If a quest seems not to be advancing, or you can not find a way to progress the quest, you may experience a glitch. However, this is not from the mod itself but probably from the limitation of the game engine that can not render or put all the required objects for you to interact with, or some scripts/assets may be corrupted when loading. ( I encounter both problems several times.) Thus, refreshing the plot (using plot menu) to re-rendering the plot would likely solve the problem. If not, try reloading a previous save. (I recommend you save manually several times along the questline.
Another way to reduce bug, is to enable bells and whistles for Sim Settlements in the Performance section (under MCM mod menu) , especially the clutters. As I found out that the game might not place an important note in the plot and thus, you can not advance the questline because there is no target object to interact with.
These charts are the upgrade paths for industrial revolution, and ruined homes and gardens expansion.
Use Sim settlement MCM menu and set the Advanced Plot to <Manual>, so that when the plot is ready to upgrade, you can select the type of plot you desire.
//BUG// If you enable plot marker for advanced plot, a marker will be shown on the map and above the plot to upgrade. If you do so, when you upgrade the plot, in the menu, simply select Upgrade the plot and select the type you want to upgrade to. DO NOT go into other item, as the marker will not be disappeared until you delete the plot and start all over.
I suggest you quick save before upgrade the plot, if the marker persists then you can reload the quick save.
Drinks bathtub water several times until you pass out to start the quest [Don't drink the bath water]
Produces medicine.
Quest to improve Nuka cola. [Hydration Research Assistant]
Produces Nuka melon after quest completes.
Produce ultra pure water to be used in the quest [Microfusion Research Assistant].
Required coal from coal pit.
Quest [Computer Research Assistant]
This lab decrypts Schematic for [Archimedes II] quest. You have to hack into 4 terminals inside the lab before using facility.(This is a part of [Computer Assistant Quest]) Once all terminals are operational, insert encrypted holotape into the left slot (INPUT slot) under the robot, then get the decrypted holotape from the right slot (OUTPUT slot).
Produce ballistic fiber.
Produce fiber optics.
Required in the quest [Archimedes II]
Generate recruitment signal (calling settler into the settlement). It functions the same as recruitment tower.
Quest [Archimedis II]
Give holotape to be used with Advanced Weapons Research lab to add an option for the laser gun above the lab. (Energy Signature: Solar)
Produce ammos.
Increase the farm production by two fold. (All farm plots will upgrade to level 4)
Produce Nukes
Additional Power
Produce flares
Additional Power.
Provide newspapers (It acts similarly to Nat in Diamond city)
Provide perk books to upgrade PC perks.
Quest [Medical Research Assistant]
Each successful mixing of medicine will unlock a new medicine formula to be used with a cooking station. All formulas require plastics from Plastics and Polymers plot.
Each unsuccessful mixing will hurt you and you have to cure yourself using tools provide within the lab. (Shower, injection)
Quest [Weapons Research Assistant]
Cue as a new NPC.
You can change the weather.
You can add new weather options from acquiring new Energy Signature from doing the quest [Weapon Research]. However the last option, Energy Signature: Solar, will be given to you when doing the quest [Archimedes II].
Involve in [Archimedes II]
Produce processed oil.
You can recharge depleted fusion cores here.
Quest [Microfusion Research Assistant]
Produce lots of mods for your weapons and armors.
Produce <microtransponder> to be used as a part of quest [Archimedes II].
Using terminal inside will give you a schematic for a new armor.
Produce defective institute beacon to be used in the quest [Weapons Research Assistant].
Produce nuclear materials.???
You can throw junks into the machine (required processed oil from Crude Refinery/Fuel Depot as fuel) it will disassemble all junks into raw materials.
Read messages from A salvage terminal at Solar Tower Plot to get Solar Panels plan (so you can now build solar panels) and prototype schematic for Euclid's C-Finder.
Take encrypted schematic holotape from the salvage terminal to Circuitry Lab to be decrypted. (All 4 terminals inside have to be hacked and running first.)
Present the decrypted schematic to Cue and wait for a few days.
