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grey eagle bay

badalon

Well-Known Member
Messages
457
Please tell me, where is the location of grey eagle bay ? I searched the entire Internet.
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Give me just a bit and i'll check your mod 'list'. Here's what you can try from the console:
View attachment 26806
Do you see the two CELL entries? Those are the data chunk names in the plugin that define the cell for Eagle Cove- it's location, etc.,. While in the console mode you can try:

coc 030078b6

then...

coc 3c004f66

Those commands should teleport you to those locations. The second one seems like an internal location, like a dungeon or building. If you check your world map, hopefully it'll show you where you are, respectively, in the Commonwealth.

Notice though that the first occurance Eagle Cove is from plugin(index) 03 on the load order, while the second is from plugin(index) 3c. That would represent two different locations from two different plugins. The second one sounds like the one your looking for. If it's an internal dungeon location, once you teleport there, if you can find an exit back to the Commonwealth, hopefully it'll show your location on the map(if it didn't previously).
When typing these commands, nothing happens.
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When typing these commands, nothing happens.
View attachment 26807
That's happened to me before. Unfortunately I'm not sure if it's because the CELL isn't completely defined, or flagged somehow, or it's on another 'map', like in Far Harbour or something. Give me a bit and I'll check out the mod you mentioned and see if I can scan the plugin for anything I might be able to use...
 
I found the references for Eagle Bay in the plugin and lots of CELL records, but can't tell if a spawn point was created- if not,I don't believe you can COC to it. Which makes me wonder if the worldspace CELL(Commonwealth) allows teleporting based on coordinates rather than a COC.
 
I found the references for Eagle Bay in the plugin and lots of CELL records, but can't tell if a spawn point was created- if not,I don't believe you can COC to it. Which makes me wonder if the worldspace CELL(Commonwealth) allows teleporting based on coordinates rather than a COC.
Your message sounds like a verdict to me * , butthe hope that I will be able to continue playing in this situation ( it is impossible to complete the task in Gray Eagle Bay , it is unclear where and about what) does not leave me yet.
 
I 'll try , don 't be angry . You're not angry, are you? Google translation is very difficult ( to understand ) for me . I'll try to figure it out.
Not in the slightest. Offers hug
I didnt know you werent an english speaker. Im sorry about that.
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Your message sounds like a verdict to me * , butthe hope that I will be able to continue playing in this situation ( it is impossible to complete the task in Gray Eagle Bay , it is unclear where and about what) does not leave me yet.
Failing to defend only really hurts the town and settlers in it. So I honestly dont see a harm in just ignoring the quests.
 
Thank you, for everything -for everything ! They've wasted so much time on me. I think I 'll find the strength to keep playing .
Im on the Discord thing too. I will be happy to try and help/explain stuff for you. I know little but I can be somewhat usefull.
 
Your message sounds like a verdict to me * , butthe hope that I will be able to continue playing in this situation ( it is impossible to complete the task in Gray Eagle Bay , it is unclear where and about what) does not leave me yet.
Sorry if it came off as that- it was un-intended that way. I'm not an expert on the GECK or record fields in a plugin, but from what I could gather where others couldn't COC to a cell, the cell(or area) needs a spawn point to place the player. That, at least to me, means there can be cells defined that we can't COC to.

The only other thing I can think of is to find an object from that plugin that might exist as an 'instance' in the current game, then use the console to:

player.moveto <object ref#>

which should teleport you to that location since an x,y,z and not a spawn point(per se) would be involved. I do that when I'm looking for an object, like a book I can't seem to find- it moves me directly to where it is.
 
Sorry if it came off as that- it was un-intended that way. I'm not an expert on the GECK or record fields in a plugin, but from what I could gather where others couldn't COC to a cell, the cell(or area) needs a spawn point to place the player. That, at least to me, means there can be cells defined that we can't COC to.

The only other thing I can think of is to find an object from that plugin that might exist as an 'instance' in the current game, then use the console to:

player.moveto <object ref#>

which should teleport you to that location since an x,y,z and not a spawn point(per se) would be involved. I do that when I'm looking for an object, like a book I can't seem to find- it moves me directly to where it is.
Thank you. I'll try to find an item from the construction mod, I'll try...
 
@badalon ... I wonder if:

COC 3c0092e6

...would work? Since that is a location record. That might be the one to use instead of the CELL reference.
A friend helped me find a location from the MDE2506's construction mod. It turned out to be a test one. And the attack on the defense of this settlement, which I did not understand, somehow intersected with cc2 or the workshop. Please tell me if it is necessary to inform the cc 2 team about this and how to do it correctly ( competently ) ? It is very difficult for me to formulate in your language, to describe the situation correctly. And most importantly, does the cc2 team need my report?
The command to the location corresponds to player.moveto 3C0092BC.
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This is not a problem with SS2, it is a problem with this other mod. SS2 will trigger attacks on settlements added by other mods, and this mod added an incomplete, improperly configured settlement. The SS2 team can't do anything about it. The author of this construction mod needs to fix it either by finishing this settlement to be a full-fledged settlement or they need to remove it (which will break the saves of anyone that has installed this mod).
 
This is not a problem with SS2, it is a problem with this other mod. SS2 will trigger attacks on settlements added by other mods, and this mod added an incomplete, improperly configured settlement. The SS2 team can't do anything about it. The author of this construction mod needs to fix it either by finishing this settlement to be a full-fledged settlement or they need to remove it (which will break the saves of anyone that has installed this mod).
The author has been written about his incomprehensible settlement , but he is still silent . Thanks for the reply that the cc 2 team will not solve such problems. In the case of a new game, of course I will abandon it if the author does not fix it.
 
This is not a problem with SS2, it is a problem with this other mod. SS2 will trigger attacks on settlements added by other mods, and this mod added an incomplete, improperly configured settlement. The SS2 team can't do anything about it. The author of this construction mod needs to fix it either by finishing this settlement to be a full-fledged settlement or they need to remove it (which will break the saves of anyone that has installed this mod).
I found a report on the repulsed attack in the settlement (gray eagle Bay) in the prisoner planner's desk. How can this be and why is the attack somehow related to cc2 ?
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SS2 can use new Settlement locations. It is set up to do so. If you were successful defeating the attack, then you'd get a report.
I think your only issue was that the Settlement location marker wasn't showing up for you to find it, otherwise, everything else appears to be working.
 
.Can you tell me what location was closest to Gray Eagle Bay?
I have that construction mod so just in case the location pops up on me. :smile
player.moveto 3C0092BC the command to move is most likely an item in the test village that the author did not finish. For you, the first two digits (3C..) will be your own* in the order of the plugin list of mods. Do not forget to write down the ID of any item in the community to come back.
 
From the map that badalon posted earlier, it looks like this is located on top/underneath/around Ticonderoga? I know that's close to the big bad resting place of all things disabled in the game, or something like that... it causes the CTD during the vanilla quest Hunter/Hunted... this one:
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Maybe the unfinished settlement is related in some way?
 
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