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Who Can? ASAM! Cannot progress

TheManiaac

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16
So I've recently started the Who Can? ASAM! quest, and I met up with Hubert's people. Problem is, however, that when I try to speak to anyone, they either say hello, or nothing at all. (Hubert himself and Stodge, the one the quest maker is above). I can't start any conversation with them.

If it helps, every time I walk over to the location after going back to an old save, they're fighting a (I think it was a bloodbug?) The behemoth is no problem, I kill it before even going near them. If any other info is needed I'd be happy to give it out.
 
So I've recently started the Who Can? ASAM! quest, and I met up with Hubert's people. Problem is, however, that when I try to speak to anyone, they either say hello, or nothing at all. (Hubert himself and Stodge, the one the quest maker is above). I can't start any conversation with them.

If it helps, every time I walk over to the location after going back to an old save, they're fighting a (I think it was a bloodbug?) The behemoth is no problem, I kill it before even going near them. If any other info is needed I'd be happy to give it out.
I have 2 guesses. 1) you have script lag that is causing the scene not to trigger. 2) you have a mod that modifies dialog and is conflicting.

When you approach the group, the scene should start automatically.
 
I have 2 guesses. 1) you have script lag that is causing the scene not to trigger. 2) you have a mod that modifies dialog and is conflicting.

When you approach the group, the scene should start automatically.
1, no, I have a mod that checks for script lag. If that was a factor I'd be patiently waiting like I do for Preston's first quest.
2, The only mod I have that modifies some dialog is Start Me Up, it shouldn't cause any incompatibilities. I don't have XDI either, I use FDI.

The second part may help though, assuming I'm smart enough.
(Edit: plan did not work.)
 
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It was actually in Display, but yes, the option has been set to on since I started playing Fallout 4 to today.
This is a new issue I haven't heard of before. Do you want to help me figure out where this quest bugged out?
In the Console type: sqs SS2_Sirick_MQ13
Let me know what stages are marked 'done'
Also, is the quest marked 'running'
Can you post your load order as well?

If not, you can use the console command cqf ss2_mqmaster SkipToQuest SS2_Sirick_MQ14 to skip this quest.
 
This is a new issue I haven't heard of before. Do you want to help me figure out where this quest bugged out?
In the Console type: sqs SS2_Sirick_MQ13
Let me know what stages are marked 'done'
Also, is the quest marked 'running'
Can you post your load order as well?

If not, you can use the console command cqf ss2_mqmaster SkipToQuest SS2_Sirick_MQ14 to skip this quest.
Current stages done are 1, 2 and 5. It's marked running.
My load order is pretty big, but I'll omit the ones that are either creation club or from after I posted the thread.
(I'm also new to forum-like sites so I don't know how to properly do this "spoiler" thing. Apologies if I got it wrong.)

# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
ArmorKeywords.esm
AutoAxe.esl
ss2.esm
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
PIP-Pad.esp
PA-Quick Animations.esp
You Talk Too Much.esp
settlementmenumanager.esp
SKKFastMinutemen.esp
SKKScriptLatencyTest.esp
SKKWorkshopAccessMonitor.esp
FaceMaxson.esp
CombatZoneRestored.esp
America Rising - A Tale of the Enclave.esp
W.A.T.Minutemen.esp
MilitarizedMinutemen.esp
SKKFastReunions.esp
UltracitePA.esp
F4NV-AMR.esp
CreationClubDelay.esp
LString_Bow.esp
standaloneconstruct.esp
Rangergearnew.esp
CAPA.esp
M1Garand.esp
SkyrimInspiredPowerArmor.esp
FCOM.esp
EnclaveUniform.esp
WinCowbowRepeater.esp
R91AssaultRifle.esp
InstitutePowerArmor.esp
WIPAC_Institute_Patch.esp
MilitarisedMinutemen_PatchesAddon.esp
W.A.T.M_MM+PA.esp
EnclaveX02.esp
WIPAC_X02_Patch.esp
WIPAC_TES51_Patch.esp
Hellfirenew.esp
WIPAC_X03_Patch.esp
ccBFGTweaks.esp
Enclave Officer.esp
NickValentineRomance.esp
M1Garand - AWKCR-VIS.esp
ExcavatorPA.esp
WIPAC_Excavator_Patch.esp
Armorsmith Extended.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
StartMeUp.esp

I believe that's everything you asked.
 