Cue will provide you a list of necessary materials and 3 special items, i.e. satellite calculation holotape, linked transponder, and Poseidon uplink code.
The processes to acquire 3 special items do not need to be done in order. (You can perform either one first or do them all at the same time.)
(Firstly, disconnect all other types of power sources from the plot. EDIT: this is not necessary, but if the plot is still not operational then try this before reconnect all solar panels.)
Build several solar panels that total amount of power output exceeds the requirement of the plot (50 units).
Connect solar panels DIRECTLY to the electric pole of the solar tower plot.
//IMPORTANT// Align the direction of each solar panel so that, every panel has to face directly to the center of the solar tower. (Remember the layout of Helios solar farm from Fallout, New Vegas.)
If all panels aligned to the tower, you will hear a mechanical voice notifying you that our Helios solar tower is now in operation. You can confirm this by reading the salvage terminal.
Use the <microtransponder> (get it from <tech salvager>) with the salvage terminal (at the plot) by selecting the menu [link transponder].
Now you have the <Synced microtransponder> for Cue.
Go to your Observatory in early morning to read the terminal inside. You will have to read this terminal every morning until you get the code. (Sometime it will take 7 game days or more, so, be patient.)
You can sleep at a bed for 24 hours, then read the terminal, and go back to sleep for 24 hours, rinse and repeat until you get the code.
Obtain Poseidon uplink code:
Go to the basement of Poseidon Energy building near Quincy and get it from a terminal in the basement.
You can obtain the code before the quest starts.
Take all items back to Cue and wait for about a game week or so.
Get Euclid's C-Finder from Cue to end the quest.
Now you can use Euclid's C-Finder to command Archimedes II as you wish.
Cue at Advanced Weapons Research Lab
After you align all panel, microtransponder can be used with the terminal.
The terminal in basement of Poseidon Energy that gives you the uplink code.
Hack 4 terminals inside the lab in a correct order to power on the lab. (The panel of each terminal will light up once you hacked into, or turned off if you hack in the wrong order so you have to start over.)
(Skippable) You take the encrypted holotape inside the room and put it in the INPUT slot (under Mr. Genius) and get the decrypted one from OUTPUT slot. Now you learn that you should not enable Mr. Genius.
Talk to Mr. Genius, the robot.
Get <weapons-grade nuclear material> from <random location>. (If quest marker disappeared, reload old save.)
Come back to Mr. Genius and transfer the object to the <output slot> by clicking on it. Then you will be instructed to wait for a few days.
Talk to Mr. Genius.
Get <radar transmitter> from <random location>. (Reload old save if quest marker not shown)
Come back to Mr. Genius and transfer the object to the <output slot> by clicking on it. Then you will be instructed to wait for a few days.
Talk to Mr. Genius.
Get 5 <dispersant canisters> from Hallucigen.
Come back to Mr. Genius and transfer the object to the <output slot> by clicking on it.
Talk to Mr. Genius. He explains a plan to end the human race. You talk him out of it. (Speech check needed.)
While stuck inside the lab, you operate the fifth monitor (the new one on the right of all 4 terminals) to dispense a <protective gas mask>, get it from the OUTPUT slot and wear it.
Talk to Mr. Genius.
Get out of the lab, now you find a new monitor outside on the front wall, play a shooting game, win 3 rounds to disable EMP emitter.
Talk to Mr. Genius. At this moment, there will be a fighting going on outside, you can ignore them as your settlers are fighting the enemies.
Turn off all the values in the room. Look at the number on the left side of the value cabinet. You have to turn off them from number 1 to number 3, and from left to right within each set.
Talk to Mr. Genius again, Now Mr. Genius dispenses gas to knock out all settlers outside.
Read messages from the fifth terminal. Once you read a specific entry, it generates a new entry, read the new entry which contains logs and some error entries. Read the new entry and now you know that you have to take an exam to obtain the <motivation assistant rod> this automatically turns on a new entry for the exam.
