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Everything keeps de-spawning in HQ

Dancing Turkey

New Member
Messages
1
Any time I fast travel (or really experience a loading screen) everything in HQ de-spawns and I can no longer gain resources of any kind. I've tried refreshing the rooms but nothing seems to work also all the lighting affects disappear.
 
So I had the same issue earlier in my playthrough along with some others here. There is no way I know of to fix the problem once it occurs, so you will have to avoid it happening as much as possible. I was able to salvage the playthrough from a slightly earlier, slightly cleaner save and since moving through SS2C2 Main Quest I haven't had the issue since. I'll put what I leaned here for you to try as well as to document for everyone else. Please bear with me.

Issue: HQ seems to do a reset of some kind. Max workers for most departments are at 0. Energy is no longer generated. The cells are empty again. Rooms are still registered as having been constructed from a HQ build mode perspective, and can be refreshed to appear working, but as far as resource allocation goes, all progress is wiped.

Potential causes (things to avoid):
  • Hiring an unexpected settler to HQ (those added spontaneously by other mods e.g: AFT or non-humanoid e.g. junkyard dogs) Note: Cola seems fine.
  • Attempting to hire more workers than bed space available (popup message should come up immediately, but on some saves it didn't even seem to check until I returned to HQ. I never saw that message and had HQ working afterwards).
  • Travelling away from HQ while construction is in progress (being out of HQ more than 24hrs before I got to "Is there a doctor in the house?" seemed to break HQ every time). For safety, wait a full 24hrs after construction has completed before leaving HQ.

Best advice I can give if you have a save where HQ is still working, is to try progress through as much building as possible within HQ (until after MQ26) before doing anything substantial outside HQ. I lost multiple wasteland trips of 4hrs+ gameplay because I'd assumed HQ was working fine, only to find it had actually bugged out soon after leaving. Keep a note of remaining bed space as you attempt to recruit and return to HQ to check it is fine before going on to do other things.
 
I've been looking for before and after saves with this issue that have a minimal load order. If any of you is playing with just a few mods, have had this occur, and can send me your last save before it happened, and the first one you have after it happened I can use it to research this issue!

It appears that the cell is resetting, even though its flagged to never reset, though its not happening for everyone - so I think there's a mod conflict - but I can't imagine what. If someone has this occurring in a small load order, it would point me to an issue in the mod itself rather than a conflict, so that I can actually fix it.
 
I've been looking for before and after saves with this issue that have a minimal load order. If any of you is playing with just a few mods, have had this occur, and can send me your last save before it happened, and the first one you have after it happened I can use it to research this issue!

It appears that the cell is resetting, even though its flagged to never reset, though its not happening for everyone - so I think there's a mod conflict - but I can't imagine what. If someone has this occurring in a small load order, it would point me to an issue in the mod itself rather than a conflict, so that I can actually fix it.
I would be glad to start a new game with minimal mods if I could jump close to that quest without starting anew.
 
I've been looking for before and after saves with this issue that have a minimal load order. If any of you is playing with just a few mods, have had this occur, and can send me your last save before it happened, and the first one you have after it happened I can use it to research this issue!

It appears that the cell is resetting, even though its flagged to never reset, though its not happening for everyone - so I think there's a mod conflict - but I can't imagine what. If someone has this occurring in a small load order, it would point me to an issue in the mod itself rather than a conflict, so that I can actually fix it.
I don’t think it is a mod conflict. I am playing on Xbox and as such have only three mods other than SS2. I don’t think it is one of them as it‘s the unofficial patch, a Halo weapon mod and no settlement attacks.
 
