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Public Beta 1.0.0k

updated to version k, and I cant place the beacons at the high school, the satellite dishes with the supermutants or the library.
is there a way to try to progress through picking up the pieces?
or are the other sites working perfectly normal and I just chose the 3 that dont work?
 
Uuah, that's a question not easily answered. Basically there is a lot of stuff going on in the background of your safe file, which should NOT be going on. And this stuff is clogging up your game, to the extent that other stuff breaks - in your case SS2 quests. There IS a chance you can recover your game, but there is also a chance this save file is f***ed permanently. If you want to try to recover this save file - and you should try that - please make a new topic in the Help section (so we free up this space here for patch-related discussion) and we might be able to assist you.
Preliminary steps you should also take immediately:
1. Move your character to an interior cell where nothing is going on (like Home Plate in DC, if you have that) and let them sit there for half an hour or so. Then make another save.
2. Make sure to keep all the saves you still have from this playthrough. Back them up.
3. Start reading up on the technical stuff involved here: Read the whole damn thing, but pay attention to Section 5 especially.
4. Download and install Fallrim Tools. Link is in the article postet above.
5. Start hoping the problem startet recently, and you have a fairly recent save game to roll back to.
Thanks a lot
Same Here.
 
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I can't seem to progress the quest "Coolest Cat". This has been the same for me on all versions. On version G I would approach the guards outside of The Rons place and the tall guy would approach me and it would freeze up (I could bring up the pause menu, but I couldn't move or bring up the pip-boy.

On the subsequent versions when I arrive at The Rons the two guards do there little chat, but neither approach me or react to me. If I go past them The Ron greets me and tells me to sit down, but nothing progresses, he'll just sit their spouting his catch phrases.

Curiously, I noticed the guards are both labelled "Gunner". If I use the ResetQuest command (I know this is dodgy, I was just trying anything to get different results) their names change from "Gunner" to Berman and whatever the other guys name is lol.

I noted in the previous version you added a command to skip a quest.. I couldn't get that to work at all I'm afraid.
Hi, any thoughts on this issue? Searching the forums is seems a fairly common issue

Absolutely loving the mod so far though, blown away how much you’ve achieved to such a high level of polish!
 
I had to use moveto player on jake and the other guy on "where there's smoke" to bring them to the marker to kick off the ending for the mission. I had a heck of a time searching for him standing on a rock north of outpost Zimonja this time
 
Thank you thank you thank you. Playing a heavily modded game, and I encountered zero issues during about my first 12 hours on a new playthrough. On Hub of the Problem on 1.0.0g I could not get Jake to fire on any of the events after entering Vault Tech HQ. On 1.0.0k He fired off every line of dialogue and action exactly at the time it appeared he was supposed to.
 
updated to version k, and I cant place the beacons at the high school, the satellite dishes with the supermutants or the library.
is there a way to try to progress through picking up the pieces?
or are the other sites working perfectly normal and I just chose the 3 that dont work?
Just finished this quest, using these exact 3 locations. And I did not have any issues.
So whatever it is which does not work for you, I guess it's not tied to specific locations.
 
I decided last night to start a new playthrough to see if the New Plots bug I've got in my previous save that prevents the four additional plot types from showing up is fixed with a fresh save. I had loaded 1.0.0k and started a new game and to my surprise during the initial character creation mirror scene I got the popup that Sim Settlements 2 had detected possible corruption in my save file (of which there still wasn't an actual non-automatic one). I've included a link to the first actual save I could create post-creation and a screenshot showing that it did happen during the mirror part. Funky for sure. If you need some assistance or would like me to start another to get you an even fresher save, please let me know.
20201108213532_1.jpg
 
Thank you thank you thank you. Playing a heavily modded game, and I encountered zero issues during about my first 12 hours on a new playthrough. On Hub of the Problem on 1.0.0g I could not get Jake to fire on any of the events after entering Vault Tech HQ. On 1.0.0k He fired off every line of dialogue and action exactly at the time it appeared he was supposed to.
I had this too, i kicked him off by going up and killing every ghoul I found. he triggered after one in the classroom was killed
 
no problem placing beacons now, it was user error actually. I thought there would be some kind of prompt to place them, like "press E to open door" but its literally drop the beacon here from inventory.