I don't know how to properly do this "spoiler" thing.
Looks good to me!
I don't see anything in your load order that jumps out as a red flag.

I'm not familiar with SKK50's mods. (I may have used Settlements Attack once upon a time...) I'm curious if SKKWorkshopAccessMonitor.esp conflicts with WSFW. That would be a separate issue though.

The other thing is I've seen reports that if you use Start Me Up to skip the vault, weird things in SS2 quests can happen. The most reported issue is Jake not showing up when a beacon is placed and missing plot type menu categories in workshop mode.

I'll take a look at the quest later and see if I can find something. (should I use soon(tm)?) :scratchhead
 
I'm not familiar with SKK50's mods. (I may have used Settlements Attack once upon a time...) I'm curious if SKKWorkshopAccessMonitor.esp conflicts with WSFW. That would be a separate issue though.

The other thing is I've seen reports that if you use Start Me Up to skip the vault, weird things in SS2 quests can happen. The most reported issue is Jake not showing up when a beacon is placed and missing plot type menu categories in workshop mode.
Alright, cool. And I can confirm nothing bad happened when I skipped the vault, if anything Jake arrived FASTER than usual. (Like, we're talking within 10 seconds of building the beacon. Must've been taking a stroll in sanctuary.)
Oh, I was also using Gas Masks of the Wasteland, but removed it because a few things were annoying me.

And SKK50's mods I either use to make my next playthroughs more bearable or Fast Start. (I tried using that instead but the plugin wasn't enabled, same thing with start me up but I fixed it for that instead of fast start.)

Anyway, I'll skip the quest, but I really don't want to. I want to see the story in full with my own eyes and my own gameplay.
 
Alright, cool. And I can confirm nothing bad happened when I skipped the vault, if anything Jake arrived FASTER than usual. (Like, we're talking within 10 seconds of building the beacon. Must've been taking a stroll in sanctuary.)
Oh, I was also using Gas Masks of the Wasteland, but removed it because a few things were annoying me.

And SKK50's mods I either use to make my next playthroughs more bearable or Fast Start. (I tried using that instead but the plugin wasn't enabled, same thing with start me up but I fixed it for that instead of fast start.)

Anyway, I'll skip the quest, but I really don't want to. I want to see the story in full with my own eyes and my own gameplay.
The one thing you can do to make sure is load up your load order in xEdit (FO4edit) and run the conflict filter. This will show you if any of your mods are conflicting with WSFW or SS2. If you are unsure how to do this, there are some good videos on youtube. There are other videos to show you how to make a patch to resolve conflicts if you need to.

You might be OK if Gas Masks of the Commonwealth didn't have scripts, but I assume it had some sort of injection into vanilla level lists. This could be a time bomb and your save could blow at any minute. :todd: Just be aware that removing mods during a playthrough leaves a bunch of broken refs and other trash in your save file.
 
I'm stuck at the objective "Meet Stodge and his people"

Stages that are done - 1, 2, 5, 10, 20, 40, 50, 60, 70, 80, 90, 100, 130, 135. Currently on stage 135. Quest is marked running
 
Looks good to me!
I don't see anything in your load order that jumps out as a red flag.

I'm not familiar with SKK50's mods. (I may have used Settlements Attack once upon a time...) I'm curious if SKKWorkshopAccessMonitor.esp conflicts with WSFW. That would be a separate issue though.

