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!

[SS2] Problem with my build, SS2 not working

  • Thread starter Deleted member 12532
  • Start date
D

Deleted member 12532

Guest
Hey everybody I hope you all are doing well.
I’ve started a new game, this time with SS2. But I’m off to a rocky start.
This build is using Mod Organizer 2, much nicer than Vortex IMO. In reading about MO2, I downloaded then installed Loot and FO4Edit in MO2.
I looked online and found the three locations to get the tape and ASAM’s. I went to all three locations and couldn’t find them. So, something is off.
I sorted the list using Loot then fixed the DLC errors with FO4Edit. This is my list of mods. Does anyone see anything that they know will conflict?

EDIT: Turns out something was off... ME! Nothing wrong with SS2.

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
254 FE 0 GCM_DLC_Automatron.esl
254 FE 1 GCM_DLC_Far_Harbor.esl
8 8 XDI.esm
9 9 HUDFramework.esm
10 a WorkshopFramework.esm
11 b ArmorKeywords.esm
12 c SS2.esm
254 FE 2 Bandolier.esl
13 d Darlene.esm
14 e LooksMenu.esp
15 f GCM.esp
16 10 Factor.esp
17 11 AzarPonytailHairstyles.esp
18 12 KrissVector.esp
19 13 CSM SS2 Pack.esp
20 14 SettlementMenuManager.esp
21 15 SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
22 16 JunkTown-FENCES2.esp
23 17 SS2Extended.esp
24 18 SS2Tweaks.esp
25 19 SS2WastelandReconstructionKit.esp
254 FE 3 SS2WhisperPowerPlots.esp
26 1a CBBE.esp
27 1b bTankTop.esp
28 1c DX Commonwealth Shorts.esp
29 1d DX Vault Girl Shorts.esp
254 FE 4 Flicker Fixer.esp
30 1e RichMerchants.esp
31 1f Multiple Floors Sandboxing.esp
32 20 SettlementPrivacy.esp
33 21 TheMobileMechanic.esp
34 22 AdvSettleTurretSet.esp
35 23 AutoDoors.esp
36 24 AD_DLC.esp
37 25 Skip DIMA memories.esp
38 26 PiperCaitCurieDialogueOverhaul.esp
39 27 OutcastsAndRemnants.esp
40 28 Depravity.esp
41 29 AA FusionCityRising.esp
42 2a CraftingFramework.esp
254 FE 5 CraftingFrameworkExtreme.esp
43 2b W.A.T.Minutemen.esp
44 2c Sanctuary Cleaner Roads.esp
45 2d CheatTerminal.esp
46 2e Archimedes-II.esp
47 2f Move (Get Out the Way).esp
48 30 LIGA.esp
49 31 AA 50 Ways To Die.esp
50 32 ProjectValkyrie.esp
51 33 crx_HammerTime_Sanctuary.esp
52 34 Sanctuary Raider & Dog Removed.esp
53 35 RU556.esp
54 36 llamaCompanionHeather.esp
55 37 SS2WastelandVenturers.esp
56 38 [SS2 Addon] SimSettlements SuperStructures.esp
57 39 MP7.esp
58 3a LD50_Leaders.esp
59 3b GIAT_FAMAS.esp
60 3c G36Complex.esp
61 3d SS2-Jampads2.esp
62 3e BasementLiving.esp
63 3f LovingCurie_1.0.3b.esp
64 40 DarleneDLC.esp
65 41 Rusty Face Fix.esp
66 42 Tenpenny_Axes.esp
67 43 vneck.esp
68 44 winryTop.esp
69 45 RepairSanctuary.esp
70 46 K9TacticalHarness.esp
254 FE 6 SS2WalledGardensAndMore.esp
71 47 SimHomestead2.esp
254 FE 7 SS2AOP_VaultTecTools.esp
72 48 SS2_XDI Patch.esp
254 FE 8 SS2_MagnussonTerminalFix.esp
73 49 Armorsmith Extended.esp
74 4a Crafting Mastery.esp
75 4b llamaCompanionHeather-AE Patch.esp
Thank you for taking the time to look this list over.
 
Last edited by a moderator:
What exactly is not working ? did you got the book/comic from the workbench in Sanctuary or is it not there ?
 
I got the comic book from the workbench. But I'm unable to find the tape.
Is there something else that needs to be done after getting the book on the workbench?
 
I got the comic book from the workbench. But I'm unable to find the tape.
Is there something else that needs to be done after getting the book on the workbench?
The tape doesn't become available until after you start the SS2 questline.
The first quest when you greet the stranger, kill the raiders, meet the stranger at their shop in Concord, and then put up the remaining plots at the settlement where you first met the stranger.
Unless you use the cheat from the MCM menu and give yourself the tape before you start the quests.
 
