oh ya, i remember this now. did you ever have any luck with "StartQuest SS2C2_Sirick_MQ22"? it'll probably break stuff, but worth a shot before you go terminating the story quests.
both the original SS2 mod and the Chapter 2 expansion use a Main Quest Master quest to handle the hand-off between some quests and to manage global variables that are stored outside the quests. these master quests also house scripts that watch conditions and fire triggers and what not to keep actors in the right spots, set up starting quests, etc, etc, etc. this is one of the reason why you shouldn't just setstage on the story quests, it causes havoc for the MQ master if the game changes in ways it's not expecting, and the holotape is configured to set up the game in the same way as the quest would (in theory) so the MQmaster quest and story can progress normally. the CPD quest line has like 3, i think, because of how ambitious, complex and interactive those quests are, the designer probably needed more then one watcher script to handle all the conditions.You mentioned an MQ master. Could you explain what that is?
If you used the City Manager Holotape for quest skipping to "End of the Beginning" that quest should immediately start up for you.
Did you try checking Jake's Private Frequency for a message?
The Gunner Attacks do not stop until "End of the Beginning" is completed. You do not have to go defend them when they popup up. The gunners don't show up in the settlements until you are present to help defend. You can go deal with them when you are ready to. I'm not aware of any way to stop them from occuring other than progressing the main quests.
Quest progression is after you signal Jake that you're ready to attack (the last step in "War is Good for Business"), there should be a Radio Message on Jake's Private Frequency after 48 in game hours to start "End of the Beginning".
When trying console commands to prod quests to move along, you should always make a save before attempting those, so that if they don't work to resolve your issue with the quest, you can return to a point before you entered them to try something else.
If you used console commands and quest skipping and more console commands, you've broken something, so I would recommend returning to a save file before you did any of that.
I guess too, if you have modified things in xEdit, directly to get the quest lines to work with Depavity etc., that's a whole other realm of issue possibilities.
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