SarahAda
Well-Known Member
- Messages
- 927
I'm cross-posting over here in regards to READ BEFORE POSTING - Current list of issues and bugs because i didn't want to mess up that post since it appears to be designed to sticky, and that would be a great resource to have.
however, i have a couple of notes on the listing in the wiki that post links to:
however, i have a couple of notes on the listing in the wiki that post links to:
- Companions and settlers having a civil war and Settlement patrols added by mayors are hostile to NPCs
- every time i have looked into this it was due to the base game weirdness around multiple factions and assist ally rules. i.e. the NPCs in question belongs to the player faction and some other factions A and B. once a NPC from faction A hits a NPC from faction B with a missed round or splash damage while fighting off a raider or something, all the NPCs of Faction B go to assist their allies and shoot the original NPC in A, and in response all the other NPCs from faction A go to assist their ally and shoot back, and quickly the entirety of both factions A and B are in combat with people from the other faction who shot at their ally.
- if there is a SS2 unique issue here, it's going to be difficult to filter out from the base game weirdness.
- Crash near a settlement
- oh man this is so vague.
- it's broad enough to include a few days ago when i was having crashes in concord during the raider clear out, and it turned out to be a unrelated third-party mod installing a navmesh badly out in norwood depot, and that could be construed as falling under this known issue because it was occurring near the red rocket.
- there is VERY little information here useful to a player, but just enough that they are going to take away "ok, SS2 causes crashes around settlements, guess i shouldn't use it".
- consider converting this into it's own article on known crashes and how to fix them, where we can cover the power problem, the triagle of death, the non-Junk donation crash, etc, and then go into more general crash testing advice like Buffout, CLAS, binary testing, etc.
- ASAM sensors don't share in workshop with vanilla supply lines.
- hang on: they're junk. shouldn't they be usable across base game supply lines? i KNOW i have accidentally left all my sensors and boxes in another settlement and didn't realize it until i went to build someplace new off the caravan network. i'm gonna have to test this.
- Missing from the list: Who Can? ASAM! fails to advance after "Meet <Alias=ChosenLeader> and <Alias.PronounPosObj=ChosenLeader> people at <Alias=ChosenSettlementLocation>"
- this is one i've personally run into almost every single run. i assumed it was my own load order weirdness and would have never report it, but looking at the quality of some of the other reports, i guess it is overqualified.
- i get a box of Assums and truck over to the stingwing generator factory, neogitate with stodge and get him to back down, then meet them at taffington, or zimonja or coastal or some other fool place, and once i get there i am unable to even talk to stodge. advancing the stages works exactly as expected, but the dialogs never fire. i ran into this just last night and had to use the console to advance the quest stages forward. i've never looked into it, because i never use city plans and i have hundreds of potential conflicting mods.
- the ONE time it succeeded out of all my runs was also the one time i failed the charisma check and had to kill stodge. Theresa's dialogs fired just fine.
- WORKAROUND: use the holotape to skip to the end of the current quest and manually apply a city plan if desired.
- missing from the list: CPD quests halt after the end of act 2 (Lena's scalps, BADTLF takeover, Jared's robots, and Simon's law research) and never advance to act 3 (Critical Perpetrator Development)