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I broke my game a bit

Antoine Soverie

Well-Known Member
Community Rockstar
Messages
3,365
This is (mostly) not cause of SS2 so posting here. Just curious what I can fix without starting a clean save or whatever. Or maybe looking for answers if someone got the time and know-how.
So I had a level 70 something save that was really slow so I decided to ditch it and start over, this time with slightly different mods. Problem is, I get a lot of broken precombines by the looks of it, game was really slow (again) even at level 15 (before any vertibirds showed up), and CTDs, freezes and all that occur when I just teleported to my settlement and try to talk to someone. So to quote space Jesus, "how did this happen? we're smarter than this..."
I may have done something silly and unintended by SS2 devs and skipped everything from 2nd quest to start of "Who can? ASAM?". All to have Lily, Paul and Stodge's crew in the same settlement. That being Sanctuary (Preston and his folks are still in the museum). Before dropping a city plan for them, I scrapped all the trees, broken houses, furniture etc - everything allowed to scrap in vanilla, no scrap mods at all. Had only the tutorial residential plot and beacon. After city plan finished, scrapped some trees and junk again.
I also have Tales from the Commonwealth. That mod is amazing and I feel like removing it is heresy. But, there are a couple patches for it that "fix precombines", specifically in Amelia's Espresso area that I visited pretty early on. Those patches I had no room for so decided to wing it. But, broken precombines only affect the area they're broken in, right? This should not be happening in let's say Sanctuary, if they broke in East Boston? But I'm getting a lot of buildings disappearing/ going purple/whatever, in a lot of places. Or maybe TFTC needs to go to the very bottom of my load order? (Should've tried that earlier tbh, my bad...)
Also I never cleared any cache or completely deleted the old save, guess the old mods can interfere with new game?
 
guess the old mods can interfere with new game?
This usually applies when mods use loose files. If you want to "clean" them, delete any esX and bs2 files that are not the base game and dlc then the contents of data\materials data\meshes data\scripts and data\textures If you really want to clean, in Steam...\fallout 4 backup any important files and delete them as well. There might be old dll or ini files here.

Then have Steam verify your files and re-install your mods. You may want to take a look in my docs\my games\fallout 4 for junk as well. Maybe take a look in fallout 4.ini and fallout 4custom.ini to see if there is something like bUsePrecombines=0 and if so, change it to 1. Or just delete them and run (vanilla) fallout launcher and go to the main menu so new files are generated.

As for your other questions, I have no clue. I generally stay away from mods that break precombines.
 
That's great advice and I appreciate it. Sorry, should've mentioned in the post that I'm on xbox so can't do any of that. Damn it, you just wasted a whole lot of time writing that out. Well, maybe it can help someone else? Should probably clear all cache before starting a new save, that's the closest I could do to what you suggest.
I remember people talking about not using Sanctuary as main quest settlement, due to Preston and his crew of lowlifes settling down there as well. Too much scripts going on at once or whatever. So maybe me using it as both SS2 main settlement and Stodge's settlement had some effect on my slow ass performance. I also used another life but quite some time has passed between me spawning in the middle of Boston and placing the beacon.
 
Alt start mods are not all good. And broken pre-combines can mess things up on more than just the cell they are broken in. On a side note, why so salty about the Quincy 5? And again for future reference herasy or not. Never use mods that break precombines on any system especially a console. Patches or not.
 
I know I know, what I didn't know was that it even breaks them until I saw the patches. The mod is amazing, though, I've seen people call it "the best FO4 quest mod" and agree with that 100%.

It's bad writing and coding on Bethesda's part but everything about the vanilla minutemen is just so... lame. I get it, they wanted to give us a power trip in the beginning of the game, something fun to experience, but god damn. I consider "Freedom calls" to be the worst quest in the game.
1. It gives us Preston. Nuff said.
2. It gives you power armor and makes you fight a deathclaw. At level 2 or 5 or whatever. Really devalues both in my opinion. Deathclaws were never scary again. Power armor was never something you worked hard for again. Even if it was a "weak" deathclaw and "weak" power armor. In FO3 or FONV deathclaws are a death sentence. One does not simply walk north from Goodsprings. At level 1, 5, 10, even 15. Here? Nah.
3. Our only lead to continuing the main quest is a grandma with visions from inhaling brahmin dung.
4. Marcy and Jun, I can relate to them, it's depressing what happened but are they never gonna get over it? It's realistic somewhat, people grieve in their own ways, but come on. They even seem to start getting over but then the basic lines like "I want to be left alone" are back. Settlement is at 100% happiness and Marcy still says "I'll stop complaining when there's nothing to complain about". What a shitty attitude to have.
5. The bug where you can never send them to another settlement. Even after completing "sanctuary" or "taking independence".

