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You need to learn a lot more than modding.
If you bash the people then ask them for help you aren't going to get it.
Life Lesson. You need to learn it.

Your best option would have been, "I want to get these two mods to work, can someone show me where to go to find out how to separate the two doors?"

That would have given you the result you wanted. Now your best option is watching youtube videos and experimenting.
Experimenting is always the best option in learning something.
Find a door in base game, and try to move it and see what happens.
I was not bashing anyone, I was simply stating facts. Expressing my disappointment.
When I see where SS2 is capable off and already did, I have a hard time believing that 1 door, with 1 interior and 1 event taking place in another building could not made be compatible.
I also didn't ask for help in the way you phrase it here and I don't think your point about learning a life lesson has as such value. Please read what I typed in my OP . I said besides expressing my disappointment I have a suggestion / question for the situation, I like to make a mod / I'm willing to create such a solution and invest valuable time etc. So I am not only saying something about it, i'm also willing to do something about it, trying to work on a solution.

If you think that I'm already bashing maybe you have a few life lessons for the person who is attacking me for my use of grammar and calling me names. But that seems normal here.

I do thank you for the tips, it's a part of my current workflow, reading, watching and experimenting. That's the reason I came with the suggestion instead of reverse engineering everything, it would be handy to know where to settle for example, or put it in a spot which give problems later. So time doesn't get waisted by doing things twice. I do have a lot of testing to do, so I really don't need another project like this, but like I said it was a suggestion.
 
Perhaps this is of some help @Martend
In 2.0c, Kinggath fixed a bug that was preventing the City Manager Holotape menu from displaying the new Hijacks functionality.

You can find an explanation about Hijacks on the Basics Wiki Page, under the City Manager 2078 Holotape heading.
This allows the player to disable a SS2, or SS2-C2 door once a SS2 quest becomes active to allow the player to use the door for a different quest.
While not particularly immersive, it does allow players to play either the vanilla version or another mod version of that door.
 
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I'm just calling how I see it, stating facts. Hanging and putting words on me trying to make up for an attack and the fact that someone is calling names than concluding the post with a wish that I get removed? Excuse me?
Also if I wanted to use those words you are trying to pin on me I would have used them myself in such way.
So yes it's a genuine question, How did the testers missed that Save Game bug?? And there is still the fact that Chapter 2 choose to use doors and buildings in use by another well known mod.
I’m just calling it as I see it as well.
Words, sentences, and even pregnant pauses have meanings my multi-lingual friend (This is called “being patronizing.” The exact words are simply delivering information about the world, but actually it is implied that you aren’t smart enough to already have this information). If the meaning of what you say were limited to repeating the exact words you said, dictionaries, literary analysis, and comedy at large would make no sense whatever, and to adopt your ludicrous, belittling, obnoxious tone, I apologize if the idea that words have meanings eluded you.

You are not excused, and you did use them in such a way, you just didn’t use the exact words. Still the content of the words. Still the obnoxious attitude.

Frankly, I’m beginning to suspect this a wind up. Several people, some more in line with the “HR Guide to Best Practices” than others, are basically offended at the way you talk to the people who spent hundreds and hundreds of hours making… let me check my notes… A Free Mod, and your response is to double down and demand your right to speak to people however you want?

Also, it is definitionally not a genuine question. A genuine question requires that there is some legitimate expectation of information being provided in an answer such that you would theoretically know more than when you asked it. There is no such answer, even theoretically, to your question. There is really no such thing as an answer at all.
What you’ve got there, in form and function, is a rhetorical question which serves no linguistic purpose other than to call out the perceived shortcomings of the testers (that is in fact the definition of asking that question within the context of your doing so) and you only put it out, in a conversation where it had no connection, to demonstrate to yourself someone else’s irrelevant failing because it makes you feel better about yourself, and to sort of fill the void left by society deciding that screaming in frustration at people should be frowned upon. That is indeed the genesis of that particular form of rhetoric question, called into being because parents are “allowed” to say things like, “What’s wrong with you!?” and bosses are “allowed” to say, “How the hell did you not notice an extra duck Simmons!?”
Frankly, the whole attitude on a game forum is so textbook it’s painful.
Of course, you’re free to call your own psychological and linguistic experts to rebut, though I believe you’ll find that I’m just calling it like I see it and stating facts, so the further fact that I’m also being condescending and disdainful (and pointing out that you aren’t particularly bright) doesn’t actually matter.
 
