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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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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.


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.


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.
No don't stop at all and by all means more power to you. It was more of a personal curiosity. I didn't mean to sound snarky. Sorry about that. I get pushing thing to and beyond their limits for no sake other than to see if it is possible. However I can say king is about making sure everything is solid in a SS2 no other mod world first before worrying about how it woks with other people mods.
 
No don't stop at all and by all means more power to you. It was more of a personal curiosity. I didn't mean to sound snarky. Sorry about that. I get pushing thing to and beyond their limits for no sake other than to see if it is possible. However I can say king is about making sure everything is solid in a SS2 no other mod world first before worrying about how it woks with other people mods.
No hard feelings bro... written communication is much harder to read :)
 
I 99% sure that I uninstalled via nmm
NMM doesn't do a good job of uninstalling mods. It also likes to leave trash behind... I learned this the hard way when I first tried to get SS2 going. I would highly suggest putting NMM in the bin and moving on to MO2 or Vortex.
 
NMM doesn't do a good job of uninstalling mods. It also likes to leave trash behind... I learned this the hard way when I first tried to get SS2 going. I would highly suggest putting NMM in the bin and moving on to MO2 or Vortex.
MO2 has a larger upfront learning curve but I will never go back to Vortex now after using it the past few months.
 
Got to Ron, so update time.

As a refresher, I removed all of thugy's mods and added a few more (including galactac) and started a new playthrough. The goal is to finish the SS2 MQ (proving those mods don't interfere with SS2) and then complete each of the mods quests (to prove the other way around). This has been my goal since I started these tests playthrough and I prefer to actually play the game than to cheat because something by a flag in a playthrough that get missed in a quest skip (BTW, @kinggath thank you for the quest skipping! it will help a lot with compatibility in the future).

With the current mod list, I had zero problems. The change from NMM to Vortex def helped a lot, I instantly notice content (from other mods) that was probably been suppressed by NMM. As for Jake's brain deadness, it didn't happen once so far (just finished vault 81 and the 2 first recruitment from the Ron) and the bug where the Ron wouldn't give me quests is also gone.

Just for sh*t and giggles, at this time, I reinstalled Thuggy mods, one by one, and once again, as soon as depravity is in the load order, the Ron doesn't like me anymore.

*ArmorKeywords.esm
*CanarySaveFileMonitor.esl
*XDI.esm
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*HUDFramework.esm
*SS2.esm
*NPCScaling.esm
*WorkshopFramework.esm
*DDLL.esl
*IDEKsLogisticsStation2.esl
*TheMarshland.esm
*Skb-MinigunsRebirth.esl
*GTFOB.esl
*SwansBarAndPitstop.esl
*PiperCaitCurieDialogueOverhaul.esp
*M8r_Item_Tags_Vanilla_EN.esp
*SOTS.esp
*More Armor Slots - All Dlc.esp
*WelcometoGoodneighbor.esp
*Ketaros_Treasures.esp
*sectorv.esp
*AGNISNikaCola01.esp
*LOST Ecosystems Tweaks.esp
*The Train.esp
*RaiderOverhaul.esp
*CombatZoneRestored.esp
*America Rising - A Tale of the Enclave.esp
*Eli_Armour_Compendium.esp
*The Deadly Commonwealth Expansion.esp
*AFSSAB.esp
*Pipsy.esp
*Vault4.esp
*RecruitableSettlers.esp
*WZWildWasteland.esp
*W.A.T.Minutemen.esp
*DCGuard_Overhaul.esp
*DT_GunnerOutfitPack.esp
*OldTimeReligion.esp
*The Hollow.esp
*MaxwellsWorl.esp
*TU3SD4Y'S Commonwealth Responders.esp
*DTG_LeveledListIntegration.esp
*EnclaveFactionItems.esp
*InstituteSettlements2.esp
*USNBOSTONWRECK-WithMarker.esp
*SS2_FDK_TinyLiving.esp
*SS2_Addon_Favelabulous.esp
*AA 50 Ways To Die.esp
*RecruitableSettlersFH.esp
*MCNexus.esp
*RansackedRelay.esp
*InsideJobs.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
*BossChestsHaveLegendaries.esp
*CBBE.esp
*CraftingFramework.esp
*XP From Companion Kills.esp
*Extended weapon mods.esp
*GCM.esp
*Loot Detector.esp
*MinutemenPropaganda.esp
*NoAffinityCooldown.esp
*PIP-Pad.esp
*TheyWantTheD.esp
*SeasonWantTheD.esp
*RAW INPUT.esp
*QuickTrade.esp
*SS2Extended.esp
*3dscopes.esp
*SS2_XDI Patch.esp
*NPCScaling_BB.esp
*SS2HappyTrails.esp
*SwanPond - Settlement.esp
*AtomsGloryThreads.esp
*CROSS_CoA.esp
*ECV_Remnants.esp
*RU556.esp
*RU556Armouryprojectv3.esp
*Galac-TactREDUX.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2WastelandVenturers.esp
*MilitarizedMinutemen.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*RM_Mannequin_Raiders.esp
*LD50_Leaders.esp
*MilitarisedMinutemen_PatchesAddon.esp
*CombinedArmsNV.esp
*Fixed Alpha Map.esp
*HillsofCorpses.esp
*Hunter of the Commonwealth.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*JunkTown-FENCES2.esp
*JunkTownTwo.esp
*Live Dismemberment - Brutal.esp
*M8rDisablePipboyEffects.esp
*NeuraLOD.esp
*Quieter Settlements - Contraptions.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*RRTV_RobotModelKits.esp
*Reasonable Scrapping - AWKCR.esp
*RecruitableSettlersLeaders2.esp
*SS2-PraRandomAddon.esp
*SS2AOP_VaultTecTools.esp
*SS2WalledGardensAndMore.esp
*SS2WhisperPowerPlots.esp
*SS2_BleachersDCStory_Patch.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*SS2_ruined_simsettlement_addonpack.esp
*Scopes.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*Skb-MinigunsRebirth_AWKCR_Patch.esp
*VUWR - AlternativeEdition.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*W.A.T.M_MM+PA.esp
*AWKCR - Mod Power Armor Engine Glitch Fix.esp
*MoreEnemies.esp
*Armorsmith Extended.esp
*Synth Overhaul.esp
*BZW_Planet_Explorer.esp
*Synth Overhaul - Black Patch.esp
*Classic Combat Armor.esp
*Mercenary.esp
*Synth Overhaul - No level requirements Patch.esp
*TDCE + AE + Raider Overhaul Patch.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*SuperMutantRedux_Insanity.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp

