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Conflict with Depravity

Scott Plummer

New Member
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27
I just want to mention that the new Sim Settlement 2 -Chapter 2 mod conflicts with the mod Depravity - A Harmless Bit of Fun; both want to change the Fallon Store in Concord. The author of Depravity is no longer active(he can't handle negative reviews), so getting that mod to change is impossible; plus, this mod utilizes three floors of that building with scripting. Sure hope the new SS2 mod can choose a different building to change. Depravity is a really good mod and makes a lot of things more interesting.

Just an FYI.

 
Use the hijack tool in the holotape to temporarily disable the SS2 door. Or utilize a mobile workshop mod and a place anywhere type mod to permanently move one door or the other. They use completely different interior cells so there is no conflict there. However, this is one of those can't have your cake and eat it too type role play conflicts that run deeper than simple doors. Both mods have vastly different futures in store for GNN. It's kind of a one or the other type choice unless you're cool with suspending belief way beyond even fallout norms. There's also some minor RP conflicts with the downtown hospital and depravity as well in regards to the Nightingales. Do the Depravity/Good Neighbor quests way before you start rolling the hospital takeover with the Nightingales.
 
Use the hijack tool in the holotape to temporarily disable the SS2 door. Or utilize a mobile workshop mod and a place anywhere type mod to permanently move one door or the other. They use completely different interior cells so there is no conflict there. However, this is one of those can't have your cake and eat it too type role play conflicts that run deeper than simple doors. Both mods have vastly different futures in store for GNN. It's kind of a one or the other type choice unless you're cool with suspending belief way beyond even fallout norms. There's also some minor RP conflicts with the downtown hospital and depravity as well in regards to the Nightingales. Do the Depravity/Good Neighbor quests way before you start rolling the hospital takeover with the Nightingales.
Thanks, this means I need to play for a play different mods.
 
Thanks, this means I need to play for a play different mods.

When i played i found out the concord fallon door was not a problem just for me depended on the angle on wich u aproach the door to be able to enter depravety fallons.
Bigger problem was that in depravety u end up blowing up GNN and the blocks used to cover the doors did create a problem with Ch 2 solved it by going into CK and removing those blocks works like a charm ever since!
 
Thuggysmurf is still active, on his discord, and is re-homing his mods to Mod Sanctum when it drops. The bigger issue you'll have is that Depravity tends to break the character 'The Ron' and later chapters of SS2 may fully conflict. Depravity is the single most likely of Thuggys mods to end up fully incompatible with SS2 as the mod massively changes the games story which causes some flags to break in the quest system.
 
Thuggysmurf is still active, on his discord, and is re-homing his mods to Mod Sanctum when it drops. The bigger issue you'll have is that Depravity tends to break the character 'The Ron' and later chapters of SS2 may fully conflict. Depravity is the single most likely of Thuggys mods to end up fully incompatible with SS2 as the mod massively changes the games story which causes some flags to break in the quest system.
ok i had not yet encountered any problems with the RON and afther CK ing the blocks out of the way of the destroyed GNN so far al is running fairly wel.
also having Harly along can be fun,
i dont know if the ron bug is some how related to saving kellog if so i wont have that problem shot him just to not get problems with CURY i prefer the synth version over the robot one!
 
Has no one just moved the door to either the New Fallon's or Depravity's Fallon Administrative Offices around the side of the building? I understand there's a conflict with Gunner Plaza and the Gunner quests, but from comments it seems like it can be avoided -- i.e., choose one or the other -- and if you don't blow up the plaza you can actually play both mods at once. I often start Depravity and only do a few things during the game, but the initial part is great, and the companions are also great, so if you're not a completionist and don't have OCD about doing every single quest, then why not have your cake and eat it too? Don't get me wrong -- so far (on my first playthru with SS2) I love Chapter 2. The dialogue is great, Jake definitely grows on you, the quests get better and deeper as the story goes on, etc. -- but I also love Thuggy's mods. I play with all of them in every playthru, and am not going to give up Depravity because of a door conflict, and I also would much prefer the opportunity to choose which ending I want for the Gunners. It's my game, so I want to play it however I like. Given that there are hundreds of thousands of downloads of Depravity I don't know why moving the door is such a problem. I'm not a modder at all, so I can't do it, but if they can do it for Gun for Hire surely there are talented folks around who could create a patch to move the bloody door so we can stop reading about the alleged nefarious reasons for putting the SS2 door in the same place.
 