I have been battling this for quite a while, loosing 8 hours of gameplay on average, trying to go back to a cleaner time, hoping to avoid the reset (I'm up to about 30-35 hours lost). For me, it always occurs at a specific day, which is about 20 days after I conquered GNN for the CH2 quest line. Looking back on my saves, one of the most recent things I did before loading chapter 2 was raid GNN and wipe out the Gunners (I blame pent up rage triggered by the chapter 2 trailer). I can't pinpoint the timeframe, but it could have been about 30 days before my cell reset issue. However, Kinggath was able to make my save work on his computer, though he is uncertain of the trigger at this time. When I try to replicate his steps (remove EVERYTHING except Unofficial Patch, HUDFramework, Workshop Framework, SS2, and Chapter 2, then travel to another cell, wait a few days where my reset would occur, and travel back to GNN), it doesn't work for me.
I don’t think it is a mod conflict. I am playing on Xbox and as such have only three mods other than SS2. I don’t think it is one of them as it‘s the unofficial patch, a Halo weapon mod and no settlement attacks.
I have 4 Halo mods on my setup. The MA37 and BR55 by Nova Soda, the Mjolnir MK V set (also by Nova Soda), ODST Battlearmor (Nova Soda again), and Misriah Armory (by Nova.... possible relation?). It's a possible link, at this point.

My initial guess was that it was something to do with the general GNN plaza trying to repopulate. Now, I'm wondering if it was something in a mod that I had loaded which was trying to reset. Nova Soda likes to hide his creations throughout the commonwealth. Depending on which Halo mod you have, you can find his grenade launcher and pistol on the map table of the Railroad HQ, the SMG is in the Intitute's SRB, the gauss rifle is with Virgil... could he have hidden something inside of GNN, and that is trying to reset its own spawn timer?

So I had the same issue earlier in my playthrough along with some others here. There is no way I know of to fix the problem once it occurs, so you will have to avoid it happening as much as possible. I was able to salvage the playthrough from a slightly earlier, slightly cleaner save and since moving through SS2C2 Main Quest I haven't had the issue since. I'll put what I leaned here for you to try as well as to document for everyone else. Please bear with me.

Issue: HQ seems to do a reset of some kind. Max workers for most departments are at 0. Energy is no longer generated. The cells are empty again. Rooms are still registered as having been constructed from a HQ build mode perspective, and can be refreshed to appear working, but as far as resource allocation goes, all progress is wiped.

Potential causes (things to avoid):
  • Hiring an unexpected settler to HQ (those added spontaneously by other mods e.g: AFT or non-humanoid e.g. junkyard dogs) Note: Cola seems fine.
  • Attempting to hire more workers than bed space available (popup message should come up immediately, but on some saves it didn't even seem to check until I returned to HQ. I never saw that message and had HQ working afterwards).
  • Travelling away from HQ while construction is in progress (being out of HQ more than 24hrs before I got to "Is there a doctor in the house?" seemed to break HQ every time). For safety, wait a full 24hrs after construction has completed before leaving HQ.

Best advice I can give if you have a save where HQ is still working, is to try progress through as much building as possible within HQ (until after MQ26) before doing anything substantial outside HQ. I lost multiple wasteland trips of 4hrs+ gameplay because I'd assumed HQ was working fine, only to find it had actually bugged out soon after leaving. Keep a note of remaining bed space as you attempt to recruit and return to HQ to check it is fine before going on to do other things.
I have noticed that if I stay close to GNN, and don't leave for more than 25 hours at a time, I can hold off the reset bug indefinitely. But, I get cabin fever, and have to go recruit settlers. I also tried leaving after there was no construction occurring. This did nothing. In fact, my 'scheduled' cell reset can occur 3 days after the GNN 'employees' have been just idle. That said, I had NOT made a gameplay where I didn't accidently try to recruit too many settlers. Still, it never actually recruited too many, and there would always never be more settlers than beds. Not sure how far back I could have that error message baked into a save.

Anyone know how to copy the mod load order from Vortex so I can paste it in here, see if we have any other common threads? There can't be THOSE many people playing Halo mods, can there?
 
I have noticed that if I stay close to GNN, and don't leave for more than 25 hours at a time, I can hold off the reset bug indefinitely. But, I get cabin fever, and have to go recruit settlers. I also tried leaving after there was no construction occurring. This did nothing. In fact, my 'scheduled' cell reset can occur 3 days after the GNN 'employees' have been just idle. That said, I had NOT made a gameplay where I didn't accidently try to recruit too many settlers. Still, it never actually recruited too many, and there would always never be more settlers than beds. Not sure how far back I could have that error message baked into a save.

