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*SPOILER ALERT* !!!!! “HUB OF A PROBLEM” BUG AVOIDANCE

Kahlax

New Member
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7
yes, this quest has seen a LOT of issues since inception… and is ALMOST working properly.

This quest MUST be done in a specific sequence.
It is possible to break this quest rather easily.

IMPORTANT: DO NOT LEAVE VAULT TEC HQ DURING QUEST!

Below is basic flow required for successful completion:
1. Take Jake into HQ THROUGH FRONT DOOR
2. Let Jake check the receptionist terminal.
3. Go to Magnussons office (stairs by reception area… yes, you CAN get up them, first office on right)
4. Let Jake check Magnussons terminal.
5. Kill special ghoul “Frank Davidson”… same floor. Loot ID card off body.
6. Go back to lobby and use key card to activate elevator.
7. After Jake says “look around”, find BIG button, press once, THEN CHECK RUBBER MATS ON FLOOR TO REVEAL TRAP DOOR.
8. Once in sub basement talk to Jake.
NEXT STEPS MUST BE DONE IN EXACT ORDER… (you can do them in any order, but it can break quest)
9. After Jake says “look around” go to conveyor machine with terminal and BIG RED BUTTON… click button.
10. After Jake says “look around” go to blue “novice lock” door, there is holo tape in broken safe. Click tape.
11. After Jake says “look around” go through other blue door. See red wire on ceiling. Follow down stairs. Activate circuit breaker on wall.
Follow red wire back up to big machine near a comm radio. Click the BIG RED BUTTON.
12. After Jake says “look around” go to desk behind large locked security cabinet. Pick up schematic document on desk.
13. Talk to Jake… end quest (now safe to scavenge building)
 
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Did the quest multiple times with all those steps in random order (while looting the entire place and checking every terminal and note - some really fun stuff there) but suppose some can get unlucky. Entering straight through the very hard basement door (thanks Cait) didn't trigger anything, had to go back outside and through the front. Should be noted that mods that alter ghouls break this quest a lot - probably cause of Davidson and one or two scripted sequences. Oh and it might be worth saving near the building since it really loves to crash before entering.
 
yes, this quest has seen a LOT of issues since inception… and is ALMOST working properly.

This quest MUST be done in a specific sequence.
It is possible to break this quest rather easily.

Below is basic flow required for successful completion:

DO NOT CONTINUE READING IF YOU HATE SPOILERS!!!
…..
….

..
.
IMPORTANT: DO NOT LEAVE VAULT TEC HQ DURING QUEST!
DO NOT LOOT OR PILLAGE ANYTHING UNTIL QUEST IS COMPLETE!
1. Take Jake into HQ THROUGH FRONT DOOR
2. Let Jake check the receptionist terminal.
3. Go to Magnussons office (stairs by reception area… yes, you CAN get up them, first office on right)
4. Let Jake check Magnussons terminal.
5. Kill special ghoul “Frank Davidson”… same floor. Loot ID card off body.
6. Go back to lobby and use key card to activate elevator.
7. After Jake says “look around”, find BIG button, press once, THEN CHECK RUBBER MATS ON FLOOR TO REVEAL TRAP DOOR.
8. Once in sub basement talk to Jake.
NEXT STEPS MUST BE DONE IN EXACT ORDER… (you can do them in any order, but it can break quest)
9. After Jake says “look around” go to conveyor machine with terminal and BIG RED BUTTON… click button.
10. After Jake says “look around” go to blue “novice lock” door, there is holo tape in broken safe. Click tape.
11. After Jake says “look around” go through other blue door. See red wire on ceiling. Follow down stairs. Activate circuit breaker on wall.
Follow red wire back up to big machine near a comm radio. Click the BIG RED BUTTON.
12. After Jake says “look around” go to desk behind large locked security cabinet. Pick up schematic document on desk.
13. Talk to Jake… end quest (now safe to scavenge building)
Clearly, this quest has some problem (pun intended) by the number of people complaining about it. Honestly, besides when I had some compatibility problems with Depravity (which is fixed now), I never encountered any problem with the quest and always did things more or less randomly.


Can you post your mod list and load order? There might be some clue there.
 
Clearly, this quest has some problem (pun intended) by the number of people complaining about it. Honestly, besides when I had some compatibility problems with Depravity (which is fixed now), I never encountered any problem with the quest and always did things more or less randomly.