I just want to mention that the new Sim Settlement 2 -Chapter 2 mod conflicts with the mod Depravity - A Harmless Bit of Fun; both want to change the Fallon Store in Concord.

I don't actually see this as a "problem" for 2 reasons. 1) SS2 includes the door disabler holotape option, which allows you to access Depravity's version of the interior cell. You can use that toggle to choose which interior version you want to access. And 2) Once you've entered Depravity's version of Fallon's, you no longer need to use the exterior door unless you play in Survival mode, because you can directly FT into Depravity's interior cell.
Both mods have vastly different futures in store for GNN. It's kind of a one or the other type choice unless you're cool with suspending belief way beyond even fallout norms. There's also some minor RP conflicts with the downtown hospital and depravity as well in regards to the Nightingales. Do the Depravity/Good Neighbor quests way before you start rolling the hospital takeover with the Nightingales.
The destruction of GNN and the added residual radiation is the number one conflict between Depravity and SS2 Ch2. But I am currently working on a "patch" that will allow both mods to work together and avoid that conflict. But I'm not sure which conflict you're talking about in regards to the Nightingales and the hospital, I think I might have an idea which quest you're talking about though. So yeah, as long as people using both mods are aware of a possible conflict, and know to complete Depravity's quests first, it should be good? I haven't started Ch2 yet, so I'm not personally aware of what the conflict would be.
Bigger problem was that in depravety u end up blowing up GNN and the blocks used to cover the doors did create a problem with Ch 2 solved it by going into CK and removing those blocks works like a charm ever since!
As noted above, I am currently working on a patch that will cease the damage to the GNN building in Depravity while still allowing that mod to progress fully and with minimal impact to its storyline. The door barriers are only one part of the problem, and easily removed without the CK by just selecting them in console and disable/markfordelete. The bigger problem is the radiation, but I'm getting that taken care of.
The bigger issue you'll have is that Depravity tends to break the character 'The Ron' and later chapters of SS2 may fully conflict.
I was able to run Depravity and the other Thuggyverse mods with Ch1 without any problems. The only issue I ever had with The Ron was way late in my game, after I found pretty much every SS2 unique settler, I went back and asked if he knew of anyone wanting to find a home. He gave me an objective to find someone, but a marker never showed up. Using the SQT/SQO/SQS commands on his quest, it states the door/path to his target is unreachable. I went through every DLC location trying to find the marker, nothing. Depravity changes Hotel Rexford and PV changes the institute, but both original interior cells are accessible by either terminal or holotape. And after checking, yep. New unique character Benni was inside the original Hotel Rexford upstairs. Because that interior cell's location is only accessible via terminal, the quest from The Ron wasn't able to find an accessible door. But the problem is now resolved.
I understand there's a conflict with Gunner Plaza and the Gunner quests, but from comments it seems like it can be avoided -- i.e., choose one or the other -- and if you don't blow up the plaza you can actually play both mods at once.
The only problem with trying to use both mods and simply not blowing up GNN is that you will halt any way to progress further in Depravity's quests. This means you won't have access to the DC management, won't be able to take over the New Rexford, won't be able to hire a few unique characters as employees, and will be unable to complete some of the vanilla DC quests that only become available after you take over DC as temp mayor. That's actually quite a bit of content you'll be missing out on.


But the big news is that, thanks to Playerlin on Thuggy's discord, I have a huge starting point to creating a patch that will allow both mods to be used without the GNN problems, which is the main incompatibility issue between the two mods. I know a lot of people have been asking for a similar patch; on these forums, Steam forums, reddit, etc. I think I have most of the data needed to get the patch done, but I lack the CK skills and FO4edit wizardry to make an actual patch. If anyone else with knowledge/experience doing patches or small mods is able to assist, I'd be extremely grateful for the assist (and I'm sure a lot of the community would be as well).
 
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I don't actually see this as a "problem" for 2 reasons. 1) SS2 includes the door disabler holotape option, which allows you to access Depravity's version of the interior cell. You can use that toggle to choose which interior version you want to access. And 2) Once you've entered Depravity's version of Fallon's, you no longer need to use the exterior door unless you play in Survival mode, because you can directly FT into Depravity's interior cell.