You enter the exam (using the new entry in the monitor). The sequence of answers is as follow: 1,2,1,2,1 (The order of the answers from the top.)
Get the <motivation assistant rod> from output slot, go outside and hit all unconscious settlers with it.
//BUG// If a settler fell under terrain, save and reload the save.
//BUG// In case of a settler stuck under a floor, you might have to get into workshop mode to remove the floor.
At this moment if the terminals turned off., you hacked the terminal again.
Mr. Genius will interrupt you at this moment. You talk to Mr. Genius and he tells you that he has started the robot uprising.
If Mr. Genius did not interrupt you, or the game was bugged in this stage (Game stuck in conversation), you would try (wriggle mouse to) looking around to get out of the conversation, then talk to Mr. Genius to proceed.
//BUG// If somehow you stuck in unknown action and cannot do anything after this conversation, you may have to use console command to fast travel or move to somewhere :
You can use either coc <location name> -if you know a location id or player.moveto <refID>- if you know a ref ID of any NPC) to move away from the current location.
Go back to the lab, unselect object and use tcl to get inside the locked door into the lab. (tcl will not work if any object is selected and you see the ref ID in the console)
Use tcl again, then click Mr. Genius to continue the conversation.
Regis, the scientist involved in the creation of Mr. Genius, appears at the scene and talk to Mr. Genius. You listen to the conversation.
Talk to Regis.
Go outside and kill the robot <The Commi-Killer 9000> that contains a cognitive processor and bring the processor back to Regis.
Talk to Regis, he will take the processor and integrate it to the lab transmitter. You watch the scene unfold before you.
Talk to Mr. Genius one last time, then shutdown him using the fifth terminal.
You can now use the terminal outside the lab to trigger EMP Blasts, Knockout Gas, Hijack signal. Use it wisely as it can effect your allies as well as your enemies.
This quest is quite easy to follow, just do as the quest tells you.
Most of the time it involves reading a terminal at the second floor. Only one time you will help a scientist testing Nuka products. Each step of the quest interrupted by waiting for a few game days.
The first step is to prepare Nuka colas and store in the refrigerator on the second floor (until it is full, 20 bottles) and build a melon farm plot.
When asked to test Nuka products, get in the testing room inside the lower floor. Sit on a chair, When asked to taste a product, simply align the center of you screen to the product and press [E] to interact. (There is no crosshair or any text to guide you.)
Pick up 3 large scale fusion cores from the floor under the reactor, if you cannot find them, refresh the plot.
Insert them in the <randomly> correct slot positions and turn on the reactor using the electric cut-out inside.
I suggest you try only one core first , turn the power on and see if the core lit up, if not, turn the power off, remove it and insert into the next slot and turn the power on until it lit up, then leave it at the position and doing the same for the rest.
Wait for a few days.
Read the note on the water tank inside. (If you can not find the note, refresh the plot.) You solve the water problem by obtaining 50 <ultra pure water> from filtration plant. (You need coal from coal pit to refill)
Wait for a few days.
Now you find a schematic of <Yangzte> inside the plant. (Again, if no schematic to be found, refresh the plot) At this stage, <depleted fusion cores> will be placed inside the submarine.
If you went to the submarine before this stage you will not find them inside. You have to go back again after you found the schematic.
Go to the submarine and find them in <random predefined locations> inside the submarine. I suggest you sweep the place, one room at a time. Some may be under the water and is hard to find, some are placed above a cabinet or on a machine. You need 4 core in total.
Known places:
one inside a small water flooded room on the left of where captain Zao stands.
one inside a small room where the door is on the opposite side of the small flooded room.
one inside crew quarter, in/on a cabinet near a desk.
one inside a room after the reactor room, above the cabinet and,
another one on a machine at your waist level (in the same room as the previous one).
one inside the engine room in the lower desk on the front side of submarine, it is under water and has to walk all the way inside.
one inside the weapons storage room.
one inside the medical room.
(Sorry I can not remember all the locations I found in my several playthrough, and the locations above may not be correct so spare me!)
Insert all 4 cores into the remaining slots, do as you did earlier.
