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Primary Bug Report Can't complete quest "taking point: Sunshine tidings co-op"

Same thing here. Took me a while to figure out what was wrong but disabling sim settlement fixes the issue.

Question, in my new game I have only activated sim settlements and so far I have no built anything related to sim settlement. So I am thinking of simply disabling the mod, completing the quest and then reactivating the mod but I am a bit worried about future possible bugs. Anyone has any idea if it could cause problems in the future.

I don't suggest doing this if you value your save, disabling a mod mid-playthrough, especially one as big as Sim Settlements, is a quick way to save issues.

kinggath is aware of the issue, if you're unwilling or unable to use the console command, I'd suggest waiting for him to release the fix.
 
So using the rebuild option wouldn't place whatever that item is back in the settlement as it was when I first built it? So far I haven't noticed any change. It's operating as well as the other settlements so far. Doesn't feel like anything changed. And it's getting better compared to a couple of problems settlements that just don't seem to be growing at all. Like Oberland Station...it's been sitting at a population of 3 for over 15 in-game levels.
 
I would make sure a companion is assigned. It may say it's got a leader but it may be lying. Force assign the same companion as the leader just to be sure.
 
How would I force assign a leader? I think Oberland is the only one not growing...but I may or may not have an issue at Country Crossing and Nordhagen Beach. When I started my game I quickly went to the settlement building. I have so far Sanctuary, Tenpines Bluff, Oberland Station, Country Crossing, Nordhagen Beach, and Sunshine Co-Op. Tenpines really took off almost the quickest. It matched and almost surpassed that of Sanctuary which came before. Have Preston Garvey leading Tenpines at the moment.
 
So using the rebuild option wouldn't place whatever that item is back in the settlement as it was when I first built it? So far I haven't noticed any change. It's operating as well as the other settlements so far. Doesn't feel like anything changed. And it's getting better compared to a couple of problems settlements that just don't seem to be growing at all. Like Oberland Station...it's been sitting at a population of 3 for over 15 in-game levels.

I don't know if the object will be restored, that's why kinggath needs to look at it. The change isn't something you're going to notice in a hurry, and may or may not cause issues depending on all the ways kinggath uses the object. Thus, you should avoid the method until kinggath looks at it and either gives it the thumbs up as safe, or fixes the problem.
 
I would make sure a companion is assigned. It may say it's got a leader but it may be lying. Force assign the same companion as the leader just to be sure.

So, I just loaded up my game and went to Oberland. Still not sure how to force assign a companion to it, but I collected him and then made him leader again. I noticed on the map it says there are 3 people there...but when I get into the settlement menu using 'v', it says '0' people.

Edit: Guessing 'forcing' means to assign them to the terminal directly. I did so and then started traveling somewhere else and at least I see that I'm getting updates now regarding people constructing new houses. Will continue to monitor.
 
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I'm having the same issue on Starlight Drive in (Taking Point). I tried the setstage command, but when I turned it in to Preston I got "quest failed". I reloaded, and have just left it as is.
 
I am having same problem with recruitment beacon during Taking Point in the Sunshine Tidings settlement, pc version. I am code stupid, so I hope for a fix soon. On the recruitment tower, I noticed the red light illuminates when on and the green light illuminates when off. THANX.
 
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is the quest Taking Point? Edit: right there in the title :P.

If anyone has a quest OTHER then taking point let me know and I'll get you a console command to progress until kinggath can fix the issue.

For now, those who are stuck on Taking Point, try this console command until kinggath has a fix (I've let him know about the issue and the reason for the problem):

setstage MinRecruit06 400
Thank You :)
 
So is this related to all of SS or just ROC? I had it installed but was not using it at this site.

It's a bug from the new recruitment system which is part of Sim Settlements 3.0, not necessarily Rise of the Commonwealth
 
This bug will surface while SS is installed due to the manner KG is subverting the inbuilt recruitment engine to inject his own... unfortunately he missed a flag or something and that made a bit of a puddle in the middle of the floor.

