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Hub of the problem [BUGS] and SPOILERs for anyone else having issues with this quest

cscottydont

New Member
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11
This quest seems to need some serious work. I had to reload 5 times before I finally got through it from start to finish without it derailing and Jake becoming unresponsive. I am running several mods but none are on the known conflicts list.


BUGS (there are several):

Bug: The first time I entered the building Jake didn't appear until after the ghouls in the lobby were dead and then he walked in the door and refused to do anything.
Solution: I read on another thread that companions my cause pathing/object interaction issues so I reloaded, dismissed them, and tried again.

Bug: Jake takes an exceptional amount of time to path around the 3rd floor.
Solution: This probably isn't a problem with the mod per se, but that big hole in the 3rd floor outside the objective room seems to be a real issue for the ai pathing.

Bug: THE SUB-BASEMENT IS ABSOLUTE TRASH. None of the items are at all relevant to anything (note, holotape, safe/s) except the pile of floormats that look like static trash and I didn't realize I could interact with until after I exited through the locked street door and came back in, which seemed to break the quest. After re-entering the sub basement I was unable to interact with the pile of floor mats (the button prompt appeared but activating them did nothing).
Solution/subsequent bug: I reloaded and went all the way back through the quest to this point and immediately clicked the floor mats after Jake told me to look around. This activated his dialogue that tells you to go through the trap door but then we were interrupted by the second ghoul. After the ghoul was dealt with, Jake offered his next dialogue line (that he shouldn't say until after you go through the trap door) and then refused to go through the trap door.
Solution(solution): I reloaded again, got all the way to the subbasement, activated and killed both ghouls immediately, waited for Jake to poke around the safe and do his initial dialogue, activated the pile of mats, waited for him to tell me to go in, then immediately entered the trap door. This finally allowed me to see the quest through to completion.
Addendum to Solution(solution): After entering the subbasement with Jake, if you leave and then re-enter through the back expert locked door, Jake will appear next to the door and offer his next dialogue regardless of whether you have gone through the trap door. If you jump the script like this, the quest will break and Jake will get stuck and refuse to do anything.


SPOILER: detailed walkthrough for anyone else who suspects they may be stuck/broke the quest.

1. Meet Jake near the amphitheater and do his dialogue
2. Go to the map marker he gives you for the Vault Tec regional office
3. Dismiss all companions (even the dog) before entering the building. Once you are in this building, do not leave until you finish the quest. Do not save/load until you have finished the quest. Do not interact with anything until you are prompted by dialogue to do so. The quest stage progression is exceptionally finicky for whatever reason.
4. On entering the Lobby Jake will start to walk around and chatter about how you might not be alone, this will spawn 3 ghouls and may pull others from higher floors. Kill them.
5. Jake will go over to the computer in the lobby and start tinkering with it and then start a dialogue with you. I don't think any of your dialogue responses in this building matter. He will tell you to find a specific employee office.
6. None of the offices on the 2nd floor matter, there are a couple of sleeping ghouls but no quest related content.
7. The sequence of events from here on needs to be very precise!
8. At the top of the stairs on the third floor, look for the hole in the floor to the left. The office you're looking for is across that hole. Jake won't have a problem getting in, but he may have issues getting out. There is a terminal in the office he will tinker with and start another dialogue. He tells you to find a keycard for the lobby elevator
9. There is a named ghoul on the third floor in another office (Davidson). Kill him for the keycard.
10. Get Jake to follow you back down to the lobby. The ai pathing is stupid, it may take him a minute to figure out how to do it.
11. Swipe the card, get him in the elevator, then press the button to go to the Sub-Basement.
12. In the sub basement you will see several tall shelves, one of which is falling over. 2 ghouls will spawn around this shelf when you get near (one in front, one behind). Activate both and kill them immediately.
13. Jake will poke around in a couple safes, say they're empty and tell you to look around. There is a conspicuous button on the wall over a "pile of mats" that have an interaction prompt. Interact with the mats to uncover a trap door and Jake will come over and congratulate you and tell you to go through. Press the button on the wall to unlock it and go through immediately. Do not hang around to loot the sub basement, you can do that on your way out, proceed to the Basement-Basement.
14. Jake will start a dialogue about the wacky contraptions down here and what they were doing with the sensors. He'll walk around and look at stuff. Theres a machine with a conveyor belt and terminal attached to it that has a conspicuous red button. Push it.
15. Jake says the machine is dead but downloads a schematic off of the terminal then tells you to keep looking.
16. There is a Novice locked door. Pick it then look in the open safe in the room to find a holotape. This will start another dialogue with Jake where he informs you that you've found schematics for new plot types. Theres more to find down here though so keep looking.
17. In the last room you will find another strange machine that appears to be hot-wired to a ham radio. It is inactive because it has no power. You can follow a thick red wire through a door and around a corner to find a circuit breaker switch. Flip it to restore power.
18. Return to the ham radio machine and press the button on the console (the console, not the ham radio). It should light up green and call Jake over.
19. He tells you to go back into the other room and flip the switch on the machine in the middle of the room that has the sensors wired into it.
20. Deactivating the machine will start another dialogue with Jake where he speculates on how they were trying to reverse engineer a sensor hub, but they didn't do a very good job of it. There is one last quest item to find.
21. There is an office desk in the ham radio room. On it is a red file folder. Retrieve it and bring it to Jake to trigger the final dialogue where you finish this god forsaken quest and start the next one.
 