Perhaps this is of some help @Martend
In 2.0c, Kinggath fixed a bug that was preventing the City Manager Holotape menu from displaying the new Hijacks functionality.

You can find an explanation about Hijacks on the Basics Wiki Page, under the City Manager 2078 Holotape heading.
This allows the player to disable a SS2, or SS2-C2 door once a SS2 quest becomes active to allow the player to use the door for a different quest.
While not particularly immersive, it does allow players to play either the vanilla version or another mod version of that door.
Thank you for your reply.
It is a workable solution for the more experienced player, however to a fair amount of new users it is not clear that in order to complete one quest you have to use a holotape. They also did question why it is needed, that RP wise it's not the greatest thing, also that it didn't work the holotape. With the fix in place now I'll give it another try and investigate further.
 
So Depravity is obviously not compatible with the changes to Concord... but Outcast and Remnants is if you say you guys did everything to help compatibility?
The two most important things to me when developing mods are that we are compatible with Xbox, and that we don't mess with the vanilla game. We jump through a ton of hoops, and I turn down a lot of the teams ideas to stick to these two goals. It adds a lot of dev and research time to work like this, but ask anyone on our team and they'll tell you how much of a stickler I am about it.

When it comes to making quest mods using the existing world, we're in a pickle - because other mods that release before us will inevitably have used some of the same locations we planned. The solution I came up for this problem was to always create our own doors, and tie them to a scripted system we call the Hijack menu, so our doors could be disabled on the fly.

We spent literal years planning SS2's storyline and locations, we started development in 2017! It was originally going to be an expansion to SS1, but over the years I realized I needed to recode the entire mod to make it more efficient, and so we opted for a sequel since we knew folks would need new saves.

Depravity is compatible with the use of the Hijack system, its not an immersive solution, but its better than us adding even more time to our dev cycle trying to redo a ton of work every time a quest mod comes out that happens to use the same locations.

What's incompatible with Outcasts and Remnants? I'm guessing we can sort it out.
 
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Thank you for your reply.
It is a workable solution for the more experienced player, however to a fair amount of new users it is not clear that in order to complete one quest you have to use a holotape. They also did question why it is needed, that RP wise it's not the greatest thing, also that it didn't work the holotape. With the fix in place now I'll give it another try and investigate further.
I would love a more immersive solution! I think patches are going to be the way to go. For example, someone patched the Nightingale door to move it out of the way so folks can still get into the Gun for Hire building.

We're playing the long-game here, so we didn't drop Chapter 2 and expect everyone to get out of our way - just going to take some time to find out what compatibility issues there are and work on solutions. I do a bi-weekly patch so we can constantly improve the mod and people's experiences in general. I generally don't do patches myself, as there's just not enough time in the day to do it all - but I'm happy to help people with information who are looking to make patches!

I've fallen behind on this thread, but someone on the team asked me to respond to the compatibility issue, if anyone is after info on patches - feel free to DM me with what you're trying to address and I'll try and point you in the right direction!
 
RE: The sub-discussion on this thread disseminating people's manors and posting style, or retorts to those - let's put it all to rest as it's derailing an otherwise useful thread discussing the things we should be focused on in the short-term to get Chapter 2 in good shape.
 
I would love a more immersive solution! I think patches are going to be the way to go. For example, someone patched the Nightingale door to move it out of the way so folks can still get into the Gun for Hire building.

