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There are locations that are hijacked by SS2 from the beginning even though you are not progressing through the quest.(Olivia,BADTFL)

seki5656

Active Member
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I restarted the game from the beginning and progressed to the quest "Scavver's Delight".
When Olivia breaks in, Jake walks out. Furthermore, the door that was supposed to be closed is left open and there is no Ack-Ack.
Thinking it was strange, I checked the IDs of surrounding objects and discovered that the building I had entered was one that had been hijacked by SS2. In other words, the hijacked door that was supposed to appear as the story progressed appeared from the beginning.
Since the story hasn't progressed yet, there is no menu to toggle hijacking in the settings holotape. There is also no intercom next to the door. Only hijacked doors exist.
You could retract the hijacked door using the disable console command, but since Olivia's door almost completely overlaps with the vanilla door, it's quite a hassle.

In my last playthrough, BADTFL was in the same situation. At that time, I didn't see anyone else reporting the same issue, so I thought it was just me...
Is there anyone else who has encountered the same situation?
 
That is super weird. The intercoms should be on all the buildings regardless of quest level in my experience. Is there anything that could be preventing them from spawning?

Oh as a workaround if you console TCL you can fly into the wall and usually you can easily access an overlapped door from behind.
 
I looked carefully around the door but there was no intercom.
It's a bit embarrassing, but for reference I've attached my load order.
For now, this issue can be addressed via console commands.
 

Attachments

South of the Sea is flagged as causing a bunch of issues. Check out

Not sure about RRPW or IAF. I remember having issues with the Rebuild stuff but that was a while ago it might not be an issue now.

I have a couple of ideas;
1 Change your load order so SS2 mods are loaded last. This should let its script to place the speaker 'win' in a conflict.
2 You have a lot of mods some with several scripts. Id suggest starting a game without any ss2 mods enabled. Head to the Sanctuary basement bunker and park till everything else is done loading/setting up. Then once everything is stable log out and turn the mods on for Sim Settlements and log in. Wait a bit for them to load and see whats up. In theory it should install everything fine when it isnt competing for resources.
 
I use Atoms Storm, a modified version of South of the Sea. I can't say that there are no problems with that, but...

It's difficult to change the loading order in SS2, so I'll try the second idea using a test profile.

SS2's quest is early on, but this playthrough is over 30 hours long, so it's quite painful to start over. Considering the possibility that the problem is occurring in places other than Hijack, it is unavoidable...
South of the Sea is flagged as causing a bunch of issues. Check out

Not sure about RRPW or IAF. I remember having issues with the Rebuild stuff but that was a while ago it might not be an issue now.

I have a couple of ideas;
1 Change your load order so SS2 mods are loaded last. This should let its script to place the speaker 'win' in a conflict.
2 You have a lot of mods some with several scripts. Id suggest starting a game without any ss2 mods enabled. Head to the Sanctuary basement bunker and park till everything else is done loading/setting up. Then once everything is stable log out and turn the mods on for Sim Settlements and log in. Wait a bit for them to load and see whats up. In theory it should install everything fine when it isnt competing for resources.
 
I use Atoms Storm, a modified version of South of the Sea. I can't say that there are no problems with that, but...

It's difficult to change the loading order in SS2, so I'll try the second idea using a test profile.

SS2's quest is early on, but this playthrough is over 30 hours long, so it's quite painful to start over. Considering the possibility that the problem is occurring in places other than Hijack, it is unavoidable...
hug I understand. I havent been able to complete chapter 3 yet. Why I super want to get this bug tracked down so city plot plans work. :D
 
I tested it with the same setup as my current playthrough.
(The load order I attached the other day contained about 100 miscellaneous homemade patch files that I hadn't enabled...)

Pattern A: Enable all plugins, start a new game, and patrol the hijacked locations. (Move using cheat terminal)
Result: BADTFL, Vault 75, and Olivia confirmed to have been hijacked.

Pattern B: Start a new game with SS2 plugins, SS2 add-ons & patches (approximately 40), and MODs that add residences disabled. Save in the Sanctuary basement. (20 minutes have passed at this point)
After that, I activated the SS2 plugin, add-on & patch, and waited in the basement for 3 minutes. After confirming that the magazine has been added to Sanctuary, go to the place where it was hijacked in Pattern A.
Result: BADTFL and Olivia were hijacked. Vault 75 was not hijacked.

Pattern C: Follow the same steps as pattern B, but only enable the 4 plugins included in SS2's AIO.
Result: Olivia had been hijacked. I didn't feel like checking anywhere else.

The waiting time of about 3 minutes may not have been enough, but for the time being, I thought that the loading of SS2 was not caused by the number of MODs.

