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[Solved 1.0.16] Jake's weird behaviour. Not responding, not moving, need to reload area to make something happen

nosfsos

Active Member
Messages
280
If Jake enters Olivia's bunker and there is imidiate combat (for instance, if you are using some kind of multiplicative mobs like "more enemies"), Jake will no intereact with the computer. The quests advances untill you have to return to him and if you interact it will say he is busy.

Quick load didn't work, load from main menu didn't work. Teleporting Jake to the computer to try to jump start him didn't work.

Replicable, I load a save before entering Olivia bunker and got the same result.

Work around: leave olivia bunker and enter again. If he doesn't move after openning the door, just teleport him near the box cache spoiler name thingy.

My 2 cents: Jake enter in combat mode before something about the quest could trigger and the trigger isn't veryfied again once he leaves combat.
 
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If I remember, I can take a look to see what conditions required and what actually triggers SS2_Dialogue_TheRon to start. It sounds like something is causing the Quest to not start when it should. I do not have Depravity in my LO so I will not be able to help beyond that.
 
If I remember, I can take a look to see what conditions required and what actually triggers SS2_Dialogue_TheRon to start. It sounds like something is causing the Quest to not start when it should. I do not have Depravity in my LO so I will not be able to help beyond that.
I did a few more tests and tried to active the quest via command line, also without success. doesn't mean that I have nothing to do with the quest stage, but the quest stage being wrong, ergo the quest not starting, might be just another symptom of what's really happening behind the scenes.


If you manage to get me the trigger for the quest I'll dig around FO4Edit to see if I can see something. Whatever it is, Fo4Edit is not detecting it as a conflict, as you can see by the screenshot somewhere in the middle of the post.

Thank you for your help :agree:
 
Another thing, probably completely unrelated to this, but every time I entered The Ron's Office, my character is looking straight down, not matter where I was looking before entering, and so far that's the only building where that happens... its weird, that's all
 
Another thing, probably completely unrelated to this, but every time I entered The Ron's Office, my character is looking straight down, not matter where I was looking before entering, and so far that's the only building where that happens... its weird, that's all
That is normally how it goes. The Ron is too cool for you to view right away. You must bow to his greatness first.
 
If you manage to get me the trigger for the quest I'll dig around FO4Edit to see if I can see something. Whatever it is, Fo4Edit is not detecting it as a conflict, as you can see by the screenshot somewhere in the middle of the post.
I gave this a quick look and was unable to figure out what sets stage 5 on SS2_Dialogue_TheRon (the quest starts automatically) as this needs to happen to get the dialog choice to recruit settlers. I assumed this would be handled by SS2_MQMaster but that is not the case. That only handles the message that pops up explaining "The Ron's Services." Did you see that message when you completed They Come From Planet X and Grey Matters?
 
I gave this a quick look and was unable to figure out what sets stage 5 on SS2_Dialogue_TheRon (the quest starts automatically) as this needs to happen to get the dialog choice to recruit settlers. I assumed this would be handled by SS2_MQMaster but that is not the case. That only handles the message that pops up explaining "The Ron's Services." Did you see that message when you completed They Come From Planet X and Grey Matters?
Yes, I got the pop up when I finished the services.
 
Keeping in mind I know nothing about computer stuff. At the end of the Depravity Mod you can build something in the outfield area close to the Ron’s office. Maybe it’s a script or cell issue? I also don’t find not getting settlers from the Ron game breaking as I find them on my own. The Ron is the only problem I have had with the Thuggysmurf mods, everything else with them and SS2 worked fine for me.
 
Keeping in mind I know nothing about computer stuff. At the end of the Depravity Mod you can build something in the outfield area close to the Ron’s office. Maybe it’s a script or cell issue? I also don’t find not getting settlers from the Ron game breaking as I find them on my own. The Ron is the only problem I have had with the Thuggysmurf mods, everything else with them and SS2 worked fine for me.
While you might not find it game breaking... The Ron is a major part of the mod. And what if future content requires his services to be working properly? It may not be game breaking, however it is Mod breaking and that is what the focus here is.
 
While you might not find it game breaking... The Ron is a major part of the mod. And what if future content requires his services to be working properly? It may not be game breaking, however it is Mod breaking and that is what the focus here is.
Right, and SS2 and the Thuggysmurf mods are very popular so maybe someone from SS2 could reach out to him to see if he knows how it can be fixed? I’m guessing a lot of people aren’t going to dump one mod for the other and keep playing the way they want till if or when it stops the progress of SS2, I am.
 
While you might not find it game breaking... The Ron is a major part of the mod. And what if future content requires his services to be working properly? It may not be game breaking, however it is Mod breaking and that is what the focus here is.
Yeah, the Ron had too much character written in him just to be a throwaway NPC.... something tells me he's gonna play a HUGE whole in Chap 2, which will make Thuggy universe and SS2 totally incompatible.

