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Cannot get Jake to do his thing

draytalon

Member
Messages
48
So, I met Jake at the amphitheatre and go to Vault Tec HQ, upon entering he talks then that's it, he just stands there doing nothing, I cannot even get a chat going with him. My cursor disappears when I look at him, but move to the side it reappears. If i leave the HQ and re-enter, he is then at the monitor and I can go through the full conversation. After killing all the ghouls and start the search for Magnusson's office, upon finding it, he just stands there doing nothing till i leave the HQ and re-enter again. Once I get through all that and enter the basement, it's stuck on the one dialogue. When you press the ASAM button on the machine, he goes through the ritual of 'what do we have here then'. After this he just stands there, so I leave the basement and re-enter, he goes through the 'what do we have here then', over and over again. Cannot go any further, anyone with ideas on this.
 
Ok, so I looked through all my mods to see if I had the ones that are incompatible with SS2. I have none of the aforementioned mods installed. Looks like I will have to restart my game. So started a new game and this time when I meet Jake and go to Concord, after defeating the raiders and the deathclaw, Jake goes through his spiel but as soon as he is finished he will not go to his store, he just stands there, so I fast travel to Sanctuary Hills and then fast travel back to Concord, he is in the shop, goes through his chat again, but does not move, yet when I fast travel back to Sanctuary, he is standing in the house waiting on me? So he tells you to build a plot for cultivation, so I place down an ASAM, it tells me that I have placed it down, yet Jake just stands there, so fast travel back and forth and he starts to build. When I Build the indusrty plot and after talking with old Paul, Jake leaves??? Nope, just stands there unless I fast travel.
 
Ive had a great deal of trouble with those quests and XDI. You might try removing it for a couple of quests or try the compatability mod on the XDI page (I believe).

I also had some luck disabling my multi follower mods before doing the Vault Tech HQ. Some of them managed to disrupt the conversations.

I noticed you only have recruitable settlers version for Far Harbor. The Commonwealth isnt installed. Iv read people complaining about Vivid weathers but Ive not used it so...

If you would try loading your VT HQ save and see if the changes make it workable or not. Best of luck to you.
 

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I'm thinking something breaks Jake, since he's technically a companion during at least some of it... It may be due to the companion mods. Also I wouldn't keep playing with disabled mods, even if you enable them later. Good for testing though. Can't recall any of those issues with XDI, I had the patch from the beginning but it only really changes the radio quest and I think gray matters?
 
I'm thinking something breaks Jake, since he's technically a companion during at least some of it... It may be due to the companion mods. Also I wouldn't keep playing with disabled mods, even if you enable them later. Good for testing though. Can't recall any of those issues with XDI, I had the patch from the beginning but it only really changes the radio quest and I think gray matters?
XDI, when I last tried to use it, would prevent Jake from ever knowing we found all the items in the VT HQ as well as having trouble moving i the map. I really love XDI but it breaks a couple of mods I love more. Anton isnt in Goodneighbor if you have XDI enabled. I tried waiting a month and doing various things to try and spawn him - only thing that worked was traveling away from town and disabling XDI before coming back.

Its actually the reason I first came to the forums. I was at my wits end trying to get out of the Vault Tech basement.
 
Ok, so I disabled the XDI and the patches associated with it, disable companion mods also, both the ones from beth net and skk's, reloaded in at VT HQ, same, thing occurs, reloaded my other saved game at Sanctuary, same thing again, so it's not these mods that are the errors. I have rechecked with vortex for updates, but again this was fruitless as all mods are updated. Now a long shot, I downloaded the mod The Machine and Her, loot tells me that it has 10 deleted navmeshes, could this be the cause of the issue? As i said, a long shot as I am new to modding games.

1676402940129.png
 
XDI, when I last tried to use it, would prevent Jake from ever knowing we found all the items in the VT HQ as well as having trouble moving i the map. I really love XDI but it breaks a couple of mods I love more. Anton isnt in Goodneighbor if you have XDI enabled.
None of this is caused by Extended Dialog Interface (XDI). I have had XDI in my load order since SS2 was released. Its the reason the SS2-XDI Patch exists.
(I had to learn to create mods as I refused to remove XDI from my LO and FDI has its own issues)

There is a mod that attempted to add tags for skill and perk checks. For some users, it caused many quest issues. It has been removed from Nexus as the author (sranger) wasn't able to figure out what was causing this behavior. You can search this site and find many reports of broken quests.