Next, I did the same test with a nearly vanilla profile. There are only about 10 MODs for smooth test play.
I went to BADTFL and Olivia and it wasn't hijacked. There was also no intercom, but I don't think this will appear unless the quest progresses in the first place.

In conclusion, it seems that some kind of MOD is preventing the hijack from working.
However, I have no idea what is causing it. As far as I check with xedit, it doesn't seem like it's overwriting any important records.
It is mentally impossible to check while switching on/off all the MODs x(

It seems best to deal with the hijacking problem with console commands and continue the playthrough...
Thank you for your cooperation.
 
Thanks for your research work.

Do you use Steam? It has a file check that is pretty good. One of the brute force ways I check for repairs is to remove the data folder from FO4 and then have it repair it. Takes a bit but it tends to clean out bad graphics files or scripts that are left hanging around.

I went ahead and used my ashlands station build Im using to track down the SS2 city plan bug. Saves starting at Vault 111 exterior.

Man has this turned into an adventure. Ill post my results when Im done poking around. Im not even sure Im looking at the right things :P
 
1) Straight to Olivia No Intercom.
2) Sanct, Mag, Radio Beacon. Check Oliv after advancing the quest to Casting a Line no intercom.
Jake took forever to load and keeps walking away then being snippy at me. Looks like another bug. Conversation ends with any option or just waiting after "Looks like your the one Ive been looking for." Break conversation with distance, reload, fast travel, no effect. Build City Desk use it to build the 2078 Holotape, use that to use quest cheats to activate the 2nd stage. Ploting the Future is stuck on meeting the guy next to me. Skip to Casting A Line.
A pleasure response when getting Jakes name is still not pleased.
Finally able to start a quest naturally - Scavers Delight
Make save by Abernathy. Get Abernathy quest. Check Olivia - No Speaker.
Fast Travel to Olivia did not trigger the travel to olivia option. Going inside did not trigger the going inside goal. Run south to the quarry, run north to Olivia. No updates. Go to the optional objective, completes, unable to trigger further updates.
Log out - pair down to 6 mods; SS2 Chapters 1-3, Skip Prewar Sanctuary, Workshop Framework, F4SE
Exit 111 make save.
use the command COC USAFSatelliteExt
No speaker at Olivia.
Reload, go to Sanct. Stand where Jake spawns and conversation kicks off normally and the quest starts fine? (Earlier Id been by the workbench). Quicksave, COC check, no speaker, quickload.
Complete next quest to make sure Jake is feeling Ok.
COC to Oivia - Jake's dialog triggers normally. No Speaker.
Finish Olivia Quest (First time letting Jake get shot), no speaker. Go to Abernathy and get their quest. No Speaker, the locket is found in the SS2 cell.

Activate Buffout and Address Lib. No Change Same with Baka.

TLDR; Nothing I thought to do caused the speaker to appear. The mod seems to be overwriting vanilla cells. 1 out of 3 attempts the SS2 quest died.
 
I'm using Steam. And I'm still playing the game with the previous generation version. I avoided running a file integrity check because it would probably force an update to the latest version.
However, a downgrade tool has been created, so maybe you should be prepared and do a clean install. (Of course I'll keep a backup)
Thanks for your research work.

Do you use Steam? It has a file check that is pretty good. One of the brute force ways I check for repairs is to remove the data folder from FO4 and then have it repair it. Takes a bit but it tends to clean out bad graphics files or scripts that are left hanging around.

I went ahead and used my ashlands station build Im using to track down the SS2 city plan bug. Saves starting at Vault 111 exterior.

Man has this turned into an adventure. Ill post my results when Im done poking around. Im not even sure Im looking at the right things :P