Anyone know how to copy the mod load order from Vortex so I can paste it in here, see if we have any other common threads? There can't be THOSE many people playing Halo mods, can there?
Interesting. Have you been able to complete "Is there a Doctor in the House"? I haven't seen HQ reset now in about ~8hours gameplay after finishing that.

I'm not sure about Vortex itself, but you can copy the mods portion of f4se.log in Documents/My Games/Fallout 4/F4SE/ Sadly, I doubt Halo mods are the cause because I have none :). Here's my load order for reference:
[0] Fallout4.esm
[1] DLCRobot.esm
[2] DLCworkshop01.esm
[3] DLCCoast.esm
[4] DLCworkshop02.esm
[5] DLCworkshop03.esm
[6] DLCNukaWorld.esm
[7] Unofficial Fallout 4 Patch.esp
[8] WorkshopFramework.esm
[9] ArmorKeywords.esm
[10] HUDFramework.esm
[11] SS2.esm
[12] Z_Architect.esm
[13] Arbitration - Resources.esm
[14] TrueStormsFO4.esm
[15] NAC.esm
[16] SS2_XPAC_Chapter2.esm
[17] BostonFPSFixAIO.esp
[18] SS2Extended.esp
[19] 3DNPC_FO4Settler.esp
[FE:0] SavrenXCreaturesPackDlcREDONE.esp
[FE:1] SavrenXBetterRobotHDLibertyPrime.esp
[FE:2] SavrenXPropsAndJunk.esp
[FE:3] SavrenXHDSettlementAndSetDressing.esp
[20] InteriorsEnhanced-All-In-One.esp
[FE:4] SavrenX HD Vanilla Clothes Optimized.esp
[FE:5] SavrenXHdDlcPowerArmor.esp
[FE:6] SavrenX SuperMutant Armor HD.esp
[FE:7] SavrenXHDSettlementAndSetDressingDLC.esp
[FE:8] SavrenXSynthHD.esp
[FE:9] SavrenXWeaponHD.esp
[FE:10] SavrenXLandscapeInteriorBuildingDLC.esp
[FE:11] SavrenXHDVanillaLandscape.esp
[FE:12] SavrenX HD Vanilla Armor.esp
[FE:13] SavrenX HD DLC Armor and Clothes.esp
[FE:14] SavrenXHD1KBuildingAndInterior.esp
[FE:15] SavrenXFoodAndFoodware.esp
[FE:16] Flicker Fixer.esp
[FE:17] Fortune Finder 4 Fix.esp
[FE:18] HQ Fixes.esp
[21] CSM SS2 Pack.esp
[22] Unofficial Fallout 4 FDI Patch.esp
[FE:19] ArmorClothingOverhaul.esp
[23] More Armor Slots - All Dlc.esp
[24] Better Locational Damage.esp
[25] Weapons of Fate.esp
[26] Better Locational Damage - DLC_Far_Harbor.esp
[27] Glowing Animals Emit Light.esp
[28] Better Locational Damage - DLC_WWorkshop.esp
[29] TrueStormsFO4-EarlierSunsets.esp
[30] TrueStormsFO4-EarlierSunsetsFH.esp
[31] TrueStormsFO4-FarHarbor.esp
[32] Better Locational Damage - DLC_Automatron.esp
[33] BLD - Leveled Lists - DLC.esp
[34] Better Locational Damage - DLC_Nuka_World.esp
[35] Fatigues Extended - FO.esp
[FE:20] ACO_DLCw03.esp
[36] Z_Horizon_Loot_Respawn.esp
[37] Z_Horizon_Loot_Respawn_DLC.esp
[38] 3DNPC_FO4.esp
[39] 3DNPC_FO4-Patch.esp
[40] Reverb and Ambiance Overhaul.esp
[41] TrueStormsFO4-NukaWorld-FH-Compat.esp
[42] ClarityTS.esp
[43] AGNISNikaCola01.esp
[44] Depravity.esp
[45] W.A.T.Minutemen.esp
[46] RadiantBirdsv05.esp
[FE:21] ACO_WATM.esp
[47] SS2_CityPlanPack_RiseOfTheCommonwealth.esp
[48] AA FusionCityRising.esp
[49] OutcastsAndRemnants.esp
[50] ProjectValkyrie.esp
[51] Rusty Face Fix.esp
[52] PowerArmorDrain0.esp
[53] JetPackDrain10.esp