Now, about the minutemen themselves.
1. Preston gives you radiant quests over and over and over and over and over. He's not concerned at all about how the hell are we going to defend this?
Instead of fortifying one settlement with 2 dudes and no defence, let's get 5 more!
1b. You're the new general yet he's bossing you around. Indefinately.
2. The Castle. You know who would be a good antagonist, someone to occupy the Castle? The gunners. The ones who took everything from them. Raiders or even the institute would do too. Or even ghouls. But no, it had to be mirelurks. And they are as boring and bland as it gets. Mirelurk queen redeems it a bit but... really. Ronnie Shaw is the only vanilla minutemen character I actually like.
3. Quincy. I took Preston to Quincy and we cleared it together. He was ecstatic when I put a bullet in Clint (or like 50 of them..) but he never said anything about it. Ever. The whole place is filled with terminals and other stuff, even Sturges old workshop and Mama's chem stash, but it's completely missable since noone ever talks about all that stuff. They don't react to clearing Quincy or Lexington. At all.
4. They never upgrade. Like it would be fun to get some old power armor, some caches of weapons, some actual bases, but none of that is a thing. Just hillbillies with laser muskets.
5. Artillery is weak and its range is like nothing.
6. The one time they come to help someone, it's during the institute quest when they're in the way.
7. Minutemen taking on THE INSTITUTE. And able to destroy it.
8. I never thought about it before TFTC but where the hell are all the deserters? Minutemen used to be everywhere. Now they're gone.

So that was my little rant... Only 2 characters added by SS2 (Emily Marcus and Nadine) make the minutemen way, way better. I'd prefer if Emily's quest stuck to Quincy and not some random gunner hideout in Nuka-World, though.
 
Also Sturges with his endless banging on the wall. My character reasonably tells him "I think you can do it by yourselves at this point". His reply? "i ThOughT yOu wAntEd tO hElP"
I just do all the work for them and they're still rude to me for no damn reason. I don't expect gratitude for absolutely everything but come on.
 
I know there's mods like "You And What Army" to give The Minutemen more visible presence, but you know what would've actually been cool to see? A series of quests for The Minutemen where you like... go clear out and secure old military facilities, or factories or something, and doing so actually adds stuff to the leveled list of equipment for the "generic Minutemen". Example: completing "Old Guns" with Ronnie should also upgrade all their weapons, or let's say clearing National Guard Training Yard adds Combat Armor Chestpieces to them, that kind of thing. That way it'd feel like you're actually building up a faction piece by piece over time. Heck, could even give the generics a passive "+X Max HP for each Minutemen Settlement" perk too, to represent them being better resourced...
Perhaps sidequests to recruit, let's say, a master Sniper, who 'story-wise' can train the recruits, and from then on Generic Minutemen have the Sniper perk...

... I wonder if that's something that could be scripted to work.
Just thoughts instead of going straight to installing "Militarized Minutemen" or something and having all this immaculate, modern-real-world military gear appear out of nowhere on them.
 
That would be great, yes. I've had "Liberty Reborn" installed for a while, that was kinda cool - "building" minutemen in your settlements for caps (from 100 to 200K), varying ranks from grunts to power armored maniacs with high-end weapons, vertibirds, gunships, even a minuteman guard dog. Still it all appeared out of nowhere and I'd prefer more quests and upgrading. I really miss their blue uniforms though. They looked awesome and I can't find a mod that just recolors the minuteman crap.
 
I know I know, what I didn't know was that it even breaks them until I saw the patches. The mod is amazing, though, I've seen people call it "the best FO4 quest mod" and agree with that 100%.

