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Jake noise

Stormtraveler

New Member
Messages
26
Recently I started a new game & when I got to meeting the stranger, he had a clicking noise. I thought it would go away after I quit & loaded it again later but it did not. Every time I meet up with Jake, I get that rapid clicking noise & I don't know what is causing it & it wont go away. Does anyone have any idea on what the problem might be? The game is still playable but that clicking sound is annoying.
 

Revived

Active Member
Messages
196
This could be caused by a vanilla issue.... FO4 has an engine level bug that leads to a snip sound file getting glitched. It gets stuck to the npc (can be any npc in the game, or even the player), but was the sound comes from an object (workstation, turret, gunfire, waterpump, even a floor squeak, building moan). The only way I know of to stop the sound loop is for the affected npc to reuse that exact same piece of equipment... use the same weapon workbench or waterpump, fire the same weapon, have the turret fire again... ect. Or to reload a save from before it happened.

The stuck sound seems to otherwise be permanently lodged. It will persist as long as the npc it's stuck to exists.... thru reloads, restarts of the game/computer, anytime that toon is around, the sound will be present.
 

msalaba

Well-Known Member
Community Rockstar
Messages
2,867
So that's what it is! I see this a lot with npcs I've killed. I thought it was some sort of "it just works" physics at play.
 

Scarno

Member
Messages
57
If the clicking is caused by Jake having used an armor workbench, you can try this mod. It basically replaces one of the workbench sounds with a mute sound file. Downside is that crafting at an armor workbench is quieter. Upside is you don't go insane. I used to get companions and other NPCs clicking away and this has been a godsend for me. But it'll only work if it was the armor workbench that caused the clicking (i.e. the clicking sounds like a workbench).
 

MoreThanKelp

New Member
Messages
26
If you're on PC, you can try the fks command in console. It's particularly useful for looping sounds stuck to npcs as well as those machine gun bugged out sounds you can hear in the distance after npcs die.
You made my day with that one. There are a couple of locations where that bug almost always manifests for me.
 

eldiablo

Member
Messages
32
You made my day with that one. There are a couple of locations where that bug almost always manifests for me.
I feel bad for xbox/ps5 users who play fallout 4, mods or not. No way I'd play it without access to console commands. Too many obvious and lingering bugs that bethesda just never bothered to fix that require access to commands to resolve. Broken or bugged quests, bugged out npcs, looping sounds, stuck fx...something is going to go weird eventually. Even the quicksave/autosave feature is a bit jacked up the longer you play, and it's best to use the console for saving and quitting the game. Still fun though...
 

MoreThanKelp

New Member
Messages
26
I feel bad for xbox/ps5 users who play fallout 4, mods or not. No way I'd play it without access to console commands. Too many obvious and lingering bugs that bethesda just never bothered to fix that require access to commands to resolve. Broken or bugged quests, bugged out npcs, looping sounds, stuck fx...something is going to go weird eventually. Even the quicksave/autosave feature is a bit jacked up the longer you play, and it's best to use the console for saving and quitting the game. Still fun though...
The bugs have been the source of much fun for me. I still play vanilla FO3 just to enjoy the rubber banding.
 

eldiablo

Member
Messages
32
Follow up on the fks command. I did some tests on non-commandable NPCs with the sewing machine sound bug. fks command works temporarily, but is not a permanent solution, unfortunately. As far as I know, the fks command works permanently on a bunch of other sound loop bugs, but not the dreaded sewing machine bug. Why bethesda never fixed that blows my mind. The mod linked by Scarno was the only way I was able to kill the sewing machine sound bug completely. It has its downsides, but it's really the only solution other than rolling back saves. SS team might want to consider removing the armor workbench from Jake's home base though. Or players can just console disable it or use a mod like SKK's mobile workshop and remove it that way.
 

msalaba

Well-Known Member
Community Rockstar
Messages
2,867
Thousands of hours in game and who knows how many more spent with google... I did not know about FKS! I know I won't remember, so I wrote it down. Thanks. :agree:
 

comziz

Active Member
Messages
196
If the clicking is caused by Jake having used an armor workbench, you can try this mod. It basically replaces one of the workbench sounds with a mute sound file. Downside is that crafting at an armor workbench is quieter. Upside is you don't go insane. I used to get companions and other NPCs clicking away and this has been a godsend for me. But it'll only work if it was the armor workbench that caused the clicking (i.e. the clicking sounds like a workbench).
I am about to go insane. Because fks command won't even kill the sound coming from my NPC's and that mod won't be helpful as well because the sound is the idle radroach sound. This sound is coming from 3 of my settlers in different settlements. I hope it doesn't spread any further.
 

eldiablo

Member
Messages
32
There's this one for commands: https://gist.github.com/reg2k/bad5567d30787067dcaa42ba948ce87e

And fks only temporarily kills looping NPC bugs. It's mostly for killing bugged out stuck sound effects in cells and worldspaces like the machine gun on a dead NPC bug. Never heard of the idle radroach sound...though it sounds kind of funny. I remember some 'buggy' mods back in the day accidentally spawning settlers as radroaches...maybe it's tied to that?
 

comziz

Active Member
Messages
196
There's this one for commands: https://gist.github.com/reg2k/bad5567d30787067dcaa42ba948ce87e

And fks only temporarily kills looping NPC bugs. It's mostly for killing bugged out stuck sound effects in cells and worldspaces like the machine gun on a dead NPC bug. Never heard of the idle radroach sound...though it sounds kind of funny. I remember some 'buggy' mods back in the day accidentally spawning settlers as radroaches...maybe it's tied to that?
I heard that one too, but I don't know which mod is that. My settlers never spawned as radroaches.

I know it sounds funny, but believe me when I say it no where near being funny to hear it constantly... =(

BTW I'm not sure what kind of a command dump is that link but that list is missing a lot of commands.
 
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