Right, and SS2 and the Thuggysmurf mods are very popular so maybe someone from SS2 could reach out to him to see if he knows how it can be fixed? I’m guessing a lot of people aren’t going to dump one mod for the other and keep playing the way they want till if or when it stops the progress of SS2, I am.
We (players and modders) are debugging and making some progress... as a programmer, this is the hardest part with bugs... especially bugs that don't give you an error, it just doesn't do what is supposed to do. Now when we are talking at the number that would be probably close to millions of line of code for FO4 + DLCs + MODs, debugging becomes a nightmare. Specially if you don't have inside information about the mods (which is my case).

But, as I stated before, I'm too stubborn to give it up. We will find and solve the problem, which could be SS2 dev team, Thuggy team, or just a player who dabbles in the world of mods and try to come out with an unofficial patch. Again, as somewhere very familiar with code, everything is possible... feasibility is the problem (time + resources).

Keep up the good work guys, I'll keep reporting on this and please, ask me stuff, give me ideas to test :)
 
Right, and SS2 and the Thuggysmurf mods are very popular so maybe someone from SS2 could reach out to him to see if he knows how it can be fixed? I’m guessing a lot of people aren’t going to dump one mod for the other and keep playing the way they want till if or when it stops the progress of SS2, I am.
There will always be a pick and choose scenario with mods. That's just the way it goes. And for what it's worth I am willing to bet hands down Thuggy is aware. I mean have any of you users reached out to Thuggy on their Nexus page or any other avenue? They're on Discord. It has been concluded that this is a THEIR mod issue and as such should be in their privy to fix it or let someone else. But it is in no way on the SS2 team to do anything about a problem in someone else's mod. As such the offending mods has been moved to the Incompatible list and a use at your own discretion scenario.
 
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This really isn't Thuggy's issue either if their mods work as intended. As with any compatibility issue, it usually starts with identifying what is causing the issue in the first place. Once the cause is determined, a fix can be requested of the respective authors or a third party patch can be made.

As for figuring this out, it is going to be a PITA as there are no tools for tracing conditions. I'm willing to bet that SS2 uses something vanilla as a condition and Depravity is using and modifying the same thing. It could take a lot of time to figure out that "what." I went through the same thing (and a lot of tears) making my XDI patch.
 
So... I started a new playthrough, this time I completely removed all of Thuggy's mods (and added quite a few more).

As soon as I killed the Deathclaw in Concord, Jake's pathfinding breaks again, as it did with Thuggy's mods. It's eight its pathfinding that is breaking or he's not getting the order to move. To get him inside the workshop I had to sleep 1 hour. To get him constructing the farm and industry plot to progress, I had to teleport him to the plot, otherwise, he would just stand there and keep asking me to put it wherever I like... honestly, he HAS to stop saying that, mumbles I'll tell him where to put it........

Well, back to step 1. Something is breaking Jake's brain and it is not Thuggy's mods.


*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*ArmorKeywords.esm
*NPCScaling.esm
*CanarySaveFileMonitor.esl
*XDI.esm
*DDLL.esl
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*IDEKsLogisticsStation2.esl
*WorkshopFramework.esm
*SS2.esm
*TheMarshland.esm
*Skb-MinigunsRebirth.esl
*SwansBarAndPitstop.esl
*M8r_Item_Tags_Vanilla_EN.esp
*PiperCaitCurieDialogueOverhaul.esp
*SOTS.esp
*WelcometoGoodneighbor.esp
*Ketaros_Treasures.esp
*sectorv.esp
*AGNISNikaCola01.esp
*More Armor Slots - All Dlc.esp
Depravity.esp
*LOST Ecosystems Tweaks.esp
*RaiderOverhaul.esp
*CombatZoneRestored.esp
*America Rising - A Tale of the Enclave.esp
*Eli_Armour_Compendium.esp
*The Deadly Commonwealth Expansion.esp
*AFSSAB.esp
*The Train.esp
*Pipsy.esp
*XP From Companion Kills.esp
*CBBE.esp
*CraftingFramework.esp
*RAW INPUT.esp
*SS2_XDI Patch.esp
*Vault4.esp
*RecruitableSettlers.esp
*WZWildWasteland.esp
*W.A.T.Minutemen.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*The Hollow.esp
*MaxwellsWorl.esp
*TU3SD4Y'S Commonwealth Responders.esp
*USNBOSTONWRECK-WithMarker.esp
*InstituteSettlements2.esp
*DT_GunnerOutfitPack.esp
*DTG_LeveledListIntegration.esp
*MilitarizedMinutemen.esp
*EnclaveFactionItems.esp
*SS2_FDK_TinyLiving.esp
*SS2_Addon_Favelabulous.esp
*AA 50 Ways To Die.esp
*RecruitableSettlersFH.esp
*MCNexus.esp
*VUWR - AlternativeEdition.esp
*BZW_Planet_Explorer.esp
*RansackedRelay.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*Quieter Settlements - Contraptions.esp
*BossChestsHaveLegendaries.esp
*Fixed Alpha Map.esp
*TheyWantTheD.esp
*NoAffinityCooldown.esp
*SeasonWantTheD.esp
*Loot Detector.esp
*RecruitableSettlersLeaders2.esp
*SS2_BleachersDCStory_Patch.esp
*3dscopes.esp
*QuickTrade.esp
*PIP-Pad.esp
*NPCScaling_BB.esp
*Live Dismemberment - Brutal.esp
*GCM.esp
*SS2WalledGardensAndMore.esp
*SS2WhisperPowerPlots.esp
*MoreEnemies.esp
*SS2Extended.esp
*Reasonable Scrapping - AWKCR.esp
*M8rDisablePipboyEffects.esp
*SS2AOP_VaultTecTools.esp
*SS2_ruined_simsettlement_addonpack.esp
*JunkTown-FENCES2.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*NeuraLOD.esp
*HillsofCorpses.esp
*InsideJobs.esp
*Scopes.esp
*RRTV_RobotModelKits.esp
*Extended weapon mods.esp
*CROSS_CoA.esp
*CombinedArmsNV.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
GunForHire_Depravity_Patch.esp
*SS2HappyTrails.esp
*SwanPond - Settlement.esp
*AtomsGloryThreads.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*Hunter of the Commonwealth.esp
*MinutemenPropaganda.esp
*MilitarisedMinutemen_PatchesAddon.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*W.A.T.M_MM+PA.esp
*Skb-MinigunsRebirth_AWKCR_Patch.esp
*ECV_Remnants.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*SS2WastelandVenturers.esp
*RU556.esp
*RM_Mannequin_Raiders.esp
*LD50_Leaders.esp
*JunkTownTwo.esp
*SS2-PraRandomAddon.esp
*RU556Armouryprojectv3.esp
*Armorsmith Extended.esp
*TDCE + AE + Raider Overhaul Patch.esp
*Synth Overhaul.esp
*Synth Overhaul - Black Patch.esp
*Synth Overhaul - No level requirements Patch.esp
*Mercenary.esp
*Classic Combat Armor.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp
 
