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Bug "If I Had a Hammer" completes, but nothing happens after that.

timrath

Member
Messages
61
Old Paul told me to go and talk to the Stranger. I went to Concord, but the Stranger doesn't talk. He just walks up and down.
I found two threads that describe the same problem, but no useful solution in them. One of them resolved it by starting a new game, which I really don't want to do.
SS2 is on 1.0.3, load order is second after Unofficial Fallout 4 Patch, followed by Workshop Framework.
 
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I just tried cqf ss2_mqmaster SkipToQuest SS2_Sirick_MQ04 to get the next quest to start, but the Stranger is still silent.
If I Had a Hammer is definitely complete. It shows up in my list of completed quests. Every subsection is checked off, including Investigate the Commotion.
Old Paul is not obstructed. He walks around freely, chattering as usual. The Stranger goes about in his usual routine between tinkering downstairs in Concord, and sitting around upstairs.
 
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Some things that I did, that were slightly anomalous and might have caused the hangup:
1. When Old Paul asked me to talk to the Stranger, I didn't choose the "Yes" answer but the "Maybe" one.
2. I, uh... I put Lily in a pillory, because she annoyed me when she kicked my ASAM. That was after If I Had a Hammer was completed, though. I released her from the pillory since then.
3. After Old Paul sent me to the Stranger, I didn't go immediately. I spent the next 48 hours doing vanilla quests.
 
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I entered cqf ss2_mqmaster SkipToQuest SS2_Sirick_MQ05 to see if I could bypass Casting a Line and go to the next quest. The Stranger's name changed to Jake, but he still wouldn't talk to me. No new quest started.
 
I entered cqf ss2_mqmaster SkipToQuest SS2_Sirick_MQ05 to see if I could bypass Casting a Line and go to the next quest. The Stranger's name changed to Jake, but he still wouldn't talk to me. No new quest started.
timrath
none of the mods you are using stand out as problems?
Can you use this video to get an actual LO?
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Next rolling back is the first thing to try along with making sure workshop framework and SS2 are on the current version.

If you have uninstalled any mods during this save then likely we will not solve it as the save might be broken.

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Thank you for replying!

LOAD ORDER:
# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
SS2.esm
WorkshopFramework.esm
HUDFramework.esm
OVT.esp
DarkerNightsDetection.esp
DarkerNights.esp
Backpacks of the Commonwealth.esp
OberlandBridge.esp
AmazingFollowerTweaks.esp
AdvancedNeeds2.esp
QuickTrade.esp
mso_sms.esp
Army Helmet Upgrades.esp
HoloTime_2.esp
DropQuestItems.esp
SmallerMoon.esp
Presto.esp
ASmallAdditionStandaloneDrivablesAPC4.esp
SurvivalSaving_Holotapes.esp
Insignificant Object Remover.esp
ButtonsCompanion.esp
ManualSaveClock.esp
LooksMirror.esp
More Realistic Cats.esp
StoreYourKeys.esp
SettlementTidyBot.esp
paintme.esl

PLUGINS:
# Automatically generated by Vortex
*Unofficial Fallout 4 Patch.esp
*SS2.esm
*WorkshopFramework.esm
*HUDFramework.esm
*OVT.esp
*DarkerNightsDetection.esp
*DarkerNights.esp
*Backpacks of the Commonwealth.esp
*OberlandBridge.esp
*AmazingFollowerTweaks.esp
*AdvancedNeeds2.esp
*QuickTrade.esp
*mso_sms.esp
*Army Helmet Upgrades.esp
*HoloTime_2.esp
*DropQuestItems.esp
*SmallerMoon.esp
*Presto.esp
*ASmallAdditionStandaloneDrivablesAPC4.esp
*SurvivalSaving_Holotapes.esp
*Insignificant Object Remover.esp
*ButtonsCompanion.esp
*ManualSaveClock.esp
*LooksMirror.esp
*More Realistic Cats.esp
*StoreYourKeys.esp
*SettlementTidyBot.esp
*paintme.esl

None of the other mods are causing problems or have ever done so.
All of my mods, including SS2 and framework are up to date. I always check for updates before starting the game.
Rolling back is not an option. There is no save from before the quest bugged out.
 
Unless you can roll back this may not help?

see “Recommended LoadOrder”
Workshop framework really needs to be above SS2
and just a suggestion-
AFT I believe should be at the very bottom.
 
I just realised something. If I Had a Hammer actually finished before I completed the requirements. I only had 5 out of 8 agricultural and industrial plots when the commotion occurred. Is this supposed to happen? Maybe that was what broke the quest.
 
I made some progress by typing setstage SS2_Sirick_MQ05 1.
At least now I get to do the Scavver's Delight quest.
I guess Casting a Line is irrevocably lost.

Now if only there was a way to unlock the defensive plots without using the cheat. I don't want to unlock everything. Just the stuff from the broken quest.
 
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I'm not sure what you mean by that. Reloading an older save? I don't have any older saves. Or what does "roll back" mean in this case?
In Fo4 it is recommended to keep some of your saves for situations like this. NEVER delete them all. Hard saves are best using the console.
Just type:
~
save
NameYourSAVE

Now you have a hard save that is named. If cleaning out your save game folder move them someplace safe.

"If I Had a Hammer actually finished before I completed the requirements"

yes, I reported this also.

I noted it would also complete if you missed the RES requirement.
When going back to figure it out I could not scroll far enough in the pip-boy to see that the sub-requirement was not complete.
Therefore the MQ would not complete and hang the correct MQ progression.

This has been reported.

This kind of thing is common in Fo4 for both vanilla and modded quests, so I rolled back my save to fix the issue.
The console commands to complete the MQ are a last resort.
As you are finding they are best used when you have saves you can roll back to so you can figure out the best point to use them, if at all.
Always best just to roll back and figure out what went wrong. :umnik2

Sorry, if you don't have older saves to roll back to I have no other suggestions. :scratchhead

NOTE TO SUPPORT:
GitHub Report REF:

If I had a Hammer "player QOL issue" SS2 v1.0.3 #427​

 
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