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Thanks to KG and the Gang - Completed Chapter 1 - The Saga Continues

The recommendation to avoid Start Me Up?
 
While playing SS1/Conqueror, I found Raybo's videos to be very helpful regarding mods I had never thought of. Before starting SS2, I looked at several old/new Raybo videos and got the suggestion to consider Start Me Up. So I read the threads on this site regarding Start Me Up and its problems, and decided to give it a try. My understanding was the start location was very important. So I always start near Vault 111 and have about 10 hours as a Scientist and BoS Initiate with no problems. At the moment, SS2 is working well.
 
That's fantastic.

If convenient, please update this thread occasionally with your progress.

I'll be very interested to learn if your game remains stable.
 
Will do. :good Please note my SS1/Conqueror threads were book length. I will try to be less wordy.
 
Have you seen my Civil Affairs threads?

I'm a big fan of wordy.
 
Just read Civil Affairs and it was excellent. My creative talents are just north of zero, but I can do wordy detail - see https://simsettlements.com/site/ind...berator-a-new-saga-update-6.13153/#post-90549

And on a more wordy note: after 15 hours I have found 2 tiny bugs/annoyances etc, playing 2 different characters:
  1. two of four agriculture plots (KG's mud corn and multifruit agricultural foundation plots) have "red" electricity/power icons
  2. during Plotting the Future on my second character, the agricultural plot was placed with no problem, but when I placed the industrial plot while standing next to the ASAM sensor it started with the agriculture dialogue which was followed by the Strangers initial agriculture plot dialogue. However, after moving away from the sensor the Stranger's dialogue and ASAM's dialogue were correct for an industrial plot and the quest continued as normal.
 
After playing for 25 hours with 2 characters, there were two more minor bugs/annoyances:
  1. Scavvers Delight/Station Olivia - during the last/near to last dialogue with Jake while standing next to the Comm HUB box and this occurred for both characters, the screen became light blue with a black strip at the top. It cleared up after a few seconds possible due to me trying to move the character or the dialogue ended.
  2. HUB of the Problem - I played the Vault Tec Basement to Subbasement twice. The first time when I accessed the floor door, Codsworth came through, but Jake did not. I re-entered the basement and Jake was still there. Jake came through when I again entered the subbasement. The dialogue seemed a'bit mismatched with the actions. After shooting-up the robot, I decided to reload a save prior to entering the subbasement, due to a suspicion the robot might be of value in the future. The second time both Codsworth and Jake came through without a problem, This time I did not shoot-up the robot and the dialogue/action was coherent. However, when I left and proceeded back to the basement from the subbasement, Codsworth did not come through. I tried several times, including leaving Vault-Tec and Codsworth was still stuck in the subbasement. Fixed the problem by using the console command - ref id.moveto player.
To end on a very positive note:
  1. excellent writing, dialogue and plot; good dialogue to character action, particularly when a Comm Hub blows up.
  2. unlike SS1/Conqueror, there were no CTDs, freezes and formulating work-arounds to keep playing
Thanks again.
PS: I did promise "wordy" :good
 
After completing New Plots on the Block (35 hours including replays, survival mode and now 39 mods), there have been no CTDs, no freezes and no workarounds needed, but four more minor bugs/annoyances:
  1. Sanctuary plots show "red" defense in third row even though Workshop mode shows sufficient defense (food + water = 44 and defense = 45) see image. I assume once I place a Martial plot this will be fixed.
  2. The cans of dog food I have given Old Paul for Cola are not removed from my inventory.
  3. Approaching Oberland, a settler rushes up and asks for help regarding raiders and then immediately goes into the Goodneighbor dialogue. Reloaded/replayed this three times and this issue occurred twice.
  4. At the beginning of the dialogue with Jake and Old Paul at Sanctuary (New Plots on the Block), the dialogue was interrupted by a plot pop-up that restarted the dialogue from the beginning. This occurred once in two playthroughs.
 

