and a bowler hat for Codsworth and Curie, just to be complete, they all do the same thing.

Beyond that my last trick is going before starting a quest and dropping mines roughly where I think some enemies spawn.
Did you play Deus Ex, by chance? There are a few fights you can mine your way out of. While I no longer do this, you can off Anna Navarre by placing a LAM in the hallway just before Lebedev's room on his jet and she dies on her way in. But if you escape her that time and the other time, the third and final encounter has one of the best lines in the game, and you use her kill phrase (speak two words that makes her blow up). Even better is when you go to the underground ocean lab, place a LAM or two on the digger before going down the dark hallway to the elevator and when Walton Simons spawns in, he dies instantly... still sends you taunting messages, because that's scripted separately. But then you come back to the area on your way out and he's just gibbed all over the place.

Never thought to do it in Fallout though... oh... except in Fallout 3 at the Jefferson Memorial... I put all the mines where the Enclave vertibird was supposed to land hoping I could save James, but sadly that doesn't work. Might have to spawn in some nuke mines...

There is that one dialog with Jake that suggests he at least owns some actual armour, but apparently that got cut without removing the relevant dialog lines.
I always thought that was a joke, like his batting helmet when assaulting the satellite station. Jake really is a clown...
 
I always thought that was a joke, like his batting helmet when assaulting the satellite station. Jake really is a clown...
Nah, people asked about it very early on, it's apparently half-cut content.
Side note; ever tried NOT going to recover his "secret stash" on that quest and just proceeding straight into the Station? The quest actually varies a little. He takes a bullet to the gut and you have to spend a stimpack or pass a (fairly hard) Speech check to get him back up.
Props to whoever worked out how to make quests do that - I'm guessing Sirick based on the filenames, but never know!
 
Last edited by a moderator:
@CerebralHawk If it still breaks, could you post Load Order & a save file? I would guess at that point it might be a mod conflict
 
This is currently being investigated. (Issue #452) I assume your having the issue where after the fight, Jake walks back towards Concord and the post battle scene doesn't happen? If you console command Jake to where Aiden is, the scene should trigger.

The reason there is an XDI patch is because I use XDI and didn't want to give it up! To tell the truth, I can't remember why I moved from FDI to XDI... :scratchhead
From what I remember, FDI works fine with SS2 as long as the dialog camera isn't turned off.
Fine if you are running it on PC,but mine is a console,specifically an XBox Series X
 
Top