I know this is far from enough, but it seems that SS2 is compatible with all the mods in the list. I'll continue the playthrough to see if I get any problems.

On a side note, I started another thread talking about a specific quest where I had a problem because I didn't fit the discussion on this thread. That one looks to me like an SS2 bug and not a compatibility problem... But I could be wrong :)

Thanks for the great work guys, 1.0.15 is running smoothly as ever. Ah, I continue to get duplicated furniture in the sanctuary if using RotC... thought that was solved a few patches ago.

Lastly, thanks for the patience to put up with me :)
 
Hey there.

With this load order, I just encountered an old bug on Where There's Smoke.

Problem: dialogue gets stuck while Main Character keeps looking down sights through the scope
Mod causing Incompatibility: See-through scopes
Solution: Just equip any weapon without a scope before the cutscene
Replication: the inverse of the solution :P
 
Got to "Who can? Asam Can!" and got again an old bug. The quest won't update when I get to the selected settlement and if I talk to the selected leader (Stodge) in this case, I just get the generic let's tra de.

Quest is stuck at "Meet Stodge and his people at Hangman's Alley"

used setstage ss2_sirick_mq13 160 to advance
 
That´s it... besides the two bugs above, the playthrough went smotly.

1623859883347.png

gonna comtinue with this save, do SS2 side quests as I find them and play the MQ for the other mods installed. Shoudn't find any problem.
 
Entering unexpected combat broke my Jake a lot. IDK if it's from mods or me trying to get into SS2 on a level 100 save... Whenever I went to Concord I'd get interrupted by all 3 raider gangs, Mechanist's bots, BOS vertibirds... Memory Lane was scary.
 
Entering unexpected combat broke my Jake a lot. IDK if it's from mods or me trying to get into SS2 on a level 100 save... Whenever I went to Concord I'd get interrupted by all 3 raider gangs, Mechanist's bots, BOS vertibirds... Memory Lane was scary.
Sounds fun :agree:

But from my testing, SS2 is very close to bug-free. There are compatibility problems, but the mod itself is very stable.
 