It's bad writing and coding on Bethesda's part but everything about the vanilla minutemen is just so... lame. I get it, they wanted to give us a power trip in the beginning of the game, something fun to experience, but god damn. I consider "Freedom calls" to be the worst quest in the game.
1. It gives us Preston. Nuff said.
2. It gives you power armor and makes you fight a deathclaw. At level 2 or 5 or whatever. Really devalues both in my opinion. Deathclaws were never scary again. Power armor was never something you worked hard for again. Even if it was a "weak" deathclaw and "weak" power armor. In FO3 or FONV deathclaws are a death sentence. One does not simply walk north from Goodsprings. At level 1, 5, 10, even 15. Here? Nah.
3. Our only lead to continuing the main quest is a grandma with visions from inhaling brahmin dung.
4. Marcy and Jun, I can relate to them, it's depressing what happened but are they never gonna get over it? It's realistic somewhat, people grieve in their own ways, but come on. They even seem to start getting over but then the basic lines like "I want to be left alone" are back. Settlement is at 100% happiness and Marcy still says "I'll stop complaining when there's nothing to complain about". What a shitty attitude to have.
5. The bug where you can never send them to another settlement. Even after completing "sanctuary" or "taking independence".

Now, about the minutemen themselves.
1. Preston gives you radiant quests over and over and over and over and over. He's not concerned at all about how the hell are we going to defend this?
Instead of fortifying one settlement with 2 dudes and no defence, let's get 5 more!
1b. You're the new general yet he's bossing you around. Indefinately.
2. The Castle. You know who would be a good antagonist, someone to occupy the Castle? The gunners. The ones who took everything from them. Raiders or even the institute would do too. Or even ghouls. But no, it had to be mirelurks. And they are as boring and bland as it gets. Mirelurk queen redeems it a bit but... really. Ronnie Shaw is the only vanilla minutemen character I actually like.
3. Quincy. I took Preston to Quincy and we cleared it together. He was ecstatic when I put a bullet in Clint (or like 50 of them..) but he never said anything about it. Ever. The whole place is filled with terminals and other stuff, even Sturges old workshop and Mama's chem stash, but it's completely missable since noone ever talks about all that stuff. They don't react to clearing Quincy or Lexington. At all.
4. They never upgrade. Like it would be fun to get some old power armor, some caches of weapons, some actual bases, but none of that is a thing. Just hillbillies with laser muskets.
5. Artillery is weak and its range is like nothing.
6. The one time they come to help someone, it's during the institute quest when they're in the way.
7. Minutemen taking on THE INSTITUTE. And able to destroy it.
8. I never thought about it before TFTC but where the hell are all the deserters? Minutemen used to be everywhere. Now they're gone.

So that was my little rant... Only 2 characters added by SS2 (Emily Marcus and Nadine) make the minutemen way, way better. I'd prefer if Emily's quest stuck to Quincy and not some random gunner hideout in Nuka-World, though.
Well too bad you are on console. I think You'd actually like my redo to the Minutemen in my upcoming mod. But alas all my mods are PC only. They'd destroy a console.
 
So I heard lol. But yes, I'd love to try them out some day. Get some monster PC for a monster settlement build. Despite all my hate, I want to see the minutemen great again, they're pretty much the faction I'd 100% go with if they weren't so underpowered. Shouldn't have a "nuke Institute" ending at all, rather something along the lines of where SS2 is going. Lots and lots of dead gunners.
And obviously I'm still sinking.. probably thousands of hours into settlement building at this point. Vanilla, DLC, other mods, SS2 after all that. I just prefer to think that I'm actually in charge and don't give 2 craps about what Preston wants.
 
Just thoughts instead of going straight to installing "Militarized Minutemen" or something and having all this immaculate, modern-real-world military gear appear out of nowhere on them.
It would probably be easier to create a quest mod with Militarized Minutemen and/or We are the Minutemen as a master. The quest mod could be used to control how & when the content of the mastered mods are added to the game. The hard part would be creating the quest content. The rest would be creating conditions for constructable objects and injecting to level lists as required. (WSFW has LL injection functions)

I haven't used MM but WATM really buffs the Minutemen at the beginning and they get a little stronger later.

End Pipe Dream
 
I am doing a minuteman quest/SS2 mod that will not only do just that but more! IF any one is interested in helping out in any way PM me for Discord invite.
 
