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!

100 hours in and game is now unplayable

Largecar4ever

New Member
Messages
1
I hadn't played FO 4 in years but kept up with the mods available on console for it. SS2 sounded like just the thing to get me interested and back into the game.
I installed SS2 and loaded up my old save to get a feel for it. That save was level 142, only radiant quests left and I did not like the vanilla settlement system.
Yes I expected hiccups and I got them but be saw enough that I liked to give a new game a whirl.
I uninstalled all the mods except the unofficial bug patch, installed FW and HUD mods, Chapter 1 and 2 of SS2 then began a new game.
The game went great at first, spent time on Main quest, MM, RR, and a little BOS as well as SS2 Chapter 1.
All went smoothly, the side quests all triggered an completed properly. Then came the first hard wall, Red Handed triggered so I went to the brothel, found the note and nothing ever happened after that. I tried earlier saves, waiting various amounts of time, etc. nothing worked except one I got audio of a synth when approaching the entry door in the alley. Not the first time I have hit a side quest that doesn't work properly so I resigned myself to having a quest live forever on my list and moved on.
Then I reached the part in Martial Law where I read the note from Aiden telling me to meet him at Vault 88. This is when my game became unplayable. The quest never updated, no quest marker for Aiden, Vault 88 switched to undiscovered and a settlement is attacked every few minutes. While I was defending a settlement, 3 more settlements we're attacked. Ignoring the attacks was pointless. Travel to a settlement for a different quest or any other reason and an attack would occur during my business there or I would spawn into the middle of dozens of Gunners. The game is now unplayable. Time to uninstall this and go back to an almost vanilla play through. I will give it a couple of years and take another look. This is very promising but I need something more stable.
I hope it works out.
 
You can ignore the attacks on settlements triggered by ss2. They will max out at 5 and unlike the vanilla attacks they do not trigger until you go there. You should check out kinggath's livestream video's on youtube where he does a playthrough of sim settlements.
 
Several people have reported this "the Gunner Attacks get literally spammed instead of one per 24 hours" thing, and I haven't yet determined a cause or anything for it. They're meant to behave how Valyndel described, which is how they work for me too. Can't exactly 'fix' something if you don't even know what's broken, after all

Never heard of that "go meet Aiden at vault 81" quest breaking in that way, though...
 
I am also getting massive back to back gunner attacks.
The only way to beat an attack for me is in god mode.
 
I am also getting massive back to back gunner attacks.
The only way to beat an attack for me is in god mode.
Alright, it's time to SCIENCE this... let me think of what possible variables we have to work with here.

Could you post your mod load order?
 
Certain settlements will change to "undiscovered" during SS2 because they're getting attacked. I assume its built that way so that the player can't fast travel to the location and get killed before they finish loading or to prevent bugs.

From your post it seems like you just never went to vault 88 and instead got distracted by the settlements being attacked. If you go to the house with the bug zapper on it near Walden Pond you'll find a note from Aiden that says something like "you got here late" and that note should update your quest marker properly.

The mod is insanely stable to be honest. I have over 100 different mods going and only 2 of them conflict with SS2 in any sort of way. The only bad thing I can say about SS2 right now is that the latest version has some sort of conflict with the nuka world raider flags that prevents you from progressing in that DLC at all but hopefully that'll be patched.
 
I'm assuming the attacks being super frequent is cause of some other mod interferring. Something that changes settlement attacks is probably a safe bet, even though I'm not sure how SS2 "defend" quests work. If I get there ahead of time, gunners run over from some ridge, if enough time passes, they're all stacked, usually near the workshop. Though normal attacks are kinda the same? One thing that's different is that they're meant to be capped in numbers and there's no limit on time. They're also really beefy gunners.
In the Red Handed quest you can take the note a number of ways - try opening the door, clicking the knife or the note itself. I think all 3 should progress it?
Martial Law quest marker leads you to his note which should point you to the vault's direction. Since this is 2 note related issues in one post, could be something there.
 
I wonder what the current time scale is? If something changed or 'corrupted it'? Or if, for some reason, the game engine, or script, is triggering 'time' events incorrectly.
 