Can you post your mod list and load order? There might be some clue there.
I ALWAYS save before going in buildings lol... always manual (never use quick or auto).
have checked and rechecked even with FO4Edit... no conflicts nor any files overwriting SSM2.esm.
the primary issue is quest sequence in sub basement.
no other mod should overwrite or interrupt as i believe the sub-basement is unique to SS2.esm
Tried quest a few times using save outside building... above sub basement straight forward. no issues for me unless you left building and returned.
once in sub basement anything outside of above sequence never got final dialog.
quest stuck on 'look around for HQ' and Jake would no longer respond (just walk around quietly)

a couple others have posted similar issue and/or same sequence as a safe way to complete quest.
(ps sorry for delay, usually use tablet for net/forum inquires... need to get on PC to share load order)

Load Order below:
*Unofficial Fallout 4 Patch.esp
*TrueStormsFO4.esm
*ArmorKeywords.esm
*WorkshopFramework.esm
*SS2.esm
*HUDFramework.esm
*OVT.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
*FogOut - Interiors - All DLC.esp
*FallComplete.esp
*W.A.T.Minutemen.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
*AutomatronCountyCrossingFix.esp
*ValiusHDTextures4K.esp
*Langleys HD Texture Workshop.esp
*FlaconOil_BA2_2K_Part1.esp
*FlaconOil_BA2_2K_Part2.esp
*FlaconOil_BA2_2K_Part3.esp
*AWHD4KFull.esp
*BetterJunkFences.esp
*Smaller Institute Weapons.esp
*Vivid Fallout - All in One - 4k.esp
*SpotlightFix-200.esp
*AmmoCrafting.esp
*XP From Companion Kills.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*LongerPowerLines3x.esp
*TrueStormsFO4-EarlierSunsets.esp
*TrueStormsFO4-FarHarbor.esp
*TrueStormsFO4-NukaWorld-FH-Compat.esp
*TrueStormsFO4-EarlierSunsetsFH.esp
*PD_LowerWeapon.esp
*SatelliteWorldMap.esp
*dD-Enhanced Blood Basic.esp
*dD - Screen Blood Duration Medium.esp
*FogOut - Exterior - All DLC.esp
*Immersive HUD.esp
*SS2Extended.esp
*dD - Small Splatter Size.esp
*BetterCompanions.esp
*Armorsmith Extended.esp
*CraftingFramework.esp
 
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no other mod should overwrite or interrupt as i believe the sub-basement is unique to SS2.esm
Yes I also believe the basement is unique to SS2, but companion behaviours aren't, and that whats caused the problem in my case. It was a conflict between SS2 and Depravity that is now fixed.

I know it might seem insignificant, and probably won't produce any effect, but you should be loading SS2 after HUDFramework and Workshopframework. Hud should be first since workshopframework used stuff from there. Other than that I honestly don't see any red flag on your load order. Maybe some of the more experienced members can help you with that :)

When the quest "fails", what happens? Does Jake stop interacting? Dialogue repeats? Nothing?

as for the order, don't ask why, but I always did 9, 11 then 10 and never had any problems. And trust me, my mod list is much more problematic than yours :P @Din'elen DarkStar is my witness on this :P
9. After Jake says “look around” go to conveyor machine with terminal and BIG RED BUTTON… click button.
10. After Jake says “look around” go to blue “novice lock” door, there is holo tape in broken safe. Click tape.
11. After Jake says “look around” go through other blue door. See red wire on ceiling. Follow down stairs. Activate circuit breaker on wall.


Could you try to repeat the quest without BetterCompanions, just to test a theory, or that's too much of a hassle to ask?
 
While Jake is dinking around I'm looting everything and doing my thing in between each step and not once ever had it mess up. And I run 289 mods
 
I ALWAYS save before going in buildings lol... always manual (never use quick or auto).
have checked and rechecked even with FO4Edit... no conflicts nor any files overwriting SSM2.esm.
the primary issue is quest sequence in sub basement.
no other mod should overwrite or interrupt as i believe the sub-basement is unique to SS2.esm
Tried quest a few times using save outside building... above sub basement straight forward. no issues for me unless you left building and returned.
once in sub basement anything outside of above sequence never got final dialog.
quest stuck on 'look around for HQ' and Jake would no longer respond (just walk around quietly)

a couple others have posted similar issue and/or same sequence as a safe way to complete quest.
(ps sorry for delay, usually use tablet for net/forum inquires... need to get on PC to share load order)

Load Order below:
*Unofficial Fallout 4 Patch.esp
*TrueStormsFO4.esm
*ArmorKeywords.esm
*WorkshopFramework.esm
*SS2.esm
*HUDFramework.esm
*OVT.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
*FogOut - Interiors - All DLC.esp
*FallComplete.esp
*W.A.T.Minutemen.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
*AutomatronCountyCrossingFix.esp
*ValiusHDTextures4K.esp
*Langleys HD Texture Workshop.esp
*FlaconOil_BA2_2K_Part1.esp
*FlaconOil_BA2_2K_Part2.esp
*FlaconOil_BA2_2K_Part3.esp
*AWHD4KFull.esp
*BetterJunkFences.esp
*Smaller Institute Weapons.esp
*Vivid Fallout - All in One - 4k.esp
*SpotlightFix-200.esp
*AmmoCrafting.esp
*XP From Companion Kills.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*LongerPowerLines3x.esp
*TrueStormsFO4-EarlierSunsets.esp
*TrueStormsFO4-FarHarbor.esp
*TrueStormsFO4-NukaWorld-FH-Compat.esp
*TrueStormsFO4-EarlierSunsetsFH.esp
*PD_LowerWeapon.esp
*SatelliteWorldMap.esp
*dD-Enhanced Blood Basic.esp
*dD - Screen Blood Duration Medium.esp
*FogOut - Exterior - All DLC.esp
*Immersive HUD.esp
*SS2Extended.esp
*dD - Small Splatter Size.esp
*BetterCompanions.esp
*Armorsmith Extended.esp
*CraftingFramework.esp
Just to be clear, not at any point I'm doubting you have problems with the quest if you do it in a different order. I'm just saying the strict order you have to use to complete this quest is a symptom and not the problem :)