Jump start the reactor using <plasma grenade> by opening the reactor door, equip the grenade then throw one into the reactor (Aim carefully so you do not harm yourself.) Then close the dook quickly before it goes off.
The easiest way to do is to climb the ladder a few steps until you reach the same height as the reactor door, open the door, aim the cross hair in the opening and throw one, then close the door.
Click on the fusion core charger panel to get the first newly charged fusion core.
You can use this machine to recharge your depleted fusion cores from now on.
Read a note inside the plot.
Put a <laser pistol> in the cabinet, then wait for a few game days.
Insert treated grass from <glass blowers> plot, then wait for a few game days.
If you do not have it, you will see yourself insert a normal glass panel in the slot and see it disintegrated before your eyes.
Put an <institute laser pistol>, a <laser musket>, and a <gating laser> in the cabinet. Wait for a few game days.
Get the <energy scanner> from the table.
Run the scanner in the glowing sea near the <rocky cave> where Virgil lives by simply drop it on the ground. Wait for the scanner to complete.
Take the scanner with a holotape contains <Energy Signature: Radiation> back to the Weapons lab and insert it in the monitor at the side of the door. You will be notified that holotape is stuck inside and you will be presented with a new entry, which can be used once the quest is completed.
Run the scanner in the teleportation room in the Institute. (the room when you reach Institute for the first time.)
If you are not yet to discover the Institute or you have already done main quest and now you can not enter the Institute, use a <defective institute beacon> from <military salvagers> , equip the beacon and throw it on the floor. Then run the scanner. You should use this beacon in an open area far from people, because you will be greeted by a large number of Gen 1 and Gen 2 synths.
Wait for the scanner to finish its job, then take the scanner with a holotape contains <Energy Signature: Quantum> back to the Lab and use it at terminal.
Run the scanner near the UFO crash site near Oberland Station. Beware of a moderate group of aliens which will be difficult to fend off if you are at a low level. (On the flip side, alien blaster dropped by aliens is a powerful weapon.)
Wait for the scanner to finish its job, then take the scanner with a holotape contains <Energy Signature: Alien> back to the Lab and use it at terminal.
Run the scanner in front of Lorenzo Cabot's detention room at Parson State Insane Asylum. (You gain access to this room with the quest [the secret of Cabot house])
If you already get <Lorenzo's artefact gun>, you have to go inside Lorenzo's room (there is a button near the door), equip the gun first , then run the scanner. //BEWARE// Once you finish the quest [the secret of Cabot house] and get the notification to meet Jack Cabot, you have to see him within 7 game days, or he will be aged and can not give you the gun anymore.
Workaround can be found here.
Wait for the scanner to finish its job, this may take some time longer than the previous ones, be patient (and look for the notification on the screen). Then take the scanner with a holotape contains <Energy Signature: Mystical> back to the Lab and use it at terminal.
Wait for a few game days.
Connect a wire from the plot's pole to the base of the machine on the roof. (If you can not find the connector under the laser gun on the roof, refresh the plot.)
Push a button inside the lab to test the machine.
END QUEST.
//NOTE// You can select type of weather by selecting <Energy Signature: xxxx> from the monitor, then push button to fire the machine.
Now you can change the weather to the one you like from 5 selectable weather types. (Including one from solar tower plot.)
This quest is quite easy to follow, just do as the quest tells you.
Starting the quest by walking up to the second floor. Pick up all the fuses on the floor inside a small room and from the panel. You re-insert them in to the slots, which divided into three sections. You have to insert the fuses so that the summation of the fuse rating is equal to 100A in total for each section.
Then the quest will guide you how to use the plot, which you will follow the procedure for each new recipe you learn from the plot.
You can find medical notes in a paper box in the lower shelf, while emergency medicine that cures you in case you do something wrong is on the upper shelf. If you got radioactive sickness, you can use decontamination arch at the front door, also emergency shower is on its side.