The other thing is I've seen reports that if you use Start Me Up to skip the vault, weird things in SS2 quests can happen. The most reported issue is Jake not showing up when a beacon is placed and missing plot type menu categories in workshop mode.

I'll take a look at the quest later and see if I can find something. (should I use soon(tm)?) :scratchhead
I've used Start Me Up for every test run I've done. I'm not sitting through the entire opening scene 20 times. I've only had one bugged quest the entire time (Memory Lane) way back on launch version.

So I've recently started the Who Can? ASAM! quest, and I met up with Hubert's people. Problem is, however, that when I try to speak to anyone, they either say hello, or nothing at all. (Hubert himself and Stodge, the one the quest maker is above). I can't start any conversation with them.

If it helps, every time I walk over to the location after going back to an old save, they're fighting a (I think it was a bloodbug?) The behemoth is no problem, I kill it before even going near them. If any other info is needed I'd be happy to give it out.
Are you on survival difficulty? They are fighting a stingwing. Why is there a behemoth? When you arrive, Stodge should be yelling at Hubert for involving strangers, cut scene should start where Stodge asks you to give over your weapon. If this doesn't happen, reload a save prior to beginning the quest

If you are stuck at Meet Stodge and crew, go to another settlement or interior cell for 24 hours, return to the settlement, wait by the workshop for all 7 settlers to gather, you do not need to speak to them, just be standing close enough, city plan prompt should appear
 
Went back and loaded a save before I first encountered Stodge and his group. Ran through that bit, then sent them back to where I had previously sent them. Waited until they got to the workshop and then met them there. When I arrived, they all scattered, and no city plan prompt displayed
 
This seems to be the most recent thread with this bug, so I'll bump it with a solution.

I'm using Magnum Opus, an enormous modpack with Sim Settlements 2 and a few SS2 addons.
It's using SS2 version 1.1.0a, from 8/8/21 (the latest version is 1.1.0b (which came out a day later), but the change log only mentions fixing a graphical issue with Jake's pistol, so this solution should still work.

I've checked YouTube, and on "Who can? ASAM!", after picking who should be mayor, you can sleep a few hours, then fast travel to the settlement, the bunch of settlers will be around the workbench and a cutscene starts.

With this bug, the settlers show up, but talking to them just gives options for small talk / trading equipment. I'd tried different mayors, different settlements, put resources into the Workbench, claimed a fresh spot and not touched the workbench, walking with the settlers, waiting (in game and real life), many other things, all failed to trigger the quest.

The short version for people who have played Sim Settlements 2 before:
Get 20 ASAM's, build a City Planners Desk in the new place, pick a city plan, and type setstage ss2_sirick_mq13 160 in the console. That'll complete the quest and let the next one start.
Use the City Manager 2078 Holotape, choose Tools - Cheats - Quest Skipping - Force Complete Current Main Quest.

And the full version for people like me who've only just started learning Sim Settlements 2 and want to complete the quest in as near to the proper way as possible:
Jake gives you "Box of ASAM sensors for Hubert", but when the quest bugs you can't use them, so you'll need to provide 20 of your own, you can craft them at the City Planners Desk. You'll also need some spare junk (you'll need to build a new City Planners Desk later).
I tested this with Stodge at Outpost Zimonja and Red Rocket.
After selecting the mayor and settlement, wait a day, then fast travel to your new settlement.
Everyone will be hanging around the workbench ignoring you, if they aren't there yet, wait another day.
Build a City Planners Desk.
Enter Workshop mode (where you place items), select Stodge, then select the City Planners Desk to assign him.
Activate the blueprint on the desk (not the computer or lower part of the desk, the actual blueprints on the top of the desk).
Select City Plan - I picked the Basic version by FanciestMoon. Be aware of the Triangle of Death around Sanctuary / Red Rocked / Abernathy Farm, the areas are close enough that sometimes all 3 have to be loaded at once, which can cause problems, so keep the build basic if you're in that area.
Select "Tear it all down".
You'll be given a flyby of the settlement, it looks really impressive, but is very resource hungry. You can exit the flyby by bringing up your Pipboy and putting it away again. If the flyby causes crashes, then repeat and exit the flyby quickly.