Are you sure you don't have some sort of mod conflict or something that taxes papyrus?

I have intentionally tried to break this quest and the only way I found was entering the headquarters through the locked basement door.

I saw another report where using explosives or an explosive weapon to kill the ghouls when you enter can cause the quest to hang at the reception desk scene.

I have gone through the order of events in the sub-basement every way possible.

The only thing I can say is I'm playing with about 10 mods. I have been slowly adding mods to see what breaks.
 
Are you sure you don't have some sort of mod conflict or something that taxes papyrus?
Achievements
Armor Weapon Keywords
Armorsmith
Atomic Radio
Cross Gore Crits
Crossbows of the commonwealth
def ui
Everyones Best Friend
Extended Weapon Mods
Hud Framework
Improved Map with visible roads
Journey
Longer Power Lines
More Where that came from
ocdecorator
Place Everywhere
Ponytail Hairstyles
Power Armor Animation Changes
Salvage Beacons
Settlement Menu Manager
Sim Settlements 2
SS2 Extended
SS2 wasteland ventures
Start Me Up
Tales From the Commonwealth
True Storms
Valdacils item sorting
Visible Companion Affinity
West Tek Tactical Optics
Workshop Framework
Workshop Plus

Do you see anything that is a likely culprit? Start me up uses scripts to hijack and skip the starting quest but nothing after that(presumably, I didn't write any of these mods...). True storms uses scripts. Tales from the commonwealth probably has some scripts. Gore crits surely uses scripts for the kill effects. Are any of those intense enough that they would bog down papyrus to such a degree that it derails this quest? The rest are either QOL, cosmetic, required for SS2, or are gear/build menu related. I severely trimmed my mod list already before starting SS2 based on the warnings on the forums and nexus page. Losing Full Dialogue Interface and Unofficial FO4 patch really sucks already, but I will trim a few more and give it another go for science.
 
Nothing really pops out. I'm not to familiar with most of them. I know I used to have DefUI but I don't remember why I quit using it. I have seen some people saying Armorsmith doesn't play nice, but I have also seen others say no prob. True Storms maybe?

I've seen a lot of posts that Start Me Up has no problems if used to skip the pre-war straight to the vault pod.

I have been playing since release with UOF4P and have not had anything noticeable go south. I have a patch for Extended Dialog Interface if you want to use that. It requires F4SE witch you should have running achievements and Place Anywhere. I have also seen others say they have no problem with Full Dialog Interface if you make sure the dialog camera is turned on in the Display>Settings menu.
 
I can confirm that leaving the area through the basement back door or entering the area through there in the first place indeed breaks the quest.
(I just tried that out on purpose in my current game.)
Everything else reported here or in other threads about this quest, I was not able to reproduce - even though I did my best to break this quest intentionally. Which leads me to believe that any other issues are mod list/load order related...
 
Achievements
Armor Weapon Keywords
Armorsmith
Atomic Radio
Cross Gore Crits
Crossbows of the commonwealth
def ui
Everyones Best Friend
Extended Weapon Mods
Hud Framework
Improved Map with visible roads
Journey
Longer Power Lines
More Where that came from
ocdecorator
Place Everywhere
Ponytail Hairstyles
Power Armor Animation Changes
Salvage Beacons
Settlement Menu Manager
Sim Settlements 2
SS2 Extended
SS2 wasteland ventures
Start Me Up
Tales From the Commonwealth
True Storms
Valdacils item sorting
Visible Companion Affinity
West Tek Tactical Optics
Workshop Framework
Workshop Plus

Do you see anything that is a likely culprit? Start me up uses scripts to hijack and skip the starting quest but nothing after that(presumably, I didn't write any of these mods...). True storms uses scripts. Tales from the commonwealth probably has some scripts. Gore crits surely uses scripts for the kill effects. Are any of those intense enough that they would bog down papyrus to such a degree that it derails this quest? The rest are either QOL, cosmetic, required for SS2, or are gear/build menu related. I severely trimmed my mod list already before starting SS2 based on the warnings on the forums and nexus page. Losing Full Dialogue Interface and Unofficial FO4 patch really sucks already, but I will trim a few more and give it another go for science.
I personally don't see anything else that might stand out as a culprit either; I use SMU, TftC, Gore crits too, about 8 other companion/quest mods, and Crime and Punishment (extremely script heavy there) among many other things besides. The only way I've had this quest break was from entering the back door too. Redoing it the intended way went well enough, though Jake does get stuck here and there. My best advice is to follow the sequence in the intended order, but be sure to clear everything completely before going on to the next step. I've experienced occasions where the quest giver/actor gets interrupted by random events and they either pick up where they left off or just forget entirely. Sorry I can't be of more help but good luck!
 