Alright, it's time to SCIENCE this... let me think of what possible variables we have to work with here.

Could you post your mod load order?
Here you go.
I did have SKK Settlement Attacks installed, but disabled.
With SKK disabled I changed the settings to the lowest and disabled the gunners.
If I fast travel somewhere, sleep 48 hrs and fast travel somewhere else it is usually enough time for another to occur.
Sometimes right after completion of defense, another settlement gets attacked.
Still 30-60 gunners attack.
Uninstalling SKK changed nothing
And for some reason or another it does not affect Sunshine Tidings. Sunshine is not using a city plan or plots, and is not connected to the caravan network.
Castle, Sanctuary, Gray Gardens, Abernathy and Zimonja do not have city plans and does have plots, they get the attacks.
Redrocket is not connected to any caravan network and has a city plan and gets the attacks.
Tenpines, and Oberland have city plans and connected to network, they get attacks
Zimonja, Oberland, and GrayGarden , do not have city plans and get attacks
Only SS tidings is spared

*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*Ponds.esl
*DualGun.esl
*GrassBlocks.esl
*Games.esm
*BarstoolGames.esm
*Cho1_Vault88_Metro_Plan.esl
*GavMan_Greentop_CityPlan.esl
*GavMan_Finch_Feb22_CityPlan.esl
*Gavman_MurkTreesMAY21_Cityplan.esl
*GavMan_Somerville_CityPlan.esl
*GavMan_Vault88_CityPlan.esl
*Homemaker.esm
*IDEKsLogisticsStation2.esl
*Loot Detector.esl
*CC2_OSPlanetX_SS2CityPlan.esl
*PipBoyCustomisationFramework.esm
*Valkyr.esl
*ZJ PerfPlan - Abernathy.esl
*ZJ PerfPlan - Tenpinesv2.esl
*ZJ PerfPlan - Zimonja.esl
*Summervil.esl
*WG City Plans Pack ESL.esl
*Brawl Bug Fix.esp
*ASOAstinsSkinsOverride(Female).esp
*Armorsmith Extended.esp
*clothingoverhaul.esp
*ClothingOverhaulSP_XB1_PC.esp
*Auto Loot.esp
*Non-Playable Flags Patch.esp
*Eli_Armour_Compendium.esp
*EroticArt.esp
*M8r_Tags_SimSettlements2_Chapter2.esp
*SS2Extended.esp
*InstituteSettlements2.esp
*SS2_Addon_Favelabulous.esp
*SS2_FDK_TinyLiving.esp
*GtN_SettlersatPlay.esp
*Institute-AltEnding.esp
*SS2HappyTrails.esp
*SS2WastelandVenturers.esp
*SS2_SIMPDDDD.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*SS2-Jampads2.esp
*Cho1_ss2_Barmod_Conversion.esp
*Building Materials Dispenser.esp
*BetterSettlers.esp
*BetterSettlersCleanFacePack.esp
*BetterSettlersLightArmorOnly.esp
*BetterSettlersMostlyFemale.esp
*BetterSettlersNoLollygagging.esp
*CBBE.esp
*Cho1_NW_SS2_Patch.esp
*SS2_CityPlanContestAssistant.esp
*Clipboard.esp
*Companion Ring.esp
*CompanionsAreSpecial.esp
*DLC Timing.esp
*BetterNightVision.esp
*DarkerNights.esp
*Dogmeat A True Companion Normal.esp
*EferasSandbagsDefenceWall.esp
*EroSeleneFO4-CBBE-10-Color-Options.esp
*FIS-Naming-Weap-Armo-EN.esp
*Lazman Female Outfit Replacer.esp
*HN66-SiriusArmor.esp
*GKX Log Walls.esp
*BullpupHmar.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*IdaLooksmenu.esp
*ImprovedSkin.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2Addon_FPh_AlleyCabaret.esp
*JunkTownTwo.esp
*LongerPowerLines2x.esp
*FO4LaserBolts - InstituteRoyalBlue.esp
*FO4LaserBolts - NormalPink.esp
*WDI.esp
*FO4LaserBolts.esp
*LooksMenu Customization Compendium.esp
*lnrLMFO4AllInOne-AdditionalPubicHairOverlays.esp
*LooksMenu.esp
*MadGax_Fort_ Graygarden_LEvel_3.0.esp
*PCDugBuildAWall.esp
*rpampas.esp
*PBCF_Seed.esp
*AzarPonytailHairstyles.esp
*BetterSettlersCCAPack2.0.esp
*SS2-PraRandomAddon.esp
*SS2-PraRandomAddon-FIS.esp
*Raze My Settlement.esp
*RutahTattooPack_FO4.esp
*SKKCombatSettlers.esp
*SKKScriptLatencyTest.esp
*[SS2 Addon] BloodMoonRaiders.esp
*SKKSettlementAttackSystem.esp
*[SS2] BBVault 88.esp
*SS2Addon_MS_BareEssentials.esp
SS2_MsB_PlainPlans.esp
*SS2_RobotMod.esp
*SanctuaryParts.esp
*SettlementMenuManager.esp
*SS2 Excess Resource Manager.esp
*SimHomestead2.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*SynthSkins.esp
*v88EdgeMarkerFix.esp
*SS2AOP_VaultTecTools.esp
*VtawWardrobe5.esp
*SS2WastelandReconstructionKit.esp
EvilViking13_WastelandWalls.esp
*WorkshopPlus.esp
*WWP - PC.esp
*StartMeUp.esp
 