The plots will build very slowly. Putting junk in the workbench speeds things up, or you can donate it with the small safe at the top of the bottom left of the City Planners Desk. When the build is finished, you may need to check that power is connected properly to all the buildings.

You don't need to wait for everything to be build, when you want to complete the quest, use the computer on the City Manager desk, choose Tools - Cheats - Quest Skipping - Force Complete Current Main Quest.

That will complete the quest, then shortly after you'll get another radio broadcast from Jake starting the next quest.

It's the first SS2 bug I've found, really enjoying the mod.

Optionally, you can add 20 extra ASAM's by using the console.
Bring up the console (usually the key below escape, but varies internationally)
Type help "sensor 2077" 4
On my setup it shows:
M8r Profile 1 LVLI MISC.esp MISC: SS2_ASAM_Sensor (XX010A23) ...
The bit in bold is the item id, the XX will depend on your mod setup.
Then type in the console
additem XX010A23 20 (replace the XX010A23 with whatever item id appeared for you, it's in hex, so any 0's will be zero's, not the letter O).

edit: thanks to msalaba for clearing up some console stuff
 
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I don't mean to be "that guy" but you have a lot of misinformation there. So, I guess I'll start at the beginning...
It's using SS2 version 1.1.0a, from 8/8/21 (the latest version is 1.1.0b (which came out a day later), but the change log only mentions fixing a graphical issue with Jake's pistol, so this solution should still work.
I can't remember exactly but v1.1.0b fixes more than just a graphical issue. There is no reason to not download and install the update.
With this bug, the settlers show up, but talking to them just gives options for small talk / trading equipment.
If this happens, not all the required NPCs have gathered in the settlement or you have a mod conflict. Most of the time you can gather them with the town meeting gavel.
Get 20 ASAM's, build a City Planners Desk in the new place, pick a city plan, and type setstage ss2_sirick_mq13 160 in the console.
The SS team has repeatedly stated
Console Commands to skip quest stages
NO. Don't do it unless it comes directly from Kinggath or a support team member like myself. In the majority of cases you will break the mod using console commands to skip quests or quest stages because this mod was not designed for that. You can skip ALL the quests with an option in the holotape under Tools > Cheats.
This is directly from the mod's Nexus page. You do not need a console command, you can just open the City Manager holotape Tools > Cheats > Skip to quest. You can select the next quest to complete Who Can? ASAM! I do not understand the need for the whole process of building the city plan you described. Use the holotape, complete the current quest. Build a city plan normally if that is what you desire. :scratchhead
A lot of common issues can be resolved by reading this:
Bring up the console and type help "sensor 2077" 4
On my setup it shows:
M8r Profile 1 LVLI MISC.esp MISC: SS2_ASAM_Sensor (0C010A23) ...
The bit in bold is the item id, I'm not sure if it changes depending on which other mods you have installed or which version is installed.
Then type in the console
additem 0C010A23 20 (replace the 0C010A23 with whatever item id appeared for you, it's in hex, so any 0's will be zero's, not the letter O).
help "ASAM sensor" 4 misc will shorten the list returned.
SS2_ASAM_Sensor ([B]0C010A23[/B])
0C is the mod's load order in hex. This number will be different depending on how many mods load before SS2.esm. Its usually better to say XX010A23 where XX is SS2's load order.

I think I'm starting to understand some mod author's dislike of mod packs...
 
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I don't mean to be "that guy" but you have a lot of misinformation there. So, I guess I'll start at the beginning...