The destruction of GNN and the added residual radiation is the number one conflict between Depravity and SS2 Ch2. But I am currently working on a "patch" that will allow both mods to work together and avoid that conflict. But I'm not sure which conflict you're talking about in regards to the Nightingales and the hospital, I think I might have an idea which quest you're talking about though. So yeah, as long as people using both mods are aware of a possible conflict, and know to complete Depravity's quests first, it should be good? I haven't started Ch2 yet, so I'm not personally aware of what the conflict would be.

As noted above, I am currently working on a patch that will cease the damage to the GNN building in Depravity while still allowing that mod to progress fully and with minimal impact to its storyline. The door barriers are only one part of the problem, and easily removed without the CK by just selecting them in console and disable/markfordelete. The bigger problem is the radiation, but I'm getting that taken care of.

I was able to run Depravity and the other Thuggyverse mods with Ch1 without any problems. The only issue I ever had with The Ron was way late in my game, after I found pretty much every SS2 unique settler, I went back and asked if he knew of anyone wanting to find a home. He gave me an objective to find someone, but a marker never showed up. Using the SQT/SQO/SQS commands on his quest, it states the door/path to his target is unreachable. I went through every DLC location trying to find the marker, nothing. Depravity changes Hotel Rexford and PV changes the institute, but both original interior cells are accessible by either terminal or holotape. And after checking, yep. New unique character Benni was inside the original Hotel Rexford upstairs. Because that interior cell's location is only accessible via terminal, the quest from The Ron wasn't able to find an accessible door. But the problem is now resolved.

The only problem with trying to use both mods and simply not blowing up GNN is that you will halt any way to progress further in Depravity's quests. This means you won't have access to the DC management, won't be able to take over the New Rexford, won't be able to hire a few unique characters as employees, and will be unable to complete some of the vanilla DC quests that only become available after you take over DC as temp mayor. That's actually quite a bit of content you'll be missing out on.


But the big news is that, thanks to Playerlin on Thuggy's discord, I have a huge starting point to creating a patch that will allow both mods to be used without the GNN problems, which is the main incompatibility issue between the two mods. I know a lot of people have been asking for a similar patch; on these forums, Steam forums, reddit, etc. I think I have most of the data needed to get the patch done, but I lack the CK skills and FO4edit wizardry to make an actual patch. If anyone else with knowledge/experience doing patches or small mods is able to assist, I'd be extremely grateful for the assist (and I'm sure a lot of the community would be as well).
thx for the heads up into solving this kind of hickup
although for me i solved the fallons by just looking at the door from the right angle and GNN with a small step to the CK to remove the door blocking and rad spawning counters in depravety!
 
thx for the heads up into solving this kind of hickup
although for me i solved the fallons by just looking at the door from the right angle and GNN with a small step to the CK to remove the door blocking and rad spawning counters in depravety!
Initially I just setstaged We the People to skip nuking the building, which did leave the building intact, but as you mention it added those door barriers and the radiation. That meant the area was still not compatible with Ch 2. I read your post about using the CK to remove those objects, and the reply someone else mentioned about just using disable/markfordelete on them, and that gave me an idea. In combination with console commands to delete the radiation objects, that would essentially leave GNN untouched and fully usable by Ch2.

But I know there are a lot of people out there wanting a compatibility between the two mods, but aren't comfortable using console commands like that. Do something wrong, you fry your game. Miss a command, you might still have problems. And people might not know when/how to use the quest setstage command to skip just that portion of We the People and not break the quest.

My plan with a patch is to correct the GNN compatibility issue, while still keeping as much of the original quest intact, and doing so in a way that doesn't require the player to mess with console commands. With the patch installed, it should automatically do what it needs to do without any player direction. If done right, it will match up with everything else and pretty just feel like it's how the original quest would have progressed. Only a small portion of We the People would be skipped, and only the sections directly related to blowing up GNN. That way, SS2 Ch2 and Depravity can run together without conflict involving GNN.

All I need now is to find someone with mod creation knowledge to help me get the actual patch done. I pretty much have everything else, including all of the object ids etc.
 
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