I just misunderstood what they wanted me to do.
 
I decided last night to start a new playthrough to see if the New Plots bug I've got in my previous save that prevents the four additional plot types from showing up is fixed with a fresh save. I had loaded 1.0.0k and started a new game and to my surprise during the initial character creation mirror scene I got the popup that Sim Settlements 2 had detected possible corruption in my save file (of which there still wasn't an actual non-automatic one). I've included a link to the first actual save I could create post-creation and a screenshot showing that it did happen during the mirror part. Funky for sure. If you need some assistance or would like me to start another to get you an even fresher save, please let me know.
Unless you are playing survival mode with no mod to unlock the console, you should be able to save whenever.
"~" to enter the console, then enter- save "name of junk save file that I want to save"
Whatever you put between the quotes will be the name of your save. Be aware you can't use special characters like ';:<>,.!@#$%^& It won't save and the game will not warn you. Don't ask me how I know......
Also be aware that the save is considered unmodded. If you want to load it, you have to hit the All Saves option in the load screen. If you use the mod "Achievements" this is not an issue.
 
Sunflower at Sundown special character quest doesn't properly start. Archibald and Treadwell show up at the settlement, Archibald says something about a special delivery and then asks Treadwell if its seen it. Trying to talk archibald after that just puts in a dialogue camera type thing with no interactions available, after exiting out of that no option to talk available.
what were the pre-requisites to get this quest? Curious when it should appear.
 
Sunflower at Sundown special character quest doesn't properly start. Archibald and Treadwell show up at the settlement, Archibald says something about a special delivery and then asks Treadwell if its seen it. Trying to talk archibald after that just puts in a dialogue camera type thing with no interactions available, after exiting out of that no option to talk available.
MIne does the exact same thing. Would be nice if someone could post a fix or workaround for this.
 
If you real still play with 1.0.0k update your Mod to the last Version 1.0.4 main Version or 1.0.4a Beta version.Many bugs are fixed.
Installed the latest beta, has the same problems, unless I'm supposed to start a new game, which obv. I'm not going to do just for one side quest. Don't suppose there'a a console command to just force start or force finish the quest?
 
Installed the latest beta, has the same problems, unless I'm supposed to start a new game, which obv. I'm not going to do just for one side quest. Don't suppose there'a a console command to just force start or force finish the quest?
Look in the Wiki.On some page are the Console quest ID to pass Quests or restart them but not sure where as i never need them.
 
Look in the Wiki.On some page are the Console quest ID to pass Quests or restart them but not sure where as i never need them.
Quest isn't even in the Wiki. Mod has a lot of potential, but way too broken...Maybe in my next playthrough in 3 or 4 years I'll try it and it'll mostly work. Also, it's the only mod I have installed for this playthrough, so no, its not a mod conflict on my end.
 
Quest isn't even in the Wiki. Mod has a lot of potential, but way too broken...Maybe in my next playthrough in 3 or 4 years I'll try it and it'll mostly work. Also, it's the only mod I have installed for this playthrough, so no, its not a mod conflict on my end.
It already does mostly work. I've had issues with a couple special characters and their quests too, but frankly they're side attractions to the actual settlement building mechanics. Which have been significantly improved since the original Sim Settlements. And, yeah, there are bugs there too, but it certainly clears "mostly works" with distinction.
 
Sunflower at Sundown special character quest doesn't properly start. Archibald and Treadwell show up at the settlement, Archibald says something about a special delivery and then asks Treadwell if its seen it. Trying to talk archibald after that just puts in a dialogue camera type thing with no interactions available, after exiting out of that no option to talk available.
Has this been fixed? Archibald and Treadwell just showed up at Sanctuary. I tried to talk to them while being mobbed by way too many other special characters. I got the special delivery dialogue, but nothing quest-like beyond that. Treadwell talks about trying not to be intimidating but "yeah, well, miniguns" (great line, btw), and Archibald mostly gets stuck on roofs and then Treadwell works hard to join him.
 
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