I can confirm its broken for me. Took my multiple reloads to get Jake to go to reception terminal. Another multiple reloads to get him to go to the basement. and Then multiple reloads to get him to progress to the sub basement. Still not even done the quest I got annoyed and took a break
 
The biggest issue with this particular quest is doing things before they're necessary. I was progressing on this one well enough but I had picked up the blueprints before Jake asked me to find something related to them, and even though Jake has a dialogue that indicates it should be okay to do so (Do you just pick up EVERYTHING you see, slick?) once I handed them in the quest ground to a halt and I couldn't progress to the next part (where he asks you to go see The Ron). A reload later and not doing anything until called for and everything worked great.

As a side note, other than SCIENCE TEDDY BEARS, there is a portion of the wall down in the sub-basement you can partially walk through. It is down the short flight of stairs from the Vault-Hub and the Construction Protectron and then to the left beyond a computer bank that isn't used for anything. It isn't a big deal, but walking through it slightly allows you to see infinity.
 
The biggest issue with this particular quest is doing things before they're necessary.
This and other issues people report with this quest seem to be quite inconsistent: I did this quest again in my latest game and I was in the mood to test stuff, so I tried to break it on purpose, by doing a lot of things I'd seen reported as problematic with this quest: Went in with a companion, threw grenades on the first floor and especially tried to 'confuse' Jack. And I did what you just mentioned, and did things out of order and before I was supposed to do so. The only real issue I could replicate was the leaving the cellar trough the backdoor thing breaking the floor mats.
Other than that the quest worked just fine (for me! does NOT mean I doubt others have serious problems...), the quest scripts revovered every time when I ran away from dialogue or did things in the wrong order, and I was getting all the dialogue prompts needed, sooner or later.
(That's why I still think there are other factors in play if the quest breaks, like script lag, or mod conflicts...)
 
This and other issues people report with this quest seem to be quite inconsistent: I did this quest again in my latest game and I was in the mood to test stuff, so I tried to break it on purpose, by doing a lot of things I'd seen reported as problematic with this quest: Went in with a companion, threw grenades on the first floor and especially tried to 'confuse' Jack. And I did what you just mentioned, and did things out of order and before I was supposed to do so. The only real issue I could replicate was the leaving the cellar trough the backdoor thing breaking the floor mats.
v1.0.0f I also tried to break this quest. The only way I found was using the locked basement door any time this quest was active or grabbing the keycard off Davidson and going to the basement before the terminal scene.

Now that I think about it, there is a combination I have not tried in the sub-basement. Try to do anything before the initial conversation with Jakewhere he asks you to look for things. And grabbing the schematics after he asksyou to look for things but before interacting with the machines/power/holotape.
 
I was able to get around the stuck floor mats, had to enter tcl in the console and activate the door from below. When turning clipping back on you transition to the lower basement. Quest progressed normally from there on.
 
I was able to get around the stuck floor mats, had to enter tcl in the console and activate the door from below. When turning clipping back on you transition to the lower basement. Quest progressed normally from there on.
I tried this, but when I attempt to press "E" to select/open/toggle it, it shows "Vault-tec Regional HQ Subbasement -- Inaccessible"

I can't move the mats either.


When I entered the basement, I lock-picked the backdoor and exited; then came back again via the backdoor; I believe this resulted in this bug...

Now, this quest is stuck. Need help!
 
Yes, exiting through the back door breaks the floor mat step of the quest, for now. You can either go back to a save before you exit through the back door, or you can use the console to activate the hidden trap door from below. Before that you need to activate the red button on the wall, though.
 
I can't activate the hidden floor trap below the mats... it says: "Vault-tec Regional HQ Subbasement -- Inaccessible"

Fixed it. Here is what i did:

1. TCL
2. Press the red button by the wall
3. Quickly go between the stuck'd mats and the floor trap door, and try to open it.
4. Once hearing the door unlock sound
5. TCL
 
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This is in reference to the BUG where Jake does not enter Vault Tec headquarters.
What I observed was that entering from the direction of the river he will enter the door no issues.
If I have him follow me from the amphitheater and approach from the southeast he gets stuck or stops moving at the tire pile ( even if supermutants attack he will return to this position after the fire fight and stay there )ScreenShot1.png
 
Also if you do enter with another companion Jake will walk out the door LOL and go back to the amphitheater the not speak to you anymore
He did try and leave when it was just him and I but I blocked his path to the door and he ended up sitting on the sofa near the door
 
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