I am doing a minuteman quest/SS2 mod that will not only do just that but more! IF any one is interested in helping out in any way PM me for Discord invite.
I wish I had time. Anything that improves the Minutemen is a step in the right direction! :agree:
 
I know there's mods like "You And What Army" to give The Minutemen more visible presence, but you know what would've actually been cool to see? A series of quests for The Minutemen where you like... go clear out and secure old military facilities, or factories or something, and doing so actually adds stuff to the leveled list of equipment for the "generic Minutemen". Example: completing "Old Guns" with Ronnie should also upgrade all their weapons, or let's say clearing National Guard Training Yard adds Combat Armor Chestpieces to them, that kind of thing. That way it'd feel like you're actually building up a faction piece by piece over time. Heck, could even give the generics a passive "+X Max HP for each Minutemen Settlement" perk too, to represent them being better resourced...
Perhaps sidequests to recruit, let's say, a master Sniper, who 'story-wise' can train the recruits, and from then on Generic Minutemen have the Sniper perk...

... I wonder if that's something that could be scripted to work.
Just thoughts instead of going straight to installing "Militarized Minutemen" or something and having all this immaculate, modern-real-world military gear appear out of nowhere on them.
I had an idea like this for a BOS and I named it "we are here to stay" and only starts after you have achieved the rank of paladin for the BOS. Once you get the promotion the quest would ask you to go back to fort strong and there is a BOS scribe there. He has been tasked to you and at your command. You have been requested to fortify the location as a rearguard for the airport. At its core it is a staged mod for the location you do the quest and donate resources and as you do more the area levels up which leads to the next location. Nordhagen beach you go in and take it turning it into a farm and fortifying right up to the bridge. As this location expands it causes the 1st big conflict for the mod and that is an operation to clear and reuse the Libertalia. Once taken the spawn for the location stops being raiders and is now BOS training ground with BOS fortifying the other side. Once this is all done you are requested to come back to the airport and from here you work on the final stages of the quest which has the airport expanded to have a working runway and jets being worked on and repaired artillery improved from the minutemen design. For a more embedded and much more on the ground presence. Unfortunately, it is only a concept.
 
I had an idea like this for a BOS and I named it "we are here to stay" and only starts after you have achieved the rank of paladin for the BOS. Once you get the promotion the quest would ask you to go back to fort strong and there is a BOS scribe there. He has been tasked to you and at your command. You have been requested to fortify the location as a rearguard for the airport. At its core it is a staged mod for the location you do the quest and donate resources and as you do more the area levels up which leads to the next location. Nordhagen beach you go in and take it turning it into a farm and fortifying right up to the bridge. As this location expands it causes the 1st big conflict for the mod and that is an operation to clear and reuse the Libertalia. Once taken the spawn for the location stops being raiders and is now BOS training ground with BOS fortifying the other side. Once this is all done you are requested to come back to the airport and from here you work on the final stages of the quest which has the airport expanded to have a working runway and jets being worked on and repaired artillery improved from the minutemen design embedded and much more on the ground presence. unfortunally it is only a concept.
I must confess, I'd expected to see "Faction Packs" for Conqueror1 go down this kind of path we're discussing here, like how Jammer's Questline is for the "Raider Faction Pack" - I had at least the outlines for something like it for The Institute drafted myself. But now that can wait until we see what gets changed (and what's "built in") for Conq2.
 
@Karvoc that would be really cool. It would actually make me want to do a second BoS playthrough.
The amount of tweaks to the existing placed objects, rebuilding of precombines and previs and the actual additions for the quest(s) itself would most likely require at least a small team to pull off. Thinking about that makes my head hurt a little. It might be easier to create islands / flotillas out in the ocean as there would be less chance to conflict with vanilla and/or mods.
 
@Karvoc that would be really cool. It would actually make me want to do a second BoS playthrough.
The amount of tweaks to the existing placed objects, rebuilding of precombines and previs and the actual additions for the quest(s) itself would most likely require at least a small team to pull off. Thinking about that makes my head hurt a little. It might be easier to create islands / flotillas out in the ocean as there would be less chance to conflict with vanilla and/or mods.
yep hence only an idea, forever an idea.
 
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