After gunner intro but before GNN I had frequent attacks on settlements that I'd simply claimed the workshop and not even built anything. So I don't think it's related to city plans, plots or excess resources.

I don't believe I had any unrecommended settlement mods.
 
It was recently changed so settlements with asams are a priority. Since that haven't had any attacks where there are no plots. Before, gunners would show up in places with 0 people or plots.
Other than that, 48 hours is normal (24 hours is expected), 30-60 gunners is not but I swear I get tons of them too. Maybe not that many.. Sometimes getting an attack immediately after as well. I assume cause it takes some time to travel back and forth and that goes towards the attack timer. And dealing with the attack itself takes a lot of in game time.
 
It was recently changed so settlements with asams are a priority. Since that haven't had any attacks where there are no plots. Before, gunners would show up in places with 0 people or plots.
Other than that, 48 hours is normal (24 hours is expected), 30-60 gunners is not but I swear I get tons of them too. Maybe not that many.. Sometimes getting an attack immediately after as well. I assume cause it takes some time to travel back and forth and that goes towards the attack timer. And dealing with the attack itself takes a lot of in game time.
Here is an attack on Tenpines
 

Attachments

  • Tenpines.jpg
    Tenpines.jpg
    431 KB · Views: 21
It was recently changed so settlements with asams are a priority. Since that haven't had any attacks where there are no plots. Before, gunners would show up in places with 0 people or plots.
Other than that, 48 hours is normal (24 hours is expected), 30-60 gunners is not but I swear I get tons of them too. Maybe not that many.. Sometimes getting an attack immediately after as well. I assume cause it takes some time to travel back and forth and that goes towards the attack timer. And dealing with the attack itself takes a lot of in game time.
Here is a Video I got of a night attack at Abernathy.
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.
 
Here is an attack on Tenpines
Me: Oh okay there are a few gunners down near the corner there, is that like 7 or 8? Wait no that guy is a settler....eyes wander to the right side of screen.....O-O

Holy crap bro that's definitely NOT normal at all! Something somewhere is causing those guys to spawn in freaking droves! I've never, in the history of playing fallout 4 with mods or without, ever experienced a settlement attack that large. I think the biggest I ever fought was like 10 to 12 attackers at max and even then that felt like a larger battle.
 
I've decided to count gunner "trophies" before and after looting everyone post-attack on the castle (level 103, Hard). 254 in my inventory on the save just before, 312 after. Not including anyone that could've despawned (since the game does that) or anything I possibly missed. So, uh, yeah.
 
Top