Should be cleared up in one of the upcoming hotfix downloads if it's not stomped already in hotfix 2 (check the hotfix thread @ https://simsettlements.com/site/index.php?threads/hotfix-2-beta.2957/)
 
I'm so lost.
About what? The separation of sim settlements 3.0 vs Rise of the Commonwealth? (that one is a common point of confusion)

If that's it, the distinction is as follows:

Sim Settlements 3.0 includes most of the features that Rise of the Commonwealth Uses. It adds the option for city building, leaders, interior plots, etc

Rise of the Commonwealth however adds the actual city plans you use. Without the Rise of the Commonwealth expansion you can't use the city plans, but most of the other features function just fine without it.

This is also why add-on packs like mine can use rise of the Commonwealth or Industrial Revolution features (such as internal plots or advanced industrial plots) without requiring you have either expansion.

Basically Sim Settlements 3.0 adds the framework for the features, the Rise of the Commonwealth expansion actually takes advantages of them so you can use them.
 
Same bug applies to "Taking Point: Starlight Drive In". The setstage command also worked for getting past it. I wasn't sure if it was because I had Preston set as leader of Sanctuary Hills, I didn't see a way to unset the leader when only 1 NPC met the requirements for being a leader.
 
I got the same issue at Starlight, cleared the area and put up a beacon but quest doesn't complete at the beacon stage
 
About what? The separation of sim settlements 3.0 vs Rise of the Commonwealth? (that one is a common point of confusion)

If that's it, the distinction is as follows:

Sim Settlements 3.0 includes most of the features that Rise of the Commonwealth Uses. It adds the option for city building, leaders, interior plots, etc

Rise of the Commonwealth however adds the actual city plans you use. Without the Rise of the Commonwealth expansion you can't use the city plans, but most of the other features function just fine without it.

This is also why add-on packs like mine can use rise of the Commonwealth or Industrial Revolution features (such as internal plots or advanced industrial plots) without requiring you have either expansion.

Basically Sim Settlements 3.0 adds the framework for the features, the Rise of the Commonwealth expansion actually takes advantages of them so you can use them.


Well it sounds like SS in managing recruitment? So without ROC am I recruiting at all? I guess time will tell, Im tempted to leave it running all day and see, lol
 
Well it sounds like SS in managing recruitment? So without ROC am I recruiting at all? I guess time will tell, Im tempted to leave it running all day and see, lol

Yes, the recruiting feature is in Sim Settlements 3.0, not in Rise of the Commonwealth. Sim Settlements 3.0 is in the base mod, the expansion (Rise of the Commonwealth) utilizes the new features added in SS 3.0
 
Same bug applies to "Taking Point: Starlight Drive In". The setstage command also worked for getting past it. I wasn't sure if it was because I had Preston set as leader of Sanctuary Hills, I didn't see a way to unset the leader when only 1 NPC met the requirements for being a leader.

That's not the reason, and yeah, this would happen for any copy of Taking Point. The hotfix beta that kinggath put up last night should resolve it however, so if anyone has this issue please go grab the hotfix beta and test it out!
 
Sort of the same issue. I set up having Preston be the lead and after the cut scene noticed the quest wouldn't clear. Tried a few things before coming here. Did a reload from a bit earlier and tried setting up the beacon before assigning Preston the job and it still didn't clear, tried leaving, sleeping and quitting to restart the computer. I have 2 people who have come because of the beacon but no option to let Preston know. I'm going to stop here and play another character until I hear something.

I have used this with 4 settlements, (Sanctuary, Red Rocket, Tenpines Bluff and Sunshine Tidings co-op which is my first problem.

I have a couple of slight issues going on in Sanctuary and Red Rocket, but they have to do with what I've done to the settlement, nothing with this mod. This mod is, as usual, amazing. Thank you very much.
 
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