We're playing the long-game here, so we didn't drop Chapter 2 and expect everyone to get out of our way - just going to take some time to find out what compatibility issues there are and work on solutions. I do a bi-weekly patch so we can constantly improve the mod and people's experiences in general. I generally don't do patches myself, as there's just not enough time in the day to do it all - but I'm happy to help people with information who are looking to make patches!

I've fallen behind on this thread, but someone on the team asked me to respond to the compatibility issue, if anyone is after info on patches - feel free to DM me with what you're trying to address and I'll try and point you in the right direction!
Thank you for the reply.
The project i'm involved in is also playing the long-game, so I'm happy to DM you with more details on the how and why.
 
Found a really weird issue (bug probably?) in Runners and Gunners. No matter what I do, Algernon always went hostile (and rest of the bunkers also) after the cutscene. Can't get him to start a conversation at all unlike what's shown in YouTube walkthroughs.
 
Found a really weird issue (bug probably?) in Runners and Gunners. No matter what I do, Algernon always went hostile (and rest of the bunkers also) after the cutscene. Can't get him to start a conversation at all unlike what's shown in YouTube walkthroughs.
Can you send me some save files? Preferably one in Vault 75 before it occurred, and any save you have after it occurred. Or either if you only have one or the other.

 
Perhaps this is of some help @Martend
In 2.0c, Kinggath fixed a bug that was preventing the City Manager Holotape menu from displaying the new Hijacks functionality.

You can find an explanation about Hijacks on the Basics Wiki Page, under the City Manager 2078 Holotape heading.
This allows the player to disable a SS2, or SS2-C2 door once a SS2 quest becomes active to allow the player to use the door for a different quest.
While not particularly immersive, it does allow players to play either the vanilla version or another mod version of that door.

Boston Interior does it also in the Holotape to work with that other mod - that I can't remember its name.
It disables conflicting doors.
 
Ok, I officially give up. Ive done EVERYTHING, recommended to me, and even disabled and deleted ANYTHING that may change stuff in the wasteland that could EVEN POSSIBY CONFLICT with C2, and still, EVERYTIME, ON A CLEAN SAVE, NOT EVEN 10 MINUTES IN, CTD when I load or reload...

Im done. If anyone can figure it out, god bless you. Im fucking done, im gonna go cry.
 
Ok, I officially give up. Ive done EVERYTHING, recommended to me, and even disabled and deleted ANYTHING that may change stuff in the wasteland that could EVEN POSSIBY CONFLICT with C2, and still, EVERYTIME, ON A CLEAN SAVE, NOT EVEN 10 MINUTES IN, CTD when I load or reload...

Im done. If anyone can figure it out, god bless you. Im fucking done, im gonna go cry.
Sorry to hear that. I've seen some folks trying to help you since launch...

No idea how deep down the rabbit hole you went, but for anyone else having this kind of trouble with any load order, where a clean save didn't fix stuff for you:

I recommend stripping down to the single mod you are trying to get working and whatever mods it requires and make sure that works for you. After you have them enabled in your mod manager, start the game, and then exit immediately. This way your plugins.txt file is set up with just those mods. Now close your mod manager, and go into your Fallout 4 directory and run Fallout4.exe (or f4se_loader.exe if you are testing an F4SE mod). See if it still crashes the game.

If yes, next step would be to see if others are able to play it successfully (always a chance the mod has a bug in its current release!), then after that would be to try a clean install of Fallout 4 - as you very likely have some loose files reeking havoc.

One of the cool tricks you can do with Steam, is go into your steam directory Program Files (x86)\Steam\steamapps\common\), and rename the Fallout 4 folder to Fallout 4 Backup. Then launch Steam, go to your library, right click Fallout 4 and choose Properties. On the screen that comes up, click Local Files, then Verify integrity of game files. It will now recreate a fresh install of Fallout 4, without deleting your Fallout 4 Backup folder.

Why is this useful?