I can understand some of the confusion, but here are the direct answers;

1 : Build a beacon.
2 : you CAN get the tape from the MCM menu, the SS2 entry (but you don't need to do that...you will get it automatically if you just start...).

The cover of the magazine talks about building radio beacons AND it adds the necessary components to do so to your inventory.

Here, the wiki will help answer these and many more anticipated questions;


Also, this comment;
"I looked online and found the three locations to get the tape and ASAM’s. I went to all three locations and couldn’t find them. So, something is off."
Yes....those were for SS1, the older version of the mod.
This version is more quest driven.
And yes, your next question, can I skip the quests is also covered in the wiki.
(although I don't recommend it - they are actually really cool).
 
Last edited:
Thank you all for your help. But especially pakman. I had already helped Preston but no dude. So I built the beacon. Turned around and the guy started talking about those sensors and building a plot. LOL!
I just didn't make the connection with that comic book and building a beacon. No offense to anyone but why leave it to chance? When I picked up the book it should have triggered the build a beacon quest. Just my opinion.
 
Because the devs decided to make people actually read about the things they are picking up and if you like to just spam grab you will miss a lot of cool things about ss2 or get stuck in a quest wondering what to do. Be mindful and pay close attention to dialog too. it actually matters in SS2 quests. And they actually want you to search and have to look for things that are not so obvious.
 
Because the devs decided to make people actually read about the things they are picking up and if you like to just spam grab you will miss a lot of cool things about ss2 or get stuck in a quest wondering what to do. Be mindful and pay close attention to dialog too. it actually matters in SS2 quests. And they actually want you to search and have to look for things that are not so obvious.
I didn't "spam grab." I looked at it and then reopened it from pip boy to see if there was something inside.
 
See SS2 as an expansion (Free DLC) to Fallout , that makes maybe a bit more sense .
How much time has been spent putting these mods together? If money was a priority they would have never been built. The quality and scope of these mods are very impressive.
 
I didn't "spam grab." I looked at it and then reopened it from pip boy to see if there was something inside.
When you pick it up a stop your game screen until you respond appear explaining what to do. So it you spam click past those in SS2 you will miss stuff you can't just bring back up to reread. That's all I'm saying.
 
When you pick it up a stop your game screen until you respond appear explaining what to do. So it you spam click past those in SS2 you will miss stuff you can't just bring back up to reread. That's all I'm saying.
You're telling me a pop-up screen told me what to do? I never noticed it. I guess it popped up to the side then.
I'll try to be more observant.
 
Because the devs decided to make people actually read about the things they are picking up and if you like to just spam grab you will miss a lot of cool things about ss2 or get stuck in a quest wondering what to do. Be mindful and pay close attention to dialog too. it actually matters in SS2 quests. And they actually want you to search and have to look for things that are not so obvious.
I absolutely agree 100% with this sentiment.

The reality of things however, does not always comply with intention.

I have missed tons of messages in game, or parts of popups (not just SS, but anything really) in all parts of the game...
- either I was in combat, or about to type something or about to click on a vendor etc. or what not - and its like "wait...what was that....oh, that stupid bloatfly is back.....".
Subtle clues and details are a wonderful part of any unfolding story - but sometimes pragmatism - especially as others may have different expectations or experiences - can be useful in acknowledging that things are rarely as obvious before you know them...
(ask any game master.... "why won't my players ask the right questions....").

There is a saying in my writing group - things are never as obvious to the reader are they are to the writer.
;)
 
You're telling me a pop-up screen told me what to do? I never noticed it. I guess it popped up to the side then.
I'll try to be more observant.
The text when you pick up that magazine in Sanctuary says something like "contains enough materials to build a Recruitment Beacon", that's all the hint you get.
Something common running through the mod's "design philosophy" is a fondness for the 'old' style of game development, like pre-2000 stuff, where that little explanation and assuming the player would try things and figure it all out for themself was the standard.
 
Ohw yeah.. I encountered that Named bloatfly yesterday .. that was a wtf moment :D part 1 is done , and now I am building an seeking for the special things. and progressing in the game to unlock more things.
 
You're telling me a pop-up screen told me what to do? I never noticed it. I guess it popped up to the side then.
I'll try to be more observant.
So yeah when you pick up the mag off the workbench you get the the next screen which stops you from doing anything until you click take. Since the mag gave you enough materials to build a "Recruitment Beacon" there's the clue to maybe do just that, build a Beacon.

Fallout 4 Screenshot 2021.03.02 - 04.51.26.71.pngFallout 4 Screenshot 2021.03.02 - 04.51.37.06.png
 
Top