At this point in time, SS2 is fairly stable. I would guess most issues being reported are mod conflicts, not actual bugs with SS2. I would suggest starting a new game with just SS2 and its requirements. Then over time, slowly add mods. When things become unstable or some other power of Todd craziness ensues, suspect some of the last mods installed.
 
At this point in time, SS2 is fairly stable. I would guess most issues being reported are mod conflicts, not actual bugs with SS2.
Yes, I agree on the fact that SS2 is very stable. I have used these same mods for about a year without issue. I even went as far as to uninstall the game and all the registry keys along with all the mods and re-install exact mods, but now I am having this issue, I just find this very strange. I have actually gotten to the point where I rescue Jake from the Gunners and the head dude helps, so I know it worked, strange not on a new game?
 
Did you look in appdata before re-installing? There are some config files stuffed in there.
C:\Users\<UserName>\AppData\Roaming\Fallout 4 (if windows is installed on a drive other than C, edit accordingly)

I wonder if editing the registry caused any issues. :scratchheadI have not tried that when returning to a vanilla install state.
 
Did you look in appdata before re-installing? There are some config files stuffed in there.
C:\Users\<UserName>\AppData\Roaming\Fallout 4 (if windows is installed on a drive other than C, edit accordingly)
Yes, I was aware of this also, after I did a complete clean and re-install, the problem arises again.

I wonder if editing the registry caused any issues. :scratchheadI have not tried that when returning to a vanilla install state.
I don't actually touch the registry files, my uninstaller does it, it uninstalls all residue files not being used, therefore, uninstalling FO4, all reg files will be deleted also.
 
Ok, fingers crossed, I disabled all my mods, then one by one I enabled them, now if there was other mods attached to it, I would install those also, for example, Mutant Menagerie, I would install the main file plus all the additional ones. Load in the saved game that I played with only SS2 and sub categories installed. So first play when Jake builds the 'cultivation plot' then the 'Industry plot', no issues, completed, talked to old Paul and Jake leaves. So one by one, reinstalling as soon as I installed Far Better Far Harbor - Better Exploration, Jake won't move to build any plots. So now I am going to restart a fresh game with this mod deleted and hopefully manage to play through the game again.

The link to the mod if anyone wants to take a look

https://www.nexusmods.com/fallout4/mods/60641
 
Oh well, back to the drawing board, that mod was not the fault. Jake is doing his 'standing around doing nothing' thing on a new game without the mod. Painstakingly going to have to go through all the remainder of the mods to see whats what.
 
Ok, going to put this one to sleep. After going through all my mods and disabling them all except the SS2 ones, then loading them back in one at a time until I get to one where Jake does not move, I keep that one disabled and continue. Now here is the funny thing, if I load all the SS2 mods with the one that 'does not work' it works fine. Now here is a funnier thing, at one point it was Far Harbor Far Better Exploration that did not work, this morning it was Vivid Weathers, this afternoon it was Improved Road and Maps. Guess it looks like I will have to delete all the mods and play vanilla again.
 
One of the problems might be when removing and adding mods back in is form id's change due to the reshuffling of plugins and left over or de-synced(not the papyrus error) data in existing saves. This one can be difficult to track or discern from 'mod' problems or conflicts.
 
Seeing that FO4 does not officially support removing mods during a playthrough, the only way to truly test a load order is by starting a new game.
This is the reason I ended up creating this mod:
I swear I have seen Kellogg more often than my mother...
 
Dunno what's worse, slowly sipping coffee in pre-war or waiting for Kellogg to finish talking to his future killer (why?). The first time I really wanted to kill this SOB. I just started to like my wife. The second and other 25 times... Meh.
It's possibly the combination of mods and their order, not the mods themselves. Vivid Weathers is a weather mod that's very commonly used and the maker of the Far Harbor one had some help from KG and damanding (at least resources) so I'd guess (not 100%) that it's safe too. And correct me if I'm wrong, but disabling doesn't always confirm the issue, right? Some stuff will still be baked in the save.
Does this only happen with Jake? What about other NPCs and quests?
 
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