[54] AnS Wearable Backpacks and Pouches.esp
[55] AtomicRadio.esp
[56] AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
[57] AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
[58] OWR2_CraftableDecor.esp
[59] OWR2_CraftableDecor_CW.esp
[60] No Aggro Impact Landing.esp
[61] The Eyes Of Beauty.esp
[62] SkjAlert_All_DLC.esp
[63] ValiusHDTextures2K.esp
[64] dD-Enhanced Blood Basic.esp
[65] dD - Limited Blood Decals.esp
[66] dD - Screen Blood Duration Medium.esp
[67] dD - Small Splatter Size.esp
[68] Classic VATS.esp
[69] Arbitration - Button Lowered Weapons - Auto Raise from Cover.esp
[70] Arbitration - Button Lowered Weapons.esp
[71] Ambient Wasteland.esp
[72] z_Horizon_patch_FusionCityRising.esp
[73] z_Horizon_patch_OutcastsAndRemnants.esp
[74] Z_Horizon_Patch_Heather_Casdin.esp
[FE:22] SS_Addon_Horizon.esp
[75] SS2_Addon_Horizon_Agri_Fix.esp
[76] Raiders+Gunners_PACK.esp
[77] Z_Architect_EnhancedSettlements.esp
[78] Z_Architect_EnhancedSettlements_DLC.esp
[79] Z_Architect_Extras.esp
[80] Z_Architect_TEMP_1_8_Fix.esp
[81] EnhancedLightsandFX.esp
[82] AmazingFollowerTweaks.esp
[83] AFT_Allow_Piper_Face_Presets.esp
[84] Eli_Faction Housing Overhaul - AiO.esp
[85] Realistic_conversations.esp
[86] Stm_DiamondCityExpansion.esp
[FE:23] BLD_Armor_Overhaul.esp
[87] Extended weapon mods.esp
[88] Realistic Death Physics - ALL DLC.esp
[89] TakeCover.esp
[90] NAC-FarHarbor.esp
[91] NAC-NukaWorld.esp
[92] Clean Water - Clear - Rads.esp
[93] BLD - AI Tweaks.esp
[94] Keep Radiants In Commonwealth.esp
[95] 3DNPC_FO4_DLC.esp
[96] llamaCompanionHeather.esp
[97] OWR2.esp
[98] Project Reality Footsteps FO4.esp
[99] AnS Wearable Backpacks and Pouches - AWKCR.esp
[100] AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp
[101] G_Survivalist.esp
[102] AWKCR - Color Swap Mod Slot Hider.esp
[103] Z_Horizon.esp
[104] Z_Horizon_DLC_All.esp
[105] Z_BlurRemoval.esp
[106] Z_Horizon_DEFUI.esp
[107] Z_Extras.esp
[FE:24] Z_Horizon_AWKCR.esp
[FE:25] z_Horizon_patch_3DNPC.esp
[FE:26] z_Horizon_patch_Depravity.esp
[FE:27] z_Horizon_patch_W.A.T.Minutemen.esp
[FE:28] Armor Slots Horizon Compat.esp
[FE:29] SS2 Chap2 Horizon Compat.esp
[FE:30] Diamond City Expansion - Horizon.esp
[FE:31] z_Horizon_patch_ProjectValkyrie.esp
I know it won't be a huge help to Kinggath and the team, because I've got many mods that could easily mess with SS2C2 (including self-made patches for basic things), but at this point I'm just trying to document issues and get a playthrough I'm happy with. It's been a little while since I seriously scrutinised the load order and have some outstanding texture issues now and again though. Good news is, even with this Frankenstein load order I've not met an issue yet that has completely prevented progress, so I'm confident SS2C2 is robust and these are just unforeseeable glitches.

Edit: Sorry it seems the order isn't actually the same as Vortex load order.
 