Sounds fun :agree:

But from my testing, SS2 is very close to bug-free. There are compatibility problems, but the mod itself is very stable.
Ss2 is pretty perfect ( minus a few quirks ) on a base game , but it’s hard to add multiple mods on top of it that all alter similar areas and get it all working smooth. The mod D.E.C.A.Y that changes ghouls can and will break jake in the vaultec hq the fix is just going in before the quest and clearing the building. It took me several playthroughs and many save scraps and console commands moving him around before I figured it out.

fallout 4’s biggest issue is the engine is at its limit to run the game look at Skyrim I run like 400 mods there no precombine or previs issues , simple patches can fix stuff and it all works. Fo4 should have had more development time and more engine improvements but it had limited time and people working on it compared to Skyrim cause they where not sure if it was going to be a success.

can’t wait for starfield with its creation engine 2.0 and see what the can do with better funding and more man power next year.
 
Ss2 is pretty perfect ( minus a few quirks ) on a base game , but it’s hard to add multiple mods on top of it that all alter similar areas and get it all working smooth. The mod D.E.C.A.Y that changes ghouls can and will break jake in the vaultec hq the fix is just going in before the quest and clearing the building. It took me several playthroughs and many save scraps and console commands moving him around before I figured it out.

fallout 4’s biggest issue is the engine is at its limit to run the game look at Skyrim I run like 400 mods there no precombine or previs issues , simple patches can fix stuff and it all works. Fo4 should have had more development time and more engine improvements but it had limited time and people working on it compared to Skyrim cause they where not sure if it was going to be a success.

can’t wait for starfield with its creation engine 2.0 and see what the can do with better funding and more man power next year

Its now a Microsoft company. You think that will improve things?
 
Ss2 is pretty perfect ( minus a few quirks ) on a base game , but it’s hard to add multiple mods on top of it that all alter similar areas and get it all working smooth. The mod D.E.C.A.Y that changes ghouls can and will break jake in the vaultec hq the fix is just going in before the quest and clearing the building. It took me several playthroughs and many save scraps and console commands moving him around before I figured it out.

I've been thinking about how to do a workaround for DECAY. From my tests, the problem is ONLY when you multiply the goa'uld (sorry, couldn't resist...). Then the named zombie wouldn't spawn and you won't get the card key, so no based, etc, etc... I've replaced DECAY for More Enemies and did a few runs with it with no problems at all (multiplication settings: 1 zombie could spawn between 4 and 20 random). Now... More Enemies doesn't touch named enemies, for instance, all raider bosses are not multiplied, just their generic guards. So... combining both you probably get the walking dead feel of DECAY (which imho is awesome), with the revives, you still can get huge hordes by playing with More Enemies number and, probably, no compatibility problems with SS2... but I didn't put it to practice yet. Maybe next playthrough.

Its now a Microsoft company. You think that will improve things?
Ricky Gervais Laughing GIF
 
You know what? That idea got me excited enough to quit my current PT and start a new :D This gonna be a huge mod list... wish me luck. Also, no quest skipping... if the idea is to test compatibility then I have to do all of the SS2 MQ content.

Moved to MO2, noticed even better improvements than Vortex. Yes, there is a learning curve, but nothing that should scare anything willing to mod a game. All mods and DLC are clean (as per Loot recommendation) and I let MO2 do the sorting. At a glance, it looks like it got things right, like perkfest and startmeup to the end, and HUDF, WF and SS2 by that order. @Din'elen DarkStar yes, I know.... start me up may cause conflicts, but from my tests, that's just if you're "too quick" and skip the vault. Usually, SS2 fails to initialize but successfully reboots before I leave the vault.

