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Old Post Clear settlement of its ennemies

tomume

New Member
Messages
5
Hi everyone,



Probably already answered somewhere and I'm sorry to annoy you guys here but I can't find the solution.



So here the thing, I rushed straight from lvl 1 to Nuka World, did all the quests there, conquered 3 settlements in Commonwealth. Changed sides did the OpenSeason, killed every single raider i could see.



Now I try to take back those 3 settlements. What do I have to do ?!? I mean I killed everyone but there are still some ennemies around apperently. They don't appear on the compass. I tried with the command "tlc" to see if the npc was stuck under the map but i didn't see anything. The same issue appens in stalight settlement, I killed molerats but there are still ennemies out there I cannot find....
---------------------------------------------------------
what worked for me was that:
For Starlight Drive In
setlocationcleared 24F96 1
(killall didn't worked).
-----------------------------------------------------------
Also, there is something else weird too. I got some quests by preston where I should go talk to settlers in X location. When I go there, the settlers were killed by raiders but when I approached them to talk they start shooting. So i shoot back and kill them but then the quest fails!

Preston Garvey doesn't give me any radiant quests anymore. Which is kinda weird. At Starlight drive in, the molerat extermination wasn't even active, I just went there and killed them. When i entered the command setlocationcleared 24F96 1 I got the ex (for killing a hiddent rat/raider npc ?!?) but not for completing the mission.

For Coastal Cottage, killall didn't work either. And i did not have setlocationcleared ID so I could not try. I was supposed to go there and kill the raider there, when arrived, there were 3-4 raiders and some heavy armored boomer. Killed them all. Didn't worked. After that I was a bit pissed so I stop trying, and went to watch football on tv.

PS: got another issue with sanctuary where I have 280 purified water production but only have 13 purified waters in my workshop.... EDIT: This was corrected by a mod that removes cap production on settlement.

PS2: I play with all sim settlements packs, the 3 in 1 and the conqueror and a lot of other mods (but they should not affect settlements)

PS3:

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
TrueStormsFO4.esm=1
ArmorKeywords.esm=1
Loads.esm=1
NewCalibers.esp=1
XDI.esm=1
ConcealedArmor.esm=1
HUDFramework.esm=1
SimSettlements.esm=1
WorkshopFramework.esm=1
GCM_DLC_Automatron.esl=0
UncappedSettlementSurplus.esp=1
TrueStormsFO4-FarHarbor.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
TrueStormsFO4-FarHarborExtraRads.esp=1
TrueStormsFO4-NukaWorld-FH-Compat.esp=1
Companion Infinite Ammo.esp=1
Quieter Settlements - Vanilla.esp=1
Quieter Settlements - Wasteland Workshop.esp=1
Quieter Settlements - Contraptions.esp=1
Vivid Fallout - All in One - Best Choice.esp=1
EasyHacking.esp=1
AzarPonytailHairstyles.esp=1
Pip-Boy Flashlight.esp=1
Stm_DiamondCityExpansion.esp=1
GoodneighborExpanded.esp=1
AnS Wearable Backpacks and Pouches.esp=1
SKKSettlementAttackSystem.esp=1
SettlementMenuManager.esp=1
PA-Quick Animations.esp=1
Nuka World Creature XP Tweaks.esp=1
BetterSettlersNoLollygagging.esp=1
Loads of Ammo - Leveled Lists.esp=1
BetterModDescriptions.esp=1
Armorsmith Extended.esp=1
ValdacilsItemSorting-ZY-DLCAutomatron.esp=1
ValdacilsItemSorting-ZY-DLCNukaWorld.esp=1
ValdacilsItemSorting-ZY-DLCFarHarbor.esp=1
ValdacilsItemSorting-Mods.esp=1
RaiderOverhaul.esp=1
SuperMutantRedux.esp=1
The Collector's Guides AIO.esp=1
Eli_Armour_Compendium.esp=1
FallComplete.esp=1
DeadlierDeathclaws.esp=1
W.A.T.Minutemen.esp=1
SimSettlements_MegaPack_YearTwo.esp=1
SimSettlements_XPAC_Conqueror.esp=1
CheatTerminal.esp=1
CraftableAmmo.esp=1
CraftableAmmo_plus.esp=1
BetterSettlers.esp=1
BetterSettlersCCAPack2.0.esp=1
BetterSettlersMortalPack.esp=1
ValdacilsItemSorting-ZZ-DLCWeaponsOverride.esp=1
AEWS.esp=1
Better Explosives Redux.esp=1
ValdacilsItemSorting-Weapons.esp=1
10mmRevolver.esp=1
ASVektor.esp=1
DOOMMerged.esp=1
F4NVServiceRifleRedux.esp=1
CartographersMapMarkers Commonwealth.esp=1
AtomicAnnieLagrieGun.esp=1
SalvageBeacons.esp=1
Yona_Weapon_DefenseGun.esp=1
BattleRifle.esp=1
DD_bleu_Ump_Extreme_Lore_friendly_edition.esp=1
SuperMutantRedux_WeaponsmithExtended_Patch.esp=1
mjp_PTRS41ATR.esp=1
M14.esp=1
M2216.esp=1
3dscopes.esp=1
DOOM1911.esp=1
DOOMMerged_1911_Engraving_Add-On.esp=1
LegendaryRarity10.esp=1
LegendaryAllDifficulties3x.esp=1
SuperMutantRedux_ArmorSmithExtended.esp=1
Raider Overhaul - AE Patch-Restored Content.esp=1
ConcealedArmor.esp=1
Faster Terminal Displays (20x).esp=1
1xPlayerDamage.esp=1
ValdacilsItemSorting-AidReducedWeight.esp=1
ValdacilsItemSorting-AmmoWeightless.esp=1
ValdacilsItemSorting-ZZ-DLCArmorBySlotOverride.esp=1
ValdacilsItemSorting-ArmorBySlot.esp=1
ValdacilsItemSorting-ZZ-DLCCosmeticsByClassOverride.esp=1
ValdacilsItemSorting-CosmeticsByClass.esp=1
ValdacilsItemSorting-ExplosivesSortTop.esp=1
ValdacilsItemSorting-JunkBetter+DEF_INV.esp=1
ValdacilsItemSorting-Misc.esp=1
ValdacilsItemSorting-Perks.esp=1
ValdacilsItemSorting-ZY-DLCContraptions.esp=1
ValdacilsItemSorting-ZY-DLCVaultTec.esp=1
LegendaryModification.esp=1
LegendaryModificationMisc.esp=1
LegendaryModificationCSA.esp=1
LegendaryModificationGroknak.esp=1
LegendaryModification Combined - 2LM and DLC's.esp=1
GCM.esp=1
SuperMutantRedux VIS Patch.esp=1
SuperMutantRedux_VIS-G_Patch.esp=1
AEWS_NukaWorldPatch.esp=1
BetterCompanions.esp=1
CartographersMapMarkers