Last edited:
I'm not sure about Vortex itself, but you can copy the mods portion of f4se.log in Documents/My Games/Fallout 4/F4SE/ sadly, I doubt Halo mods are the cause because I have none :). Here's my load order for reference:
[REDACTED FOR POST LENGTH]
[0] Fallout4.esm
[1] DLCRobot.esm
[2] DLCworkshop01.esm
[3] DLCCoast.esm
[4] DLCworkshop02.esm
[5] DLCworkshop03.esm
[6] DLCNukaWorld.esm
[7] DLCUltraHighResolution.esm
[FE:0] ccbgsfo4001-pipboy(black).esl
[FE:1] ccbgsfo4002-pipboy(blue).esl
[FE:2] ccbgsfo4003-pipboy(camo01).esl
[FE:3] ccbgsfo4004-pipboy(camo02).esl
[FE:4] ccbgsfo4006-pipboy(chrome).esl
[FE:5] ccbgsfo4012-pipboy(red).esl
[FE:6] ccbgsfo4016-prey.esl
[FE:7] ccbgsfo4020-powerarmorskin(black).esl
[FE:8] ccbgsfo4022-powerarmorskin(camo01).esl
[FE:9] ccbgsfo4025-powerarmorskin(chrome).esl
[FE:10] ccbgsfo4033-powerarmorskinwhite.esl
[FE:11] ccfrsfo4001-handmadeshotgun.esl
[FE:12] ccgcafo4001-factionws01army.esl
[FE:13] ccgcafo4002-factionws02acat.esl
[FE:14] ccgcafo4003-factionws03bos.esl
[FE:15] ccgcafo4005-factionws05hrpink.esl
[FE:16] ccgcafo4008-factionws08inst.esl
[FE:17] ccgcafo4010-factionws10rr.esl
[FE:18] ccgcafo4011-factionws11vt.esl
[FE:19] ccgcafo4012-factionas01acat.esl
[FE:20] ccgcafo4013-factionas02bos.esl
[FE:21] ccgcafo4015-factionas04hrpink.esl
[FE:22] ccgcafo4017-factionas06inst.esl
[FE:23] ccgcafo4019-factionas08nuk.esl
[FE:24] ccgcafo4020-factionas09rr.esl
[FE:25] ccgcafo4022-factionas11vt.esl
[FE:26] ccgcafo4023-factionas12army.esl
[FE:27] ccawnfo4001-brandedattire.esl
[FE:28] ccswkfo4002-pipnuka.esl
[FE:29] ccswkfo4003-pipquan.esl
[FE:30] ccbgsfo4056-dglabb.esl
[FE:31] ccbgsfo4062-pippat.esl
[FE:32] ccrzrfo4003-pipover.esl
[FE:33] ccfrsfo4002-antimaterielrifle.esl
[FE:34] ccbgsfo4072-pipgrog.esl
[FE:35] ccbgsfo4074-pipinspect.esl
[FE:36] ccbgsfo4075-pipshroud.esl
[FE:37] ccbgsfo4079-pipvim.esl
[FE:38] ccbgsfo4077-piprocket.esl
[FE:39] ccbgsfo4009-piporan.esl
[FE:40] ccbgsfo4021-powerarmorskinblue.esl
[FE:41] ccbgsfo4027-powerarmorskingreen.esl
[FE:42] ccbgsfo4034-powerarmorskinyellow.esl
[FE:43] ccbgsfo4028-powerarmorskinorange.esl
[FE:44] ccbgsfo4031-powerarmorskinred.esl
[FE:45] ccbgsfo4030-powerarmorskinpurple.esl
[FE:46] ccbgsfo4032-powerarmorskintan.esl
[FE:47] ccbgsfo4029-powerarmorskinpink.esl
[FE:48] ccgrcfo4001-pipgreytort.esl
[FE:49] ccgrcfo4002-pipgreenvim.esl
[FE:50] ccbgsfo4013-piptan.esl
[FE:51] ccbgsfo4010-pippnk.esl
[FE:52] ccbgsfo4063-papat.esl
[FE:53] ccbgsfo4048-dovah.esl
[FE:54] ccbgsfo4101-as_shi.esl
[FE:55] ccbgsfo4114-ws_shi.esl
[FE:56] ccbgsfo4110-ws_enclave.esl
[FE:57] ccbgsfo4096-as_enclave.esl
[FE:58] ccbgsfo4083-pipartdeco.esl
[FE:59] ccbgsfo4086-pipadventure.esl