*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*NPCScaling.esm
*CanarySaveFileMonitor.esl
*XDI.esm
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*DDLL.esl
*IDEKsLogisticsStation2.esl
*TheMarshland.esm
*GTFOB.esl
*Skb-MinigunsRebirth.esl
*PiperCaitCurieDialogueOverhaul.esp
*M8r_Item_Tags_Vanilla_EN.esp
*SOTS.esp
*WelcometoGoodneighbor.esp
*Ketaros_Treasures.esp
*sectorv.esp
*AGNISNikaCola01.esp
*AGNISNikaCola01-XDI patch.esp
*CombatZoneRestored.esp
*America Rising - A Tale of the Enclave.esp
*More Armor Slots - All Dlc.esp
*Eli_Armour_Compendium.esp
*M8r_Item_Tags_UFO4P_AWKCR_EN.esp
*M8r_Item_Tags_AWKCR_EN.esp
*RaiderOverhaul.esp
*The Deadly Commonwealth Expansion.esp
*AFSSAB.esp
*The Train.esp
*Pipsy.esp
*Vault4.esp
*RecruitableSettlers.esp
*W.A.T.Minutemen.esp
*WZWildWasteland.esp
*DCGuard_Overhaul.esp
*DT_GunnerOutfitPack.esp
*OldTimeReligion.esp
*The Hollow.esp
*MaxwellsWorl.esp
*TU3SD4Y'S Commonwealth Responders.esp
*DTG_LeveledListIntegration.esp
*EnclaveFactionItems.esp
*InstituteSettlements2.esp
*USNBOSTONWRECK-WithMarker.esp
*SS2_FDK_TinyLiving.esp
*SS2_Addon_Favelabulous.esp
*MilitarizedMinutemen.esp
*AA 50 Ways To Die.esp
*RecruitableSettlersFH.esp
*BossChestsHaveLegendaries.esp
*CBBE.esp
*CraftingFramework.esp
*XP From Companion Kills.esp
*Extended weapon mods.esp
*GCM.esp
*Loot Detector.esp
*PIP-Pad.esp
*RAW INPUT.esp
*SS2Extended.esp
*NPCScaling_BB.esp
*D.E.C.A.Y.esp
*RansackedRelay.esp
*MCNexus.esp
*InsideJobs.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
*SS2HappyTrails.esp
*SwanPond - Settlement.esp
*AtomsGloryThreads.esp
*ECV_Remnants.esp
*RU556.esp
*RU556Armouryprojectv3.esp
*Galac-TactREDUX.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2WastelandVenturers.esp
*MilitarisedMinutemen_PatchesAddon.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*W.A.T.M_MM+PA.esp
*CROSS_CoA.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*RM_Mannequin_Raiders.esp
*LD50_Leaders.esp
*CombinedArmsNV.esp
*Fixed Alpha Map.esp
*HillsofCorpses.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*JunkTown-FENCES2.esp
*JunkTownTwo.esp
*Live Dismemberment - Brutal.esp
*Reasonable Scrapping - AWKCR.esp
*RecruitableSettlersLeaders2.esp
*SS2-PraRandomAddon.esp
*SS2AOP_VaultTecTools.esp
*SS2WhisperPowerPlots.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*VUWR - AlternativeEdition.esp
*Live Dismemberment - Insane-o.esp
*QuickTrade.esp
*Quieter Settlements - Contraptions.esp
*SS2WalledGardensAndMore.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2_BleachersDCStory_Patch.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*SS2_XDI Patch-Basic.esp
*Scopes.esp
*NoAffinityCooldown.esp
*TheyWantTheD.esp
*MinutemenPropaganda.esp
*Skb-MinigunsRebirth_AWKCR_Patch.esp
*BLUE WATM-MilM Patch.esp
*MoreEnemies.esp
*M8rDisablePipboyEffects.esp
*Buzz_Axe.esp
*Buzz_Axe_LL.esp
*Armorsmith Extended.esp
*Synth Overhaul.esp
*Mercenary.esp
*Synth Overhaul - Black Patch.esp
*Classic Combat Armor.esp
*Synth Overhaul - No level requirements Patch.esp
*SOTS_AWKCR_AS_Patch.esp
*TDCE + AE + Raider Overhaul Patch.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp

It will take me a while to get to The Hub of the Problem, cause I wanna try a melee build and never made one, but if I see anything strange I'll report. Should I change the name of the thread? the discussion deviated so much that we are now much closer to a combability discussion than a particular bug report.

Mods, let me know :)
 
Well, the mod is loaded and apparently working. Loaded another save just to make sure and here it is a craftable food from the mod:

1624137958411.png

but for some reason it is not apearing in MCM. I loaded the whole modelist into FO4Edit. selected DECAY and filteres for conflicts, it only showed conflics with NPC Scalling and Perkfest (which makes total sense since both alters gouls)... so I disabled and entered the game again... no luck, DECAY is not in MCM... any suggestion?
 
Well, the mod is loaded and apparently working. Loaded another save just to make sure and here it is a craftable food from the mod:

View attachment 13118

but for some reason it is not apearing in MCM. I loaded the whole modelist into FO4Edit. selected DECAY and filteres for conflicts, it only showed conflics with NPC Scalling and Perkfest (which makes total sense since both alters gouls)... so I disabled and entered the game again... no luck, DECAY is not in MCM... any suggestion?
I have to stop post at night... DECAY and Zombie Walkers are 2 different mods that in my mind I merged as one :P
 
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