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Fire in wall at HQ and won’t go away

simFor Xbox

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I’ve updated to latest patches on Xbox and I still have this fire in the wall that nobody can put out. It’s very annoying as all setters constantly trying to put it out. What can I do? I’ve seen it mentioned before but no fix
 
It's supposedly fixed but not sure if that fix applies to games where you already have unfixable fires. + last time I made it to that part, infestations would be unreachable as well. Would really prefer a tool to forcibly clear all disasters.
 
I'm having the same issue with the fires. The facility personnel are also not cleaning up the ash piles left behind from fires that have been put out- not sure if that's a known issue with a fix on the way or if I'm doing something wrong. I've selected the "put out fires" and the clean area along with wire inspections actions but I'm not seeing any of those piles being cleaned and I have at least 3 fires that can not be put out (1 in the basement, 1 on the stairs on the balcony outside, and one in the walls).

Also any time I have an infestation I CTD if I don't kill the invaders fast enough, I had the same issue clearing out vault 88 I've had to use the kill all command anytime there's an infestation and recently I've just turned out disasters because of all the shenanigans with HQ.
 
I have a fire behind a wall in the HQ basement Water Processing. Now I have no water available which means I cannot make Cures, send out carivans, etc... Please help.
 
I have a fire behind a wall in the HQ basement Water Processing. Now I have no water available which means I cannot make Cures, send out carivans, etc...
I felt that. Can't attest to whether eternal flames persist in my game since I've turned all disasters off in advance this time. But.
Are you on the latest version? Does cleaning fires from command mode work? If yes and no, I'd try to tcl and get closer to whatever the fire source is. To put it out. Maybe save in advance and try turning disasters off if nothing else works. If this doesn't work either, I'd assume your only options are rolling back to before the fire or tgm and ignore water.
Edit: I wonder if "disabling" the fire would fix anything. Should try it myself if I run into one. For science. But obviously saving first. Even though it can't get much worse if you can't put it out.
 
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Also any time I have an infestation I CTD if I don't kill the invaders fast enough, I had the same issue clearing out vault 88 I've had to use the kill all command anytime there's an infestation and recently I've just turned out disasters because of all the shenanigans with HQ.
This is likely caused by the mole rats trying to burrow to you, which for some reason is prone to causing CTDs in interior cells like HQ and Vault 88. Other creatures like radscorpions have the same issue. This mod disables the burrowing ability, avoiding the issue:
 
oh goody, it's not just me. although mine's less "in the wall" and more "just under the floor and just behind the wall". I've tried:
-turning off collision to reach the fire with the extinguisher (didn't do anything)
-trying to leave it to the crew in the hopes they figure out how to reach it off-screen (nope)
-disabling fire disasters in MCM (hasn't resulted in anything yet, but i'm still hoping XD)

I started this playthrough on version 2.2.3a; currently on version 2.2.4a. (unfortunately can't remember if the fire started before or after I updated to 2.2.4.) luckily it's just got people crowding around in one of the small bathrooms trying to put the fire out, so it hasn't affected HQ gameplay (yet), but the extinguisher sound is getting a tad bit annoying.
 
I felt that. Can't attest to whether eternal flames persist in my game since I've turned all disasters off in advance this time. But.
Are you on the latest version? Does cleaning fires from command mode work? If yes and no, I'd try to tcl and get closer to whatever the fire source is. To put it out. Maybe save in advance and try turning disasters off if nothing else works. If this doesn't work either, I'd assume your only options are rolling back to before the fire or tgm and ignore water.
Edit: I wonder if "disabling" the fire would fix anything. Should try it myself if I run into one. For science. But obviously saving first. Even though it can't get much worse if you can't put it out.
Thanks for your response! Ya I tried everything you mentioned and i am playing on the latest version (2.2.4) and using the version of Workshop Framework. I read somewhere on this forum that disasters were fixed except for some areas of the basement. I cannot go back to an old save because it is long gone. All I saw on the hub was water in the red. I assumed that I didn't have enough water coming from the settlements for HQ needs and didn't realize it was a glitch until much later.