[FE:60] ccacxfo4001-vsuit.esl
[FE:61] ccbgsfo4040-vrworkshop01.esl
[8] Unofficial Fallout 4 Patch.esp
[9] HUDFramework.esm
[10] WorkshopFramework.esm
[11] SS2.esm
[12] SS2_XPAC_Chapter2.esm
[13] ArmorKeywords.esm
[14] mutantmenagerie.esm
[FE:62] CanarySaveFileMonitor.esl
[15] Homemaker.esm
[16] Loads.esm
[17] NewCalibers.esp
[18] ProjectHelljumper.esm
[19] Overlays.esm
[20] YogOrenKatana.esp
[21] UltraInteriorLighting.esp
[22] Silver Shroud Scarf.esp
[23] PD_VisualReload.esp
[24] FO4SeasonsMoreGrass.esp
[25] Reverb and Ambiance Overhaul.esp
[26] Armorsmith Extended.esp
[27] DoYourDamnJobCodsworth.esp
[28] agnisnikacola01.esp
[29] modern firearms.esp
[30] Eli_Armour_Compendium.esp
[31] W.A.T.Minutemen.esp
[32] MilitarizedMinutemen.esp
[33] GrenadeExpansionPack.esp
[34] MA37.esp
[35] MisriahArmory.esp
[36] MREs.esp
[37] ImmersiveGenericDialogues.esp
[38] ak5c.esp
[39] CombinedArmsNV.esp
[40] Railroadheavy.esp
[41] EndorsCustomCombatArmor.esp
[42] BOS_overhaul.esp
[43] MjolnirMKVB.esp
[44] ProjectHelljumper.esp
[45] xaArmour.esp
[46] F4NVServiceRifleRedux.esp
[47] ss2happytrails.esp
[48] mk14.esp
[49] ClassicSniper.esp
[50] SS2WastelandVenturers.esp
[51] skyriminspiredpowerarmor.esp
[52] mercurytheatre.esp
[53] AtomicAnnieLagrieGun.esp
[54] _00stingray.esp
[55] P42MarineArmor.esp
[56] Hellfirenew.esp
[57] FCOM.esp
[58] SG550.esp
[59] DOOMThatGun.esp
[60] M1A.esp
[61] 3dscopes-m1a.esp
[62] 3dscopes-replacer-ccamr.esp
[63] 3dscopes-replacer-classicsniper.esp
[64] EndorsCustomCombatArmor_CFA.esp
[65] Galac-TactREDUX.esp
[66] ASVektor.esp
[67] BattleRifle.esp
[68] 3dscopes-replacer-g67.esp
[69] Power Armor Redistribution.esp
[70] mjp_PTRS41ATR.esp
[71] TacticalKatana.esp
[72] TacticalKatanaAWKCR.esp
[73] Crossbow.esp
[74] SCAR-L.esp
[75] ModularKalash.esp
[76] M14.esp
[77] 3dscopes-replacer-m14.esp
[78] M2216.esp
[79] 3dscopes-replacer-m2216.esp
[80] DD_bleu_Ump_Extreme_Lore_friendly_edition.esp
[81] GaussRifleMk2.esp
[82] USP 45.esp
[83] DOOMLK05.esp
[84] 3dscopes-replacer-pack2.esp
[85] 3dscopes-replacer-servicerifle.esp
[86] 3dscopes-replacer.esp
[87] HZS Easy Homebuilder and Working Double Beds.esp
[88] Homemaker - Streetlights Use Passive Power.esp
[89] 10mmRevolver.esp
[90] 155mm Howitzer M1.esp
[91] TDS_PA_WWII_Paints_Literust.esp
[92] AWKCR - Mod Power Armor Engine Glitch Fix.esp
[93] Advanced Settlement Power - Contraptions.esp
[94] Advanced Settlement Power.esp
[95] Advanced Settlement Power - Homemaker Patch.esp
[96] Armored General by Hothtrooper44.esp
[97] BetterHeadlamps.esp
[98] Better Workshop Street Oil Lamps - Shadows.esp
[99] CafePosters.esp
[100] Companion Infinite Ammo and Unbreakable Power Armour.esp
