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Hotfix 2.2.2a - HQ Radio

kinggath

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I finally figured out why two of the HQ radio scenes were still getting stuck even without the 3rd person animations. This should resolve them!

The two in question are Jake radioing to start the quest Remote Management, and Mansfield radioing to start the quest "Is There a Doctor in the House?". I know HQ Radio has been a pain for a while, so I'll be prioritizing making it more user friendly and giving players more control over how it works in the next full patch.

You only need to update Chapter 2. Xbox players, watch for version 32.

-kinggath
 
The issue seems to affect even vanilla quests that involve radio interaction, such as The Silver Shroud.
 
This system doesn't involve actual radio, It's really just a series of quest conversations with an invisible box. I think you're running into something else if you are having issue with radio stations.
 
This system doesn't involve actual radio, It's really just a series of quest conversations with an invisible box. I think you're running into something else if you are having issue with radio stations.
If I listen to a radio station and then exit the radio station menu, and then try to use the pipboy by pressing the tab key, I get stuck in a first person gun animation point of view but there is no gun and some pipboy options are on the screen but only a few. I am unable to do anything except use "prid 14" and then "move to 14" console commands. It has started doing this for me on the 2.2.2 patch.
 
If I listen to a radio station and then exit the radio station menu, and then try to use the pipboy by pressing the tab key, I get stuck in a first person gun animation point of view but there is no gun and some pipboy options are on the screen but only a few. I am unable to do anything except use "prid 14" and then "move to 14" console commands. It has started doing this for me on the 2.2.2 patch. The key to trigger this bug is to exit the pipboy while its on the radio channel selection menu and then use the tab key.
 
If I listen to a radio station and then exit the radio station menu, and then try to use the pipboy by pressing the tab key, I get stuck in a first person gun animation point of view but there is no gun and some pipboy options are on the screen but only a few. I am unable to do anything except use "prid 14" and then "move to 14" console commands. It has started doing this for me on the 2.2.2 patch.
I can't replicate this issue that you're having at all. What radio station are you listening to?
Provide your plugins load order, mod list? (by adding .txt files or putting the list in a spoiler please)
 
I can't replicate this issue that you're having at all. What radio station are you listening to?
Provide your plugins load order, mod list? (by adding .txt files or putting the list in a spoiler please)
I have just found out that it does not require a radio station to be listened to. It just needs to be on the radio channel selection menu on the pipboy.
Attaching my load order in a spoiler. It might be a new compatibility issue that was introduced with version 2.2.2 and another mod. I have not tried this new hotfix yet.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4005-bluecamo.esl
ccbgsfo4024-pacamo03.esl
ccbgsfo4075-pipshroud.esl
ccbgsfo4027-powerarmorskingreen.esl
ccbgsfo4031-powerarmorskinred.esl
Unofficial Fallout 4 Patch.esp [Version 2.1.4]
HUDFramework.esm
XDI.esm
WorkshopFramework.esm [Version 2.2.4]
SS2.esm [Version 2.2.2]
SS2_XPAC_Chapter2.esm [Version 2.2.2]
CWPointLookoutFO4.esm
ProjectZeta.esm
CWOutfitPackPart2.esl
PMOutfitPack.esl
CWPointLookoutFO4Patch.esl
SS2_XDI Patch.esp
LooksMenu.esp
FusionGirl.esp
PlayerComments.esp
Perfect landscape.esp
InstituteReformation.esp
FatherCompanion.esp
3DNPC_FO4.esp
CSEPAllAmericans.esp
SS2Extended.esp [Version 2.2.0]
PlayerComments_UFO4P_Patch.esp
3DNPC_FO4Settler.esp
SS2WastelandReconstructionKit.esp [Version 1.0.9]
SS2_CityPlanPack_RiseOfTheCommonwealth.esp [Version 2.1.3]
SS2-PraRandomAddon.esp
Bashed Patch, 0.esp
 
If I listen to a radio station and then exit the radio station menu, and then try to use the pipboy by pressing the tab key, I get stuck in a first person gun animation point of view but there is no gun and some pipboy options are on the screen but only a few. I am unable to do anything except use "prid 14" and then "move to 14" console commands. It has started doing this for me on the 2.2.2 patch.