I didn't mean to sound desperate in my original message :yes3. All in all, this mod is amazing and I'm looking forward to chapter 3!!
 
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I didn't mean to sound desperate in my original message :yes3. All in all, this mod is amazing and I'm looking forward to chapter 3!!
I mean yeah, same, I just know how frustrating it gets. I even turned disasters off and still really struggling with water. Well, tgm or workshop plus is your best friend shrug
 
In the same boat, I have 4 fires that won't go away currently. They don't appear to have the 'ash' beneath them so they never realize "oh fire extinguished." Command mode doesn't put them out either. And while I can target the fire (prid and sqt) disabling them does nothing (definitely suggest saving before trying that).This was with a game that started on 2.2.3 (and is currently on 2.2.4).
 
I've been screaming at these "unfixable Disasters" ever since the beta test of the "HQ2.0" when they first got added . I had an Infestation be incompletable recently myself. ('tracking' was pointing its markers at spots that had no molerats or whatever - "solved" it by rolling back saves to before even starting HQ and just turning the system off)

I can't see any particular common factor to try to work out the CAUSE for it doing this, although it does seem far more likely in the Basement level (especially if YOU weren't in there at the time), and even with all the hours I've sunk into the place I don't think I've EVER seen a Disaster pop in the "office" level...
 
Just want to second that this is still an issue. I just played SS2 blind so I didn't realize this could be an issue, so I had disasters on. Now there are fires in the floors and walls that can't be removed.

As far as I can tell, the "fire" is just a visual effect while the actual item that takes "damage" from your fire extinguisher is the ash pile beneath it. All the fires I can't put out don't have an ash pile under them, not even when I clip into the floor to try to get closer.
 
I just ran into this issue as well, and reading about invisible ashpiles in this thread got me thinking... Turns out that the quest objective seems to simply be disabled and thus immune to being extinguished. Now I'm hesitant to say this is a fix, but it removes the immediate problem. (No idea if it works all the way through, and long-term. Actually, I don't know if the room even works. First time just getting started with HQ, had a bathroom affected. Nice job setting a toilet on fire, how the hell... no actually I don't wanna know ;)

Start tracking the fire to get the quest and use the console; " sqv ss2_disaster_fire "
There should be 2 lines (or more, if the fire already has spread, i guess) pointing to the same RefID:
REF COLL 'ActiveFires' 0 -> " (REFID X)
REF COLL 'ActiveFires_MoveToNavmesh' 0 -> " (REFID X)

Alternatively, get the quest, pick up a fire extinguisher, console: "sqt", scroll through to find "SS2_Disaster_Fire", it shows the RefID for the quest target, which should be the same as the one in the above method.

Into console:
prid REFID X
enable
 
I just ran into this issue as well, and reading about invisible ashpiles in this thread got me thinking... Turns out that the quest objective seems to simply be disabled and thus immune to being extinguished. Now I'm hesitant to say this is a fix, but it removes the immediate problem. (No idea if it works all the way through, and long-term. Actually, I don't know if the room even works. First time just getting started with HQ, had a bathroom affected. Nice job setting a toilet on fire, how the hell... no actually I don't wanna know ;)

Start tracking the fire to get the quest and use the console; " sqv ss2_disaster_fire "
There should be 2 lines (or more, if the fire already has spread, i guess) pointing to the same RefID:
REF COLL 'ActiveFires' 0 -> " (REFID X)
REF COLL 'ActiveFires_MoveToNavmesh' 0 -> " (REFID X)

Alternatively, get the quest, pick up a fire extinguisher, console: "sqt", scroll through to find "SS2_Disaster_Fire", it shows the RefID for the quest target, which should be the same as the one in the above method.

Into console:
prid REFID X
enable
OH MY GOD
sis-yes.gif

IT WORKS
 
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