[101] Crafting Workbench.esp
[102] CWSS Redux.esp
[103] Yona_Weapon_DefenseGun.esp
[104] EferasShoulderBag.esp
[105] EnclaveX02.esp
[106] Scopes.esp
[107] GaussRifleMk2 - AWKCR.esp
[108] Glowing Animals Emit Light.esp
[109] Glowing Animals Emit Light - Far Harbor.esp
[110] LegendaryModification.esp
[111] Loads of Ammo - Leveled Lists.esp
[112] LongRangeBulletHoles.esp
[113] DOOM1911.esp
[114] GatlingRifle.esp
[115] m82a.esp
[116] DOOMMAC11.esp
[117] ManufacturingExtended.esp
[118] ManufacturingExtendedFH.esp
[119] Muzzle Flash.esp
[120] Pictures Of Remembrance.esp
[121] RadioReverbFix.esp
[122] RangerSequoiaCraft.esp
[123] Reverb and Ambiance Overhaul - Automatron.esp
[124] Reverb and Ambiance Overhaul - Contraptions.esp
[125] Reverb and Ambiance Overhaul - Far Harbor.esp
[126] Reverb and Ambiance Overhaul - Nuka World.esp
[127] DOOMRhino.esp
[128] DOOMSCARLK.esp
[129] ShellRain.esp
[130] SkjAlert_All_DLC.esp
[131] SpotlightShadows.esp
[132] The Eyes Of Beauty.esp
[133] Vault81Etiquette.esp
[134] VaultSuitBoxes-DLC.esp
[135] Vivid Fallout - All in One - Best Choice.esp
[136] Crafting Workbenches - Ammo.esp
[137] Crafting Workbenches - Ammo Expanded.esp
[138] LegendaryModificationMisc.esp
[139] OWR_CraftableDecor.esp
[140] Crafting Workbenches - Ammo Special.esp
[141] OWR_CraftableDecor_CW.esp
[142] Crafting Workbenches - Automatron DLC.esp
[143] Crafting Workbenches - Faction and Quest Requirements.esp
[144] Crafting Workbenches - Pre War and Manufactured.esp
[145] WO-L96.esp
[146] WO-M82.esp
[147] Weapons of Fate.esp
[148] WOF_NCPatch.esp
[149] MoreAmmo.esp
[150] mk14-awkcr.esp
[151] WW1_Weapons.esp
[152] BowieKnifes.esp
[153] DOOMCatalyst.esp
[154] ClassicSniperSounds.esp
[155] FCOM-X02.esp
[156] OWR.esp
[157] DOOMDesertEagle.esp
[158] Galactac.esp
[FE:63] M1A New Calibers.esp
[159] YogMadCan.esp
[160] Publick Occurrences Expanded.esp
[161] RAO - OWR patch.esp
[162] MP153.esp
[163] True-Frags_v1-2_HiDmg_Knockdown_MidRange.esp
[164] ScarfMask.esp
[165] WO-G3.esp
[166] WO-ScarH.esp
[167] WO-USAS.esp
[168] WO-AK47.esp
[169] WO-G20.esp
[170] Wasteland Ordnance Merged.esp
[171] 3dscopes-defensegun.esp
[172] KaBarBeckerBK9.esp
[173] SettlementMenuManager.esp
[174] BZW_SWAT.esp
[175] Wasteland Sniper by Hothtrooper44.esp
[176] Armorsmith Hothtrooper44.esp
[177] GhillieModV2.esp
[178] K9TacticalHarness.esp
[179] BowieKnifesAWKCR.esp
[180] EndorsCustomCombatArmor_AE.esp
[181] Synth Overhaul.esp
[182] Synth Overhaul - White Patch.esp
[183] EndorsCustomCombatArmor_VaultSuitDLC_AE.esp
[184] SS2_CityPlanPack_RiseOfTheCommonwealth.esp
[185] SS2Extended.esp
[186] [ss2 addon] simsettlements superstructures.esp
 