I have the exact same problem. Closing the pipboy while the radio tab is open will cause me to get stuck if I try to re-open the pipboy.
 
I was able to reproduce the issue on version 2.2.2a. The key to triggering this, is to open the pipboy and then move to the radio channel selection screen. While its still on the radio channel selection screen, exit the pipboy. Now try to open the pipboy again and the first person gun animation starts but with no gun and the player character is stuck. I will try a new game to see if the issue still happens there.
 
I was able to reproduce the issue on version 2.2.2a. The key to triggering this, is to open the pipboy and then move to the radio channel selection screen. While its still on the radio channel selection screen, exit the pipboy. Now try to open the pipboy again and the first person gun animation starts but with no gun and the player character is stuck. I will try a new game to see if the issue still happens there.
Started a new game and same load order with Nate as the character and the issue does not happen. Seems like something stuck in the saves then.
 
as far as i remember i encountered this specific bug way back before i started using any kind of mods.
procedure was closing and opening the pipboy in fast succession while on the radio page.

its occurence is totally random though.
 
I did run into something like this yesterday a couple times (didn't update to 2.2.2a yet). Closed pipboy and game would become totally unresponsive. In home plate of all places. Could be radio tab related too.
 
Ok so, I did try that hotfix and didn't change anything. The bug still persists where you get stuck in animation
 
The Mansfield one always would get me stuck and not able to proceed so nice to see this fixed.
 
I finally figured out why two of the HQ radio scenes were still getting stuck even without the 3rd person animations. This should resolve them!

The two in question are Jake radioing to start the quest Remote Management, and Mansfield radioing to start the quest "Is There a Doctor in the House?". I know HQ Radio has been a pain for a while, so I'll be prioritizing making it more user friendly and giving players more control over how it works in the next full patch.

You only need to update Chapter 2. Xbox players, watch for version 32.

-kinggath
Oddly, it seems like the conversation regarding Lupe retrieving the lounger (And you subsequently being asked to return to test it) is borked as well. Something about the entity used softlocks the player unless you do something rather specific, such as opening the pip-boy before the dialogue actually starts and locks you in place. Maybe the dialogue hitching at the end of the conversation, and trying to repeat?
 
Oddly, it seems like the conversation regarding Lupe retrieving the lounger (And you subsequently being asked to return to test it) is borked as well. Something about the entity used softlocks the player unless you do something rather specific, such as opening the pip-boy before the dialogue actually starts and locks you in place. Maybe the dialogue hitching at the end of the conversation, and trying to repeat?
Managed to setstage my way past the dialogue, which thankfully activated the memory lounger as well.
 
Fix does not work. Just finished How to HQ after starting a new playthrough for 2.2.2, got the radio call from Mansfield and was stuck after the call finished. The fun part is, the hang survives a save/load, even after completely exiting and reloading the game.

My workaround is to quickly fast travel to HQ after sending the final settler and speak to Mansfield directly.
 
Oddly, it seems like the conversation regarding Lupe retrieving the lounger (And you subsequently being asked to return to test it) is borked as well. Something about the entity used softlocks the player unless you do something rather specific, such as opening the pip-boy before the dialogue actually starts and locks you in place. Maybe the dialogue hitching at the end of the conversation, and trying to repeat?
I just had this bug as well.
I used the moveto workaround but when i went to HQ the Memory lounger had not spawned, but Jake was asking me to take a seat in it.
 
Downloaded the hotfix, loaded save from just before the dialog for Remote Management starts where Jake asks you to return to HQ. No go. Still stuck.
 
I just had this bug as well.
I used the moveto workaround but when i went to HQ the Memory lounger had not spawned, but Jake was asking me to take a seat in it.
You'll need to do the same thing that I did then, use the 'setstage' command. You should be able to find the correct stage after digging around, but I think it's 70
 
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