the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Gunner Plaza Exterior Hostiles / high Floating Tree Trunks

TwilightOne

Member
Messages
100
I have advanced the story up to the point of the takeover of this location. Now when I arrive at GNN exterior there is a respawning raider or two that attacks when I get close to the door. Wouldn't the security deal with that? Does Security patrol outside the HQ? There were still enemies on the roof.

Also there are a dozen or more tree branch/ trunks statics on the southern side of the location that float about 3-4 stories high. Are those bugged explosion physics items that fail to despawn?

Is it possible to cleanup the exterior and its previous owners logos and symbols? :D
 
We have a lot of content coming for HQ still - one of which is a big overhaul to the exterior. Check out The Future description of the nexus mod description for some idea of what to expect in post launch content: https://www.nexusmods.com/fallout4/mods/55817

As far as floating tree stuff, can you post some screenshots of it, maybe click on some of the floating items to get their ref ID in the console so we can try and find them and see if these are accidental edits from SS2.
 
Those are all dynamic based on the IDs, anything starting with ff means it was placed with a script.

Can select one and run:

getlinkedref workshopitemkeyword

and let me know what it returns?
 
Not sure where those are from then. Anything spawned by a City Plan would be linked on that keyword to a settlement.

You can try

getlinkedref SS2_Link_StageItem

If that comes back as non-00000000, then they might be plot spawned items.

Otherwise, I'd say you have some mod doing some tree spawning to look for...
 
Still returns 0.

I don't have mods that spawn trees for the lulz though. I will try to revert to a save before the takeover of the HQ. If not then I guess those tree refs are a good bet for a good old markfordelete then. XD

Edit: They are not there when I reload the save before the raid on gunners plaza. I am torn because in the long run it may be better to delete 13 hours of progress in this game. :(

Are you sure they couldn't be wrongly generated by the explosions around the GNN location while taking it over?
 
Last edited:
100% certain we are not spawning any trees. The only thing SS2 spawns are City Plan items, Plot Items, and HQ Items - all of which will be linked to something.
 
Weird. I do not have mods that are obviously spawning that from the top of my head.

I will find my load order and share it maybe you have a better idea about the culprit than I do.

Also I guess uninstalling a mod doesn't remove objects added via scripts from the world. They stay baked in the save forever unless manually marking them for delete as I understand it.
 
If they are bugging you and you can't figure out what mod they are from, select in console then use the disable command followed by the markfordelete command. I've used those commands hundreds of times across multiple bethesda games and it's never caused me issues or save bloat. Nothing like that showed up in my playthrough, so it's definitely another mod. If you're unable to use the disable command on them, use a mobile workshop mod combined with place anywhere mod and use the keybind that allows you to select any object (usually insert). Remove them that way. It won't break precombines since they were added via script.
 
Weird. I do not have mods that are obviously spawning that from the top of my head.

I will find my load order and share it maybe you have a better idea about the culprit than I do.

Also I guess uninstalling a mod doesn't remove objects added via scripts from the world. They stay baked in the save forever unless manually marking them for delete as I understand it.
Correct - uninstalling a mod will only remove the items if the forms came from the mod - but those appear to be vanilla tree forms.
 
The 7 tree branches are part of a precombine it seems as deleting one will remove them all. :/

I feel like this is a more serious problem than I thought. :/

Will rollback my save to before taking HQ and then continue from there as they weren't spawned then.
 
The 7 tree branches are part of a precombine it seems as deleting one will remove them all. :/

I feel like this is a more serious problem than I thought. :/

Will rollback my save to before taking HQ and then continue from there as they weren't spawned then.
That's interesting. Can you install this mod, and click it again in console?

It will show you in the lower right corner the base ID and the mod it came from. If SS2, or Chapter 2 it might help me figure out where they came from for you - ie. if they are part of a city plan or something else.
 
That's interesting. Can you install this mod, and click it again in console?

It will show you in the lower right corner the base ID and the mod it came from. If SS2, or Chapter 2 it might help me figure out where they came from for you - ie. if they are part of a city plan or something else.
I tried to install that mod previously. And nothing came out of it. They are vanilla branches, the mod couldn't identify the mod that made them. The 7 branches precombine thing have an ID starting with FF, which is reserved for scripted placement I believe. Using markfordelete or disable on any branch affects the others.
 
If they are all together, it means they are likely a Static Collection. Bethesda tends to only use those for buildings and pieces of machinery, so my bet is that branch SCOL came from a mod.

Shame that mod doesn't work for you - it's great for troubleshooting issues like this!
 
Top