I'm encountering all the same problems I had when using Depravity and the other Thuggy mods (described along this thread). Once again, I did this darn thing enough times to know that I won't be able to finish the SS2 MQ. I'll get stuck in the Hub of the Problem, where, after a lot of patience, I'll get Jake to the basement but wont be able to interact with the terminal in the printer...


I'll continue the playthrough just to confirm what I expect... I was really hoping this would be the one to take to Chap2 :P apparently not
 
I still see a lot of possible mods in that load order.
Quest mods have to go. Depravity was still listed. I have had 0 issues with Jake's AI. Also start me up has to go. Make a clean save that you use instead. Make it right before you get to change things before leaving the vault. Have no mods enabled on this save. Now you have a fresh save to test load orders.
 
I still see a lot of possible mods in that load order.
Quest mods have to go. Depravity was still listed. I have had 0 issues with Jake's AI. Also start me up has to go. Make a clean save that you use instead. Make it right before you get to change things before leaving the vault. Have no mods enabled on this save. Now you have a fresh save to test load orders.
I was probably too tired last night to notice that. sorry :( I 99% sure that I uninstalled via nmm, but the machine is always right, so obviously I didn't.

When you remove a mod but add other mods that taints the results of the testing. There's no way of knowing if you removed a mod that caused the issue, but added another mod that also causes the issue.
That's 100% true and I know that. But honestly, the last 6 to 7 playthroughs were testing stuff for SS2... so I just wanted to mess around a bit and, if it worked, then it would be a win-win.

I just don't understand why you are trying so hard to get mods to work that surely don't?
Honestly? I'm not sure... I think it is one of the few ways games still motivate me, to push them to the limit as modding goes, then I create a huge mess and try to survive the hell I created. Something similar to RLCraft if you're into the Minecraft scene. Once I did a full Xcom 2 WotC campaign with more than 600 mods, which were all gameplay changes, weapons, enemies and factions addition, etc. There was not even 1 cosmetic or audio mod in the whole list. It was a nightmare to get them to work together, but it was the most fun I ever had with WotC. SS2 is giving me the same vibe :) I want to see how far I can push it before breaking it and, if possible, fix it and keep adding more.

Depravity is now officially of the list and tomorrow I'll probably start another new game to see how it goes. My go is to finish SS2 MQ with minimal problems, don't care about FO4 storyline (I'll do it as I'm pleased), then do the quest mods quest and if I manage to do it, I'll add more mods until FO4 gives me the middle finger...

@Din'elen DarkStar the last thing I want is to make things harder to SS2. If you prefer, I'll stop with the frequent posts and only update at the end of each playthrough. I just thought that since @kinggath said they are finishing polish Chap1 before releasing Chap2, frequent reports would be more helpful... of course, if the reports are faulty they do more harm than good, I know that and sorry once again :(


PS: The only reason I posted on this thread was that it was the same problem and I thought it might be related to the FO4 gamebase variables discussion we had earlier on the thread... clearly that was not the problem, the problem was the depravity stood in there somehow. I don't even know how the game loaded, since OCaR is a master and it was also uninstalled.
 
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