A REALLY funny thing happened... My load order log was cleared out of the ones I was running earlier, because I was trying to troubleshoot the issue with minimum mod items. So, I just loaded up my most recent save, which was of the front entry way of GNN HQ, completely empty and dark, other than Aiden standing around.

Except, when I loaded in, with all my mods re-enabled... HALF of the security checkpoint furniture was added. :shok But only half the furniture... and the resources were still reset. Refreshing the rooms did not fix the resources... but how did half... HALF... of the room items come back? Same thing for some of the rooms around the balcony.

And no, I have not gotten to the next stage of the quest. I'll try that maybe tomorrow when I get snowed in by the incoming weather system.

I have this posted as a "spam" followup post, because the load order ate up my 10,000 character allowance.
 
Kinggath, is there a simple way to ensure/check the new version is loaded? I use Vortex to organize my mods, but I have kept it under a single profile. I went into ..\Steam\SteamApps\common\Fallout 4\Data, and added a "~" to the file name of the existing SS2 - Main.ba2 file. Then, I pasted in the extracted .ba2 file. This didn't seem to change anything. I still have a cell reset, but I don't show any error or pop-up message. I have tried then loading it in through Vortex, I have tried deleting every SS2 related mod from the *\Data folder, and reinstalling (even overwriting the SS2 - Main.ba2 file). No change. I also created a new minimal order list profile in Vortex (after performing the attempts listed above). Only unofficial patch, hudframework, workshopframework, ss2, and ss2-xpac_chapter2 are activated. I'm more inclined to think I'm not doing something with installing your patch vs the patch not functioning.

Sorry, I know I seem to be 'needy.'
 
Soon as mod manager's get involved, its hit or miss - could be you have it setup with virtual folders where it copies the mods in when you run it, in which case it would just overwrite the file.

Though not getting the pop-up doesn't mean the files didn't copy. It might be that it's NOT a cell reset happening, and instead its dropped save file data. That's what I'm trying to confirm. If no one gets the pop-up ever, then it narrows down what I have to look at for potential solutions to this.
 
[Is] there a simple way to ensure/check the new version is loaded?
No simple way that I know of, but for manually going from regular SS2 installation to the modified .bat, you'll need to click the 'Deploy Mods' button in the Mods vortex for it to update whatever it keeps as a reference to the .bat for SS2. I'm currently testing myself with Vortex to see if I can get the popup message.
 
No simple way that I know of, but for manually going from regular SS2 installation to the modified .bat, you'll need to click the 'Deploy Mods' button in the Mods vortex for it to update whatever it keeps as a reference to the .bat for SS2. I'm currently testing myself with Vortex to see if I can get the popup message.
Soon as mod manager's get involved, its hit or miss - could be you have it setup with virtual folders where it copies the mods in when you run it, in which case it would just overwrite the file.

Though not getting the pop-up doesn't mean the files didn't copy. It might be that it's NOT a cell reset happening, and instead its dropped save file data. That's what I'm trying to confirm. If no one gets the pop-up ever, then it narrows down what I have to look at for potential solutions to this.
Well, I'm going to jump straight to the punch line. The patch is installed properly, and I still get the reset issue with 100% repeatability, in the typical time point. But, I never get the error message saying the Cell Reset has occurred. So, there's the data point from me.

I put a "~~" in front of the SS2 - Main.ba2 (dated 1/9/22, proving it's the downloaded patch) in the *\Data folder. Without fail, I CTD when loading the save (never have I been so excited by a CTD). When I remove the "~~" from the patch filename, the same save loads properly. Boom. Proven that the patch file is being referenced by the game.
 
Well, I'm going to jump straight to the punch line. The patch is installed properly, and I still get the reset issue with 100% repeatability, in the typical time point. But, I never get the error message saying the Cell Reset has occurred. So, there's the data point from me.
I also installed as correctly as I can manage. The message hasn't popped up on reset, so I think that's just how it is.
 
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