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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
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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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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.

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.

MO2 does not sort on it's own. Did you use LOOT? LOOT is is good for Skyrim but does a poor job with FO4 load orders.
The issue with DECAY was it's radiation AOE damage causing Jake to take damage before the proper stage began in Hub of the Problem. No other ghoul mechanic was the issue.

So anyway - it's VERY good to see you've moved to MO2. Its virtual file system keeps files Out of the base game folders and the LO order ajustments are amazingly easy.
 
MO2 does not sort on it's own. Did you use LOOT? LOOT is is good for Skyrim but does a poor job with FO4 load orders.
The issue with DECAY was it's radiation AOE damage causing Jake to take damage before the proper stage began in Hub of the Problem. No other ghoul mechanic was the issue.

So anyway - it's VERY good to see you've moved to MO2. Its virtual file system keeps files Out of the base game folders and the LO order ajustments are amazingly easy.
Funny how the thread came full circle and we are back to Jake taking dmg before quest triggers being the problem :D

The problem I was describing is with Walkers. If has an option to replace a single zombie with several others and in the same quest it would break the zombie with the key card for the elevator. So, 2 different zombie mods breaking Jake in the same quest... sometimes makes harder to explain it clearer :) I could swear that DECAY had some setting, either a holotape or via MCM, but I'm not finding it. As for the walkers, what I want from that mob is a Walking dead vibe (NPCs you kill and are not dismembered come back to live as a zombie), so I turned of all the replacement options. I also remember that Zombie Walkers had more options exposed via MCM that I can't find now (for instance, the probability of a dead coming back to live), but this I can assume is because they launched an updated and maybe messed up something.

What I meant was that I pressed the sort button in MO2 and it lunched LOOT to sort.
 
Hub of the Problem completed with no problems with the current mod list (check previous posts). Relevant mods for this test: DECAY and Zombie Walker.
Spoilers ahead


Jake interacted with the entrance terminal without any problem, ID Card was dropped by zombie boss:

1624391553432.png
Fireman Bob guided Jake to spoiler name's terminal
1624391666964.png

Basemant 1st trigger:
1624391902102.png
2nd trigger:
1624392077761.png
3rd and final trigger:
1624392266513.png

1624392342682.png



MO2 does not sort on it's own. Did you use LOOT? LOOT is is good for Skyrim but does a poor job with FO4 load orders.
The issue with DECAY was it's radiation AOE damage causing Jake to take damage before the proper stage began in Hub of the Problem. No other ghoul mechanic was the issue.

I experienced something similar before, where I aggroed some SM that were just in the corner and they followed me inside, it was solved by a simple reload and kill.

No other ghoul mechanic was the issue.
Zombie Walkers will break this quest if you have zombie replacement turned on, as it will replace the zombie boss with other mods and roll new loot for them (byebye ID card). The following option has to be set to 1 BEFORE entering the building:
1624392606936.png

Honestly, if you want huge hordes and Walking Dead revive just use More Enemies to get the numbers and Zombie Walkers to get the revival (not that the mod author is updating the mod and the resurect mechanic was removed from 3.0beta versions. So if you want the Walking dead feel just stick with 2.*)

Sorry if this post is a little tangent since it touches other mods, but I was 99% sure that DECAY caused no problems with SS2.

If any1 has any question about the current adventure of Lonely Bob let me know. (never though melee could be so much fun xD)

EDIT: I was afk from the game while typing the post and got a nice surprise from Jake. Nice touch guys! Wasn't expecting that. Don't think that happens even once on the base game.
 
EDIT: I was afk from the game while typing the post and got a nice surprise from Jake. Nice touch guys! Wasn't expecting that. Don't think that happens even once on the base game
Which one, the "bonus" "hey while youre still here, I was pondering..." chat? A pity more people havent seen that one, he raises some things I wondered too.
 
Due to fixes in 1.0.15c to Ron and the fact that, from my tests, Jake only breaks with Depravaty if I did Murphy's Law before doing Concord, from now on Thuggy mods are back to the mod list. Let's see how things change.
 
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