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After completing Where There's Smoke (total game time is ~45 hours including replays, survival mode and 39 mods) there have been 1 CTD, no freezes and no workarounds needed. The CTD was fixed by reloading an earlier save and everything was Ok. There was only one minor bugs/annoyance in Where There's Smoke which may have a bearing on the problems others have experienced:
  • Met Jake at the shop and sat down at the radio. For my first playthrough, I dialing up and down (about 10 ups and 10 downs) and did not get the signal. Got out of the chair and could no longer access the radio, so reloaded a save before entering the shop. This time the radio and gunner communications were Ok.
  • Got up to visit the markers and Jake appeared stuck in the door. Arrived at the west marker, Jake showed up, we dealt with the scavenger and Jake ran southwestish.
  • Walked to the southern marker, Jake showed up, spoke his dialogue and then started running southwestish. This time with me running behind him, he ran into a super mutant squad with a suicider that blew-up the mutants and Jake. Jake then got up and continued southwestish.
  • Arrived at the north marker, Jake showed up and we met Aiden, however, the camera was not focused on anyone, just a tree. Dialogue proceeded and then it was apparent that both Jake and Aiden were there. Took care of the Gunners, finished the Jake/Aiden dialogues and finished the quest.
 
thank you very much, gonna look into these and forward anything that stands out
 
After completing Stashed Away (total game time is ~50 hours including replays, survival mode, Version G and 39+ mods) there have been 2 CTD, no freezes and no workarounds needed. The 2 CTDs were at the same location (Red Rocket) and probably due to my impatience. They were fixed by reloading an earlier save and everything was Ok.

There was only one new potentially minor bug in Stashed Away:
  1. walked into the Hooligans' lair and stole the stash, and no one spoke to me or went "red".
UPDATE: Finished Dog Eat Dog and that worked Ok.
 
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After completing Memory Lane (total game time is ~50 hours including replays, survival mode, Version G and 39+ mods) there have been a total of 2 CTDs, no freezes and no workarounds needed.

There was only one new minor bug/annoyance at the end of Memory Lane:
  1. Jake repeated three times the first sentence of his dialogue regarding Old Paul showing up.
 
Fixed in 1.0.1.
 
Thanks - currently downloading the updates for SS2 and Workshop Framework. ln addition to playing/enjoying the game, I always hope that my detailed running commentary was of some value to the developers and players. Recognizing this, is there any value to KG and the gang to (a) start a new game, (b) continue my current game or (c) it doesn't matter which one.
 
After updating SS2 and Workshop Framework, and playing about 2 hours, I have encountered one new minor bug/annoyance (maybe a vanilla related problem).
  1. At Starlight, I have 5 plots that indicate they are manned, but in Workshop mode there are only 4 settlers and using the Town Meeting Gavel only 4 settlers "gathered around."
Thanks as always.

PS: retested using an earlier save - same basic results 4 manned plots, 3 settlers assigned, and 1 unassigned.
 
I'm also using SMU but I always just use it to skip the prewar shizz and go right into the exiting of the vault sequence. I've had no issues. I know that some mods and some game features do not activate unless you exit Vault 111 (or apparently until you go near it) so yeah.
 
Just started Picking Up the Pieces quest (total game time is ~55 hours including replays, survival mode, Version 1.01 and 39+ mods) and there have been a total of 3 CTDs, no freezes and no workarounds needed. A new "what is going on" situation:
  1. Berman and Wise are standing at the south end of the Riptide bridge and there is no interaction.
This is either a bug or SS2 is waiting for a trigger.
 
Completed Chapter 1: ~65 hours including replays.
  • excellent story line/main quest, voice acting and characters, and most side quests.
  • 4 CTDs (probably due to my impatience), no freezes and no workarounds
  • One new minor bug/annoyance - for the Attempted Murder of Crow Corvus side quest, I sent his sister to Starlight. After completing Picking Up the Pieces, I fast travelled to Starlight and Crow Corvus was there talking to his sister. I did not rescue Crow from Easy City Downs.
 
Another minor bug/annoyance, but fixed:
  1. The Katherine Drake Junkyard side quest did not complete - (a) received the quest from Katherine, (b) put down a 2x2 Industrial plot for machine parts, (c) another NPC had to be reassigned and then assigned Katherine, (d) refreshed plot, and (e) tried 3 different plots for machine parts. Even though she built all 3 plots, it does not complete.
FIX: Reloaded an earlier save and made sure Katherine was assigned to the plot first.
 
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