BTW, enlighten me. Which mod is OVT? :)
 
at no point is this a bother... always grateful for help.
1. OVT is Optimized Vanilla Textures
2. tried with and without BetterCompanions.esp... no difference. still random results unless done in suggested order.
3. when it fails, Jake's "i think we have uncovered everything" never triggers. Jake just walks away, starts searching again, and no longer responds to player.
quest still shows "search HQ".
4. also manually edited load order to be HUD-Workshop-SS2... Vortex auto sort is what i was using.
 
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Unfortunately, not even following that order guarantees that the quest will continue - I've been trying different orders, including this one, for the past two days and nothing is allowing the quest to continue after finding all of the items in the Sub Basement - no matter which order you use, Jake says after the last one that there's still more to find and then becomes incommunicative. Really unfortunate.

I'm thinking I'm going to have to use console commands or the holotape to skip the quest.
 
Langy, in FAQ and on NEXUS they strongly advise NOT use console to skip.
Perhaps post load order here. A fix may be simple as temporarily disabling one conflicting mod to finish quest.
 
I'm aware that it's strongly advised not to use the console to fix things, but disabling mods - especially quest mods - is even less advisable. I've made a hard-save prior to testing out using the console to fix things, and setting the quest stage to 310 seems to work. If other things fail out afterwards I can go back.

I also ran into an issue earlier on with the Well Well Well quest, though that seems to be a core Sim Settlements 2 bug where if you explore the Concord plutonium well area prior to getting the quest to do so the activator to kick the generator never triggers, or at least the bug reports I read on this forum indicated that as being the problem.

I'm running the Magnum Opus Wabbajack mod list, plus a few quest mods - Outcasts and Remnants, Depravity, Project Valkyrie, The Bleachers, and Nuka World Repown/Viva Nuka World. I also added CROSS PreWar Cybernetics and Jetpacks and did some merging.

The recent release of Sim Settlements 2 claims to fix the Depravity incompatibility that earlier versions had (with The Ron, which is after where I'm at in the quest line now).

The load order is attached.
 

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agree, disabling quest mods, even temporarily is ill advised... was leaning more toward other simpler addons.
UPDATED:
my mod list is very tame (49 mods mostly textures)... have disabled ALL scripted items incl TrueStorms...
even set SS2.esm last of esm files in load order.
run though sub basement over 20 times.. ugh.
any sequence with 'printer' last over 90% failure (little more than 'random' lol)
sequences with tape last about 20% failure.
schematic last never failed.
dialog options appear to have no effect.
...
given that i had no possible mod conflicts and still got bug,
while others have blatant conflicts and never get bug...
hints that issue may be save file related.
....
Regardless, unless others here advise different, console command likely your best option.
 
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Sorry to say but those quest mods by Thuggy have been known to cause issues. I know Depravity was fixed but there are still a things floating around the bug verse that seems to happen to people using them. SS2 quests can conflict with other quest adding or changing mods. Especially if you alter Main game quest outcomes
 
Since this seems to be somewhat of a catch all for this quest, I'll ask this here. I got to the point where we found magnuson's office and needed to find the pass key for the elevator. the Problem I'm having is two-fold. I already killed all the zombie's in the building and a passkey wasn't dropped. I'm also using zombie walkers, and that has no loot turned on. I turned the option off and tried to resurrect the zombies on the third floor and I still can't loot them, and can't find the passkey anywhere. Any thoughts? Should I go back outside the HQ in a previous save and start over? Thanks
 
Yeah, ghoul mods can really screw this. I'd try that loot option first, keycard is loot from the big boss legendary ghoul that shows up on the top floor. Disable the mod just for this quest part maybe, if that doesn't work? Not sure if that would cause any issues.
 
Disable the mod just for this quest part maybe
I would not do this! There is an incredible amount of stuff baked into a save that can cause issues when a mod is removed.

The better option is to use the quest skip function in the City Manager Holotape under Tools > Cheats.

Another option would be to open up SS2 in xEdit and figure out the EDID of the keycard so you can console command yourself one.

Edit: The keycard should be in the inventory of a ghoul named Davidson.
 
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