At the time of writing, there are 19 recipes you can learn from the lab. After that, the quest will not advance and you will be stuck with a non-finished quest. To remove the quest from your quest menu, use
completeQuest kgSIM_MedicalResearch_P1
Formulas (19 in total)
1. tato broth, crush hubflower, powdered razorgrain
2. mash mutfruit, soak melons x2, steep tarberry
3. siltbean tea, toasted carrots x2, crushed thistle
4. crushed bloodleaf, browned brain fungus, toast corn
5. flaked tarberry, seared gourd, hubflower infused water
6. crushed tarberry, sterilized melon, carrot infused water
7. boiled glowing fungus, dissolved corn x3, powdered gourd
8. burnt tato, pureed mutfruit, steamed glowing fungus x2
9. wilted tarberry, reduced razorgrain, dissolved melon
10.tarberry infused water x3, toasted mutfruit,broth brain fungus
11.powdered mutate fern, burnt brain fungus x2, mashed carrot x2, pureed corn x4, flaked gourd x2, dissolved hubflower, seared melon x2, crused mutfruit, wilted razorgrain x3, steamed tarberry, browned tato x2
12.mutated fern broth, reduced bloodleaf x2, boiled tato x4, steeped hubflower
13.dissolved thistle x2, melon infused water, steeped mutfruit x4
14.browned silt bean x2 , crushed carrot x4, flaked razorgrain x2
15.seared brain fungus x2, sterilized glowing fungus x4, reduced mutated fern x2, steamed razorgrain
16.boiled brain fungus x3, toasted glowing fungus x2, pureed hubflower x4 , boiled gourd x2
17.sterilized blood leaf x2, burnt silt bean x4, steamed carrots x4
18.soaked thistle, carrot broth x4, browned corn x2
19.wilted thistle, soaked silk bean, gourd tea x4
This quest is a story quest, which is different from the rests which are more like fetch quests or puzzle quests. You just follow the conversation and quest markers and everything should be uncovered. However, due to the nature of game engine, there might be glitches along the way.
//IMPORTANT// Create a new save file before drinking the water. The quest tends to be buggy at the first location. Also you might save game along the questline in case an object that gives you a clue in the next stop is missing. You can walk along the way from the first location through the quest, so I suggest you walk instead of fast-travel to reduce the chance of getting bugs.
The story went like this:
Once you improved a community well into a distillery. You drank the water from bathtub inside several times until you passed out.
You gained consciousness in Mystic Pines building in the morning and saw <Tom Sanford> greeting you then told the story you did last night and told you that some guy was angry at you involving his daughter, <Lily>.
You searched several raiders (or a raider) that were lying around and found a note. It pointed you to the next location.
//BUG// if there is no raider inside Mystic Pines apart from PC and Tom. Reload the last save. If the problem still persists, quit and restart the game. You should find at lease one raider lying in front of you when you waked up.
Tom is also a merchant. You can buy or sell items with him.
You could ask Tom to join you in a settlement, but he will politely refuse.
You went to Jalbert Brothers Disposal, and found another note on a cigarette dispenser located between radiated trailers and a small building next to a Nuka cola machine. It revealed the next location.
There will be a moderate groups of raiders waiting for you, alongside with molerats from the vanilla game. These raiders will also respawn from time to time after the quest ends.
//BUG// if you can not find note on the cigarette machine, reload the last save.
You went to Chestnut Hillock Reservoir and found another group of raiders waiting for you. You found another note on an office desk inside a small run-down house.
There are a few raiders located in the house in the vanilla. This quest also introduces a few more raiders and they will respawn from time to time from now on.
//BUG// if you can not find the note, reload the last save.
The next stop is a multi-stories car park to the south of Fairline Hill Estates. You passed through a challenge course, disarmed traps and everything and reached the top of the car park. Here, the rest of the quest unrolled itself before you.
The main antagonist, <Magnum>, is voiced by YongYea.
Beware of a large number of cars in the location. It is very likely that they will explode spontaneously and you will likely die even you are a high level PC.
Kinggath, the creator of Sim Settlements, has already upload a quest playthrough for you. You can watch it below.