I don't know about Jake's strange behavior, but I think the reason the intercom doesn't appear for Olivia in any step is because the quest hasn't progressed to the point where it should have been hijacked.
The only places where intercoms appear from the beginning are where vanilla doors don't exist. Other than that, I think intercoms will appear as the quest progresses.
Especially since the quest for Chapter 2 will begin just by entering the hijacked Vault 75. Even if you've never met Jake.
1) Straight to Olivia No Intercom.
2) Sanct, Mag, Radio Beacon. Check Oliv after advancing the quest to Casting a Line no intercom.
Jake took forever to load and keeps walking away then being snippy at me. Looks like another bug. Conversation ends with any option or just waiting after "Looks like your the one Ive been looking for." Break conversation with distance, reload, fast travel, no effect. Build City Desk use it to build the 2078 Holotape, use that to use quest cheats to activate the 2nd stage. Ploting the Future is stuck on meeting the guy next to me. Skip to Casting A Line.
A pleasure response when getting Jakes name is still not pleased.
Finally able to start a quest naturally - Scavers Delight
Make save by Abernathy. Get Abernathy quest. Check Olivia - No Speaker.
Fast Travel to Olivia did not trigger the travel to olivia option. Going inside did not trigger the going inside goal. Run south to the quarry, run north to Olivia. No updates. Go to the optional objective, completes, unable to trigger further updates.
Log out - pair down to 6 mods; SS2 Chapters 1-3, Skip Prewar Sanctuary, Workshop Framework, F4SE
Exit 111 make save.
use the command COC USAFSatelliteExt
No speaker at Olivia.
Reload, go to Sanct. Stand where Jake spawns and conversation kicks off normally and the quest starts fine? (Earlier Id been by the workbench). Quicksave, COC check, no speaker, quickload.
Complete next quest to make sure Jake is feeling Ok.
COC to Oivia - Jake's dialog triggers normally. No Speaker.
Finish Olivia Quest (First time letting Jake get shot), no speaker. Go to Abernathy and get their quest. No Speaker, the locket is found in the SS2 cell.

Activate Buffout and Address Lib. No Change Same with Baka.

TLDR; Nothing I thought to do caused the speaker to appear. The mod seems to be overwriting vanilla cells. 1 out of 3 attempts the SS2 quest died.
 
I did a clean install and downgrade of Fallout 4 and also reinstalled SS2.
Furthermore, using a translation tool, we added the string "(SS2)" to the name of the building hijacked by SS2. This allows you to tell if your door has been hijacked before you open it.
When I got to Olivia's door, the hijacked door and the vanilla door were completely overlapping, and the display flickered when I hovered over it.


Videotogif (1).gif

The hijacked door was flagged as "Initially Disabled," but it appears that this is being prevented. It didn't seem to be interfering with the initial loading of SS2.
I've tried playing a new game repeatedly while disabling plug-ins from the load order that seem to be possible, but I can't seem to find a solution.
If the F4SE plugin is also involved, it will be very troublesome to investigate, so I would like to give up on investigating the cause of the door and try to solve it with console commands...

edit:That is, there is something in my load order that prevents "Initially Disabled".
It wasn't just an SS2 error.
I remembered that in the past, a door that was supposed to be set to "Initially Disabled" was sometimes not disabled in other MODs.
Not everything will be like this, and if other conditions (Enable Parent) etc. are set, it will be disabled normally. "Initially Disabled" alone doesn't seem to disable it in my load order.
 
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Edit:
We have identified the cause of the problem. (I had a slight misunderstanding in my previous post.)
It's a MOD called "Unlocking Violence". This is a mod that allows you to open doors using destructive means. This MOD edits the door data to make it destructible. In addition to that, it is also designed to revive destroyed doors.
Not only that, but doors that are disabled via console commands or flagged as "initially disabled" will be restored when you change scenes.

This MOD is very immersive and good, but it doesn't match well with SS2. I haven't seen anyone reporting the same issue so far, but I think it's a good idea to add it to the known issues section since it affects quest progression.
Vault75 in particular has many problems. If you enter by mistake, the Chapter 2 quest will begin...

I've been working on this problem for weeks, and the answer has been showing up on my console screen since the beginning. "LastBaseChange". I'm an idiot. X(
20240907154129_1.jpg
 
Last edited:
Edit:
We have identified the cause of the problem. (I had a slight misunderstanding in my previous post.)
It's a MOD called "Unlocking Violence". This is a mod that allows you to open doors using destructive means. This MOD edits the door data to make it destructible. In addition to that, it is also designed to revive destroyed doors.
Not only that, but doors that are disabled via console commands or flagged as "initially disabled" will be restored when you change scenes.

This MOD is very immersive and good, but it doesn't match well with SS2. I haven't seen anyone reporting the same issue so far, but I think it's a good idea to add it to the known issues section since it affects quest progression.
Vault75 in particular has many problems. If you enter by mistake, the Chapter 2 quest will begin...

I've been working on this problem for weeks, and the answer has been showing up on my console screen since the beginning. "LastBaseChange". I'm an idiot. X(
View attachment 27128
Good observation and work finding that - I was wondering why we had not heard of this specific issue before and that explains it. Definitely warrants a mention on the wiki.
 
thank you. You may be able to use both mods by selecting only the door used for hijacking and rewriting the data back to vanilla, but it is safest to avoid using them together.
It's a shame, but I'm going to uninstall this MOD and start over from the beginning.
Good observation and work finding that - I was wondering why we had not heard of this specific issue before and that explains it. Definitely warrants a mention on the wiki.
 
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