I can't remember exactly but v1.1.0b fixes more than just a graphical issue. There is no reason to not download and install the update.
The change log for that patch literally says "Normally, this would have not been hotfix worthy, but ... I didn't want to leave Jake looking like a spaz. Hotfix 1.1.0b fixes the weird animation issue with how he was holding his pistol."
Still, it seems odd that the Magnum Opus modpack using the 1.1.0a, when that version was only around for 1 day. Can't say I've noticed any errors with Jake's pistol, so it's possible it was changed by one of the other 600+ mods.
If this happens, not all the required NPCs have gathered in the settlement or you have a mod conflict. Most of the time you can gather them with the town meeting gavel.
I've spent hours trying to get it to trigger. When fast traveling they are all stood directly next to the workbench. It was your post and Slb1's in this thread that kept me trying for so long, I felt pretty sure that it I approached from a different angle, tried a new settlement, or tried something just a bit different then it might trigger.

Generally I've found SS2 to be less buggy than the base game, so I assume it's a mod conflict somewhere, but there are enough people having trouble on this forum and reddit that I thought it was worth posting my eventual solution.

The SS team has repeatedly stated
You do not need a console command, you can just open the City Manager holotape Tools > Cheats > Skip to quest.
Very good point. I didn't consider using the holotape, I'll edit the above post. I saw a couple of different console commands mentioned as fixes and assumed they were the best way.
I do not understand the need for the whole process of building the city plan you described. Use the holotape, complete the current quest. Build a city plan normally if that is what you desire. :scratchhead
You're experienced at SS2, you're definitely not in the target audience of building the city plan. You're beyond even the one sentence fix I suggested.
For me, and anyone new to SS2, then the missions are half questing, half tutorial, the bug means we're missing the tutorial on using City Plans, which is why I included the steps to build a City Plan. I haven't yet completed the main SS2 quest, so I thought it best to have a City Plan set up correctly in case a later quest leads back here. I emphasized the Triangle of Death because Magnum Opus does, and because one of the SS2 walkthrough on YouTube kept crashing at this exact point using Red Rocket.
I think I'm starting to understand some mod author's dislike of mod packs...
Thanks for the tip about console commands, I'm really not up on the console stuff for FO4.

I can sympathize. It sucks to get bug reports for stuff that isn't your fault.
I normally play basebuilding games, and use dozens to hundreds of mods. I've spent thousands of hours playing those games, know them well, and I wouldn't consider using a modpack built by another.
But FO4 is a game I've not touched in years, last time I tried it I remember the main quest and base building being bland and never finished the game. I wanted a fresh look at FO4 without spending hours / days picking mods and getting them to work nicely together. Heard SS2 was awesome, and Magnum Opus included it and a bunch of UI improvements and stuff to spice up the game. I definitely expected more trouble from a 600+ modpack, but so far it's been less buggy than vanilla FO4.
 
You're experienced at SS2, you're definitely not in the target audience of building the city plan. You're beyond even the one sentence fix I suggested.
For me, and anyone new to SS2, then the missions are half questing, half tutorial, the bug means we're missing the tutorial on using City Plans, which is why I included the steps to build a City Plan.
You can always point to the SS2 wiki, which has a lot of info.
I wouldn't consider myself an expert. I've just deconstructed some of the SS2 systems. I'm pretty noob when it comes to city plans. I do not usually use them. With all the issues being reported, it seems the code need some polish.

I can say with certainty that if the "meet them at the settlement" part does not trigger when you approach the workbench you have a mod conflict. I do not know why but that quest is extremely fragile. I can't tell you how many hours I spent cursing that quest while making my XDI patch.
 
I can say with certainty that if the "meet them at the settlement" part does not trigger when you approach the workbench you have a mod conflict. I do not know why but that quest is extremely fragile. I can't tell you how many hours I spent cursing that quest while making my XDI patch.
I have the problem of nothing getting built since day 1. But in my case, the actual meet them quest triggered, once they were there and I slept for one night at the location. Otherwise it didn't trigger at all. Doesn't change the fact, that nothing is built. Only the quest resolves and doesn't have to be forced to finish.
 
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