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Primary Bug Report Mod Start - Stranger fails to show up after building, powering, and activating a Recruitment Beacon

Atom3

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I downloaded the mod a couple of hours ago, but I have yet to begin anything. I don't know how to get the ASAM Sensors because they're not in the spot they were originally with the first Sim Settlements (Museum of Freedom). I found a magazine on the Sanctuary workshop, so I built a recruitment beacon and waited... and nothing happened.... no stranger arrived. I waited for around 15 minutes (IRL) and there was no progression. All I want to know is how to collect the ASAM Sensors in a very specific set of instructions please.
 
Okay, so I disabled every mod except for ss2, hud framework and workshop framework and I'm still having the same issue. Completely new game, no change. Sorry to say, but this has lost all the appeal for now. Maybe when the compatability issues have been smoothed out, I'll give it another go.

Sorry to hear.
I can understand your frustration and hope in the future things work.
Sadly, there may not be a "fix" to SS2 for the issues you describe - as what you are describing most of the time turns out to NOT be anything with SS2.
:(

One last question: what mod manger and platform are you using?

If you are using PC, then I strongly suggest using a more modern mod manager - either vortex or mo2.
Other mod managers (or no mod manager) can often leave old files behind - resulting in a variety of issues.


A good mod manager helps in finding issues and turning mods on and off;
  • Vortex is powerful, somewhat easy to use, and well supported.
  • Mod organizer 2 is very powerful, not as easy to use, and well supported.

Both are used successfully by tens of thousands of users.
Check on youtube for tutorials by gamerpoets on successful installation.

But I can understand if you need a break from it for now - that is one reason I hop between games - when some set up or another (or driver updates - thanks windows) causes issues.
 
Столкнулся с той же проблемой, как и все. И действительно спустя 3 дня смог найти проблемный мод, который не заказывал постройки 2 и незнакомца.
Вот собственно он и есть. Sim Settlements 2-SS2 Extended Outfit Injection ESL
 
Столкнулся с той же проблемой, как и все. И действительно спустя 3 дня смог найти проблемный мод, который не заказывал постройки 2 и незнакомца.
Вот собственно он и есть. Sim Settlements 2-SS2 Extended Outfit Injection ESL
Were you using SS2 Extended with it, or Sim Settlements 2 - without Extended?
 
Вы использовали SS2 Extended с ним или Sim Settlements 2 - без Extended?
Использовал всё вместе. Поэтому и не работало. Стоило отключить SS2 Extended и начать новую игру, как всё заработало. Появились постройки из sim 2 незнакомец пришел примерно через 10 сек сам.
 
Hi. A couple years ago I played f4 and I had ss2. I did not experience this issue back then. I stopped playing for a year or 2 and now I decided to play again. I installed it again and now I'm having issues. I have the magazine, and I built the beacon, but the stranger does not show up, and I can't see the ss2 additions to the workshop hud or the ss2 tab in the workshop. I tried this with a completely new game as well, same result. I saw that someone posted the Id for the stranger so I tried using the place atme command. It did not work. I can't get the holotape from MCM for some reason either.
I want to use this mod because it's useful and the story is interesting. What should I do?
 
Hi. A couple years ago I played f4 and I had ss2. I did not experience this issue back then. I stopped playing for a year or 2 and now I decided to play again. I installed it again and now I'm having issues. I have the magazine, and I built the beacon, but the stranger does not show up, and I can't see the ss2 additions to the workshop hud or the ss2 tab in the workshop. I tried this with a completely new game as well, same result. I saw that someone posted the Id for the stranger so I tried using the place atme command. It did not work. I can't get the holotape from MCM for some reason either.
I want to use this mod because it's useful and the story is interesting. What should I do?
What has been happening lately, if you have started as most do, with building your first recruitment beacon and powered it up in Sanctuary Hills, the Stranger can show up in 3 different locations. Once he has, he wanders about going into the buildings and sitting down to idle for a bit and moves about. For some unknown reason, he has lost interest in finding you. You will need to search for him, and approach him to initiate conversation.
 
What has been happening lately, if you have started as most do, with building your first recruitment beacon and powered it up in Sanctuary Hills, the Stranger can show up in 3 different locations. Once he has, he wanders about going into the buildings and sitting down to idle for a bit and moves about. For some unknown reason, he has lost interest in finding you. You will need to search for him, and approach him to initiate conversation.
Thanks for the reply. Your advice makes sense. Unfortunately this did not work for me. I'll give a quick rundown of my attempt to make it work today. I started a new game. I talked to codsworth and kill the flies. I took the magazine and opened the workshop. I scraped a small part of sanctuary, but I didn't have enough supplies for the beacon. I was missing 2 crystals so I use console commands to give them to myself. (I thought picking up the magazine is supposed to give you just enough, is this also broken?) I scrap all of sanctuary and then run through all the buildings just to double check he isn't idling in one of them. Then I afk for a whole in game day and check all the houses. He is still nowhere to be seen. The house at Concord is the way it should be for the mod to be working correctly and based on my other savegame, with all the same mods, you can find Ron in diamond city. I will try again in the next couple days with no mods except for sim settlements 2 and its requirements. Would it break the mod to put a mission marker on the stranger when you pick up the magazine and hook up the antenna?
 
Hmm. I thought it gave you the components as well.

Just because your description was very detailed, did you attach power to the beacon? I am not positive if that is required, but if you didn't, its worth a shot.
 
