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Restarted Fallout and loaded the save. Nothing seems to be fixed. I can still fast travel between settlements (a behaviour implemented by the mod "Journey - Survival Fast Travel" which I had previously), Railroad HQ, and Home plate.
No new settlers anywhere I can see. The Castle is still not cleaned up. It must be my savefile.
This will also be another source of issues. (It created more issues for me than it fixed back when I only used this mod AND cheat terminal.)
Understandable. But I did have both of these running with no issues for the first half of this game. I'm beginning to think it's definitely something to do with the fact that I messed around with the Timescale setting.
If the mod still has compatibility issues with UFO4P, it probably wasn't made very well.
In the case of Cheat Terminal, it has needed constant updates to deal with it's constant problems. It's only stable because the author(s) keeps pounding out updates and even then that's probably not a good sign for a mod that was originally made years ago to still need constant updates. Also, you can do literally all of it's functions with console commands.
Scrapper mods are notoriously buggy.
Never assume "because it worked before" that those mods aren't the problem. If you add a new mod that conflicts with one you already had then boom. Your mod manager does not know all conflicts and incompatibilities.
The scrap everything mod can allow the scrapping of needed things and has to be used with caution it also requires the optional building ground fix from the mods page or you will find that you can not build on certain areas you could without it for example inside certain buildings or the castle. Note if you scrap the armory door used in the quest you mentioned at the castle before completing that quest it can break things.
The problem here is that even when mods are disabled some script and variable changes have become a permanent part of the save game and will always be there.
What could be causing it is something that has caused certain scripts to stop there is also a console command that will actually pause things and one that even changes the flow of time.
ToggleGamePause or tgp – Puts the game in a frozen state
SetGlobalTimeMultiplier <multiplier> or sgtm <multiplier> – Sets multiplier on in-game time. example, 1.0 is standard time, 0.5 is slow mo, and 0.25 is even slower.
more Info can be found at the site https://fallout.fandom.com/wiki/Fallout_4_console_commands
One thing you can do it download Fallrim Tools and see whats going on. You are looking for the numbers following Active Scripts, Suspended Stacks 1, Suspended Stacks 2. DO NOT CLEAN ANYTHING!! Just looking to see whats going on with the scripts.
https://www.nexusmods.com/skyrimspecialedition/mods/5031
You should look at adding Workshop Plus. I think you may enjoy what you can do with that mod.
https://www.nexusmods.com/fallout4/mods/35005
As for your settler recruiting issue it could be a number of things.
1. Chance to recruit is like 25% +1/2 your happiness.
2. Recruitment stops if you have four unassigned settlers (and you have visited for them to receive the flag.)
3. You messed with the timescale (something you should never do.)
Scrapping the armory door wouldnt prevent the starting of Old Guns. Many of those people who used it got stuck after it started.
You are also confusing Radio Freedom and Preston's roles.
Preston will ALWAYS give you a radiant quest (whether help is need or not), and can give multiples if you have multiple unowned settlements, settlements with a defense less than 12, and THEN a normal radiant is tossed on top, if no settlements need actual help.
Radio Freedom is designed to be able to check if any settlements need actual help. Settlements have a chance every day that is REALLY low to generate their own radiant. Preston and Radio Freedom were provided to avoid you having to go visit all the settlements to see if any needs help.
I got away from using Scrap Everything and I just use the Place Everywhere mod which has some of those same major items in the library to scrap. It also does this without breaking precombined meshes.
Thanks for this. I wasn't aware that these commands existed.
Unfortunately, from testing them I don't feel these have anything to do with the problems I'm having. I did think, seeing "TPG" in your post, that at one point I might have entered this into the console and never switched it off - causing the background world of the game to "pause" and not progress.
But TGP doesn't do that. It freezes everything, without the possibility of making any character progress (because you literally can't move lol). So I don't think I've ever used this command. I would have remembered, and needed to switch it off to continue playing.
I think when I fixed this:
I somehow "baked" the 0 Timescale into my savefile. Is there anyway to dig into a savefile and check?
Afterwards you may need to sleep/wait for a long (month maybe?) while to see the changes start up.
However, I'm thinking there's deeper problems related to script issues and it's not as simple as getting the time moving again.
That said, I've never actually tried to set timescale to 0 and save it so who ****in' knows.
It just sounds like you've made a number of mistakes installing and uninstalling mods on the same save and playing with console commands. It's about time for a New Game while holding closely what you have learned from the previous screw up. Welcome to modding.
You might try using one of the "safe" range numbers mentioned at the linked page to speed up the timescale multiplier then sleep to see if it resets whatever stopped due to the zero timescale setting.
What we may find is that some scripts that took into account or used the passage of time to set variables etc. have stalled or frozen an earlier post mentioned a way to check on this.
If this is the case I am not certain how to wake up or restart such a script outside of disable enabling the npc or stopping then starting the quest they are attached to however this could cause even more problems concerning quest variables and quest aliases resetting or clearing.
"Old Guns" should trigger 70 hours after "Taking Independence" is completed.
sqv min03 shows the timer is currently at 69.98 hours.
After waiting for 48 hours; the timer is still at 69.98.
So I have messed up some sort of... global setting to do with, like, the time that runs in the background? I say global because whatever this is is responsible for more stuff than just "Old Guns" not starting.
Regarding general mod stuff: I appreciate the advice on mods, and will keep it all in mind. However, I don't think I've done anything to mess it up. I've only ever installed mods, not uninstalled them, during this playthrough. There was also a definite point in time where everything was fine, with all those mods, and then it wasn't. It's only taken me this long to realise that something was wrong. I've even completed all of Far Harbor with no issues (apart from settlers).
All my mods have run with no issues and have caused no issues either. I'm 99% it's because I messed with the timescale that one time (which is running at 20, the default, causing the datetime in the Pipboy to run fine, just not anything in the background.) Also, I've not scrapped anything that is essential to the game, like the Castle's armory door. Just a few bushes here and there around Sanctuary and Longfellow's cabin.
What I need to do now is to prove or disprove my theory, so, any hints? Once I know for sure, I can see if there is a way to fix it, or just restart my game from the very beginning.
The problem is the game has two times. Sleeping/waiting time and actual play time. You mostly see it in production form settlements (why you cant wait a day for crops and water to regrow.)
Try going afk for like 20 minutes or so and see if it finishes the last .02 remaining. That last .02 might not be able to be counted down by sleep/wait time.