Once you have a clean install of Fallout 4, you can test again with just the mod you're trying to get work, knowing there are 0 compatibility issues and if it still doesn't work - well probably just not meant to be and you can simply close Steam, delete this new Fallout 4 folder, and rename Fallout 4 Backup to Fallout 4 again and you won't have to redo your whole setup for this test.
 
Sorry to hear that. I've seen some folks trying to help you since launch...

No idea how deep down the rabbit hole you went, but for anyone else having this kind of trouble with any load order, where a clean save didn't fix stuff for you:

I recommend stripping down to the single mod you are trying to get working and whatever mods it requires and make sure that works for you. After you have them enabled in your mod manager, start the game, and then exit immediately. This way your plugins.txt file is set up with just those mods. Now close your mod manager, and go into your Fallout 4 directory and run Fallout4.exe (or f4se_loader.exe if you are testing an F4SE mod). See if it still crashes the game.

If yes, next step would be to see if others are able to play it successfully (always a chance the mod has a bug in its current release!), then after that would be to try a clean install of Fallout 4 - as you very likely have some loose files reeking havoc.

One of the cool tricks you can do with Steam, is go into your steam directory Program Files (x86)\Steam\steamapps\common\), and rename the Fallout 4 folder to Fallout 4 Backup. Then launch Steam, go to your library, right click Fallout 4 and choose Properties. On the screen that comes up, click Local Files, then Verify integrity of game files. It will now recreate a fresh install of Fallout 4, without deleting your Fallout 4 Backup folder.

Why is this useful?

Once you have a clean install of Fallout 4, you can test again with just the mod you're trying to get work, knowing there are 0 compatibility issues and if it still doesn't work - well probably just not meant to be and you can simply close Steam, delete this new Fallout 4 folder, and rename Fallout 4 Backup to Fallout 4 again and you won't have to redo your whole setup for this test.
Update: Ive even ran nothing but the mods needed FOR SSM2. Fresh Installs, everything.

Someone tell Mr. Bones I wanna get off his wild ride.
 
I run 176 mods (down from 230 which i started to remove prior to installing this for things like conflicts etc etc). I then started a new game.

This is just to confirm it's possible to play this with lots of mods.

Fast travel and saves outside of heavy script areas work fine. Slower in the HQ or large settlements (maybe a minute)
 
Can you send me some save files? Preferably one in Vault 75 before it occurred, and any save you have after it occurred. Or either if you only have one or the other.

I got them here: https://1drv.ms/u/s!AsQ_1hIPR4OBjNJF3LQkOoNo-p1bNA?e=pdglE2

One at the entrance, and other right after Algernon is dead. These saves are quite bloated unfortunately (way too many weapon mods), but they should work at least.
 
A few issues i'm seeing after this evenings patch.

1) So far, all CPD officers (exterior) speak and no ones mouth moves. The CPD officers inside dont respond at all. The main characters are fine.

2) If you get close to Concorde whether its a few houses away or even the red rocket. The Alyssa dialogue camera kicks in and she starts talking about the next assignment, if it catches you by suprise and your moving your mouse it cuts out. If you dont move your mouse, the whole dialogue will play from her and then your new follower Jeff...comes running out of the house and disappears in the street. He then re appears inside her house and will not respond to any attempts at dialogue when you head in.

Below is a pic of Jeff with no head at the slog during an interview dialogue movie part

The patch did push the quest forward and i received the issue 1. I went into the inventory and tried to read it. Instant CTD.

The next ones arent new issues but just mentioning them.

3) Branigan sleeps across and inside his bed (his head sticks out the side) That quest is currently still stuck as he says the "come back soon" responses still.

4) The church is still a mess although the CPD main office was all cleaned up when i was there earlier so (for me) some areas are updating
 

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Unable to speak to Ellis in Angel of Mercy quest after quest directs me to talk to him after I've spoken all dialog options with Raphael. Using 'setstage SS2C2_CB-NQ05 260' allowed me to talk to Ellis. Seemed like there was some dialog I never got with Raphael even with the speech check pass.
 
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