the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Skip all SS2 quests...

Din'elen DarkStar

Well-Known Member
City Planner (S3)
Banned
Messages
2,608
Hey @kinggath us city builders need a way to skip all SS2 quests and unlock everything. There are a lot of plots not being unlocked by the holotape. I'd like to have access to everything out of the vault to go right to building. No Jake showing up on my first beacon drop and having to go through basically 4 quests just not have to deal with all the early get asam stuff.
 
Hey @kinggath us city builders need a way to skip all SS2 quests and unlock everything. There are a lot of plots not being unlocked by the holotape. I'd like to have access to everything out of the vault to go right to building. No Jake showing up on my first beacon drop and having to go through basically 4 quests just not have to deal with all the early get asam stuff.
Add to this unlocks of all the magazine (Picket Fences) and DLC items - atm if I want to place a robot workbench or Vault pieces it’s a good long list of command console codes to step through quests, grant items, etc.

Be great if all this was part of what was unlocked and granted on opt-in via the City Plan Contest Assistant.
 
Add to this unlocks of all the magazine (Picket Fences) and DLC items - atm if I want to place a robot workbench or Vault pieces it’s a good long list of command console codes to step through quests, grant items, etc.

Be great if all this was part of what was unlocked and granted on opt-in via the City Plan Contest Assistant.
It's be nice for us that keep a very isolated profile for just city plan building
 
I use this for unlocking everything. https://www.nexusmods.com/fallout4/mods/18176
It's fine to use in the city plan contest.

Placing a robot workbench in a city plan isn't a great idea. If that bench is present (built or spawned) in a save before Ada gives you the quest to build it, the quest breaks and has to be forced with the console. It's a vanilla bug and probably should be brought to the UFO4P team.
 
I use this for unlocking everything. https://www.nexusmods.com/fallout4/mods/18176
It's fine to use in the city plan contest.

Placing a robot workbench in a city plan isn't a great idea. If that bench is present (built or spawned) in a save before Ada gives you the quest to build it, the quest breaks and has to be forced with the console. It's a vanilla bug and probably should be brought to the UFO4P team.
Uh oh - is that going to affect any settlement using the latest version of Pra's addon? The Crafteria now apparently includes a robot workbench!
 
I use this for unlocking everything. https://www.nexusmods.com/fallout4/mods/18176
It's fine to use in the city plan contest.

Placing a robot workbench in a city plan isn't a great idea. If that bench is present (built or spawned) in a save before Ada gives you the quest to build it, the quest breaks and has to be forced with the console. It's a vanilla bug and probably should be brought to the UFO4P team.
Doesn't Workshop Plus' Free build mode do the same thing?
 
The cheat section of the holotape will unlock everything. If there are specific things not being unlocked we can look into them for a bugfix. My experience is that if you do it too quickly, things get all out of sync, so I usually wait a few minutes after booting a clean save before I run the cheats.
 
Uh oh - is that going to affect any settlement using the latest version of Pra's addon? The Crafteria now apparently includes a robot workbench!
Probably, but at the end of the day it's a vanilla bug. You can built the workbench as soon as Ada gives the schematics and that will break the quest, so having the bench in a plot or plan is not really the responsibility of the designer/author.
 
The cheat section of the holotape will unlock everything. If there are specific things not being unlocked we can look into them for a bugfix. My experience is that if you do it too quickly, things get all out of sync, so I usually wait a few minutes after booting a clean save before I run the cheats.
Ok I'll double check. This mostly effects add-ons more than anything, not an SS2 base mod issue I know. But the Main quests are still there and no way short of Dropping Jake somewhere else, which still makes me go through hoops.That's more important to me. Just not having Jake show up and being able to just have no quest line just build options.
 
Uh oh - is that going to affect any settlement using the latest version of Pra's addon? The Crafteria now apparently includes a robot workbench!
I can't get that update to download cause Nexus server it is on must be down. Been trying for hours now. But I will remember not to build that plot until after ADA. Maybe someone should ask Pra about this. Maybe it needs to be locked until that part of the quest is done.
 
Ok I'll double check. This mostly effects add-ons more than anything, not an SS2 base mod issue I know. But the Main quests are still there and no way short of Dropping Jake somewhere else, which still makes me go through hoops.That's more important to me. Just not having Jake show up and being able to just have no quest line just build options.
You can disable jake, or you can skip through all the quests automatically. It's in the wiki under https://wiki.simsettlements2.com/en/getting-started/troubleshooting
 
Tacking on this, I'd love something that lets you skip the very first introductory quests, like just the initial tutorial and Concord bit. After that the mod starts to open up, and I'd think it be good for some of the weirdness that happens with mods like SKK MM fast start
The unlock all option has been very nice for building, but sometimes I want to jump into the main quests again, but not that intro bit
Though maybe that be something more for someone else to add as a mod addon, hmm...
 
Maybe I'll have to make a bat file or something to run all those commands. Will that even work? Can I run a bat file from the console?
 
Probably, but at the end of the day it's a vanilla bug. You can built the workbench as soon as Ada gives the schematics and that will break the quest, so having the bench in a plot or plan is not really the responsibility of the designer/author.
This is still an issue and it would be possible for the addon creators to lock any plots with the robotics workbench behind whatever quest stage it is that would prevent the bug.
 
Tacking on this, I'd love something that lets you skip the very first introductory quests, like just the initial tutorial and Concord bit. After that the mod starts to open up, and I'd think it be good for some of the weirdness that happens with mods like SKK MM fast start
The unlock all option has been very nice for building, but sometimes I want to jump into the main quests again, but not that intro bit
Though maybe that be something more for someone else to add as a mod addon, hmm...
The link I posted above lets you do exactly that.
 
The link I posted above lets you do exactly that.
Hm, I guess it's time for me to finally bite the bullet and just put together some bat files for easier testing and such so I don't have to type in the console commands each time. Holotape or MCM options are just nice haha, and it's nice to know everything progresses correctly. Good to know that info is there though, the wiki is looking really good now.
Edit: though it needs more of the quest stages eventually! (you can look those up in XEdit at least, or through some console command I can't remember)
 
Last edited:
I think the bat files go in the root folder
yeah. Steam\blah blah\fallout 4. Create a new txt file. Rename it something like MyCityPlanPrep.bat Then in the console use bat MyCityPlanPrep and it will execute all the commands in the file sequentially. Also useful to remember is ; can be used to comment out a line.

There are some useful examples here:
 
Top