Hmm. I thought it gave you the components as well.

Just because your description was very detailed, did you attach power to the beacon? I am not positive if that is required, but if you didn't, its worth a shot
I try to be as accurate as possible when making a bug reports in general. The beacon was hooked up to a generator. I had 2 settler npcs in sanctuary so that shouldn't be the issue. Now that you mention it, I like to have many radio mods installed. Could this cause a conflict?
 
I don't think so, at least not for this specific issue.

Are you familiar with using xEdit or FO4Edit? If so you could take a look and just make sure that nothing is overwriting and SS2 mods. With everything your describing it feels like something hing is broken somewhere.

If you go into the console and type "getf4seversion" does it just return a version number?
 
wow, this is getting really weird tonight! i thought I was the only one to who I had to use the holotape, because i caught him chilling one time not barely showing up.
 
I don't think so, at least not for this specific issue.

Are you familiar with using xEdit or FO4Edit? If so you could take a look and just make sure that nothing is overwriting and SS2 mods. With everything your describing it feels like something hing is broken somewhere.

If you go into the console and type "getf4seversion" does it just return a version number?
I finally had some time to do some tests. I disabled all my mods except for a short list, this did not help.

I guess I'll have to figure out how to use Fo4edit. What exactly should I do?
My f4se should be up to date. I reinstalled it two weeks ago.
The command returns: 0.6.23 release idx25 runtime 010a0a30
I also thought that there might be an issue with the file so I deleted it from Vortex and reinstalled it. Again this changed nothing.
 
I posted about this problem a few days ago. The Stranger finally showed up for me after I started searching Sanctuary...again. I never did find out where he was hiding, but he was walking down mainstreet when I came out of one of the houses. I found something else during testing that might help others having the same problem.

I decided to start a new game so I could add a new mod that Kinggath mentioned in one of his videos: SS2 Settlers UI. Jake was MIA again on the new start but the Settler UI mod lists the "stranger" as a settler. I tried the Settler UI mod's to move to me feature and there he is! Right in front of me and launching right into his spiel. Good-to-go. I tried it a few more times on new games just for giggles and it worked for me every time. I'm still clueless about where (or why) Jake likes to hide (slacker!) but the Settler UI mod seems to solve the problem without spending an hour or so playing hide'n'seek. Maybe it will help solve this problem for others.
 
I posted about this problem a few days ago. The Stranger finally showed up for me after I started searching Sanctuary...again. I never did find out where he was hiding, but he was walking down mainstreet when I came out of one of the houses. I found something else during testing that might help others having the same problem.

I decided to start a new game so I could add a new mod that Kinggath mentioned in one of his videos: SS2 Settlers UI. Jake was MIA again on the new start but the Settler UI mod lists the "stranger" as a settler. I tried the Settler UI mod's to move to me feature and there he is! Right in front of me and launching right into his spiel. Good-to-go. I tried it a few more times on new games just for giggles and it worked for me every time. I'm still clueless about where (or why) Jake likes to hide (slacker!) but the Settler UI mod seems to solve the problem without spending an hour or so playing hide'n'seek. Maybe it will help solve this problem for others.
Him getting counted as a settler mechanically is meant to happen; when he does the "demonstrations" of how to build plots, he briefly gets assigned to the plot in question as its owner, and for that to work he has to be a resident of that settlement. (I've actually had those demonstrations break in extremely laggy situations where someone else got auto-assigned to the plot before him)
Some script must not be firing perfectly consistently or something so his "walk straight to the player" phase isn't activating right at the start there - it did that for me once too, and without that he'd just go into 'default settler AI' which means just wandering around the settlement semi-randomly if not assigned to anything yet.
However, it only did it once for me and I couldn't manage to find steps to make it happen, so I never submitted an internal bug-memo about it up the command chain, just wrote it off as "script lag" like so many other things.
 
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Him getting counted as a settler mechanically is meant to happen; when he does the "demonstrations" of how to build plots, he briefly gets assigned to the plot in question as its owner, and for that to work he has to be a resident of that settlement. (I've actually had those demonstrations break in extremely laggy situations where someone else got auto-assigned to the plot before him)
Some script must not be firing perfectly consistently or something so his "walk straight to the player" phase isn't activating right at the start there - it did that for me once too, and without that he'd just go into 'default settler AI' which means just wandering around the settlement semi-randomly if not assigned to anything yet.
However, it only did it once for me and I couldn't manage to find steps to make it happen, so I never submitted an internal bug-memo about it up the command chain, just wrote it off as "script lag" like so many other things.
If he is counted as a settler, then can you use the Town Meeting Gavel to bring him to you?
Not sure when you get access to that, but I am pretty sure I got it fairly early. Not sure when you can build the planner's desk.
Or if you don't have access to that, then maybe just the old bell that calls the settlers.
 
Good news everyone! I got it to work. I had already given up on figuring out Fo4edit. Then it hit me. I checked vortex. I HAD FORGOTTEN TO UPDATE WORKSHOP FRAMEWORK FROM 3 YEARS AGO. I had it downloaded, it's just that vortex decided to use the old version instead of the new one. I don't know how this didn't cause CTD. Modding this game is an adventure teetering on the razor edge of sanity. Everything seems to work just fine now. Thank you for your wonderful help.
I just regret that I didn't think of this before dumping 72+ hours into my latest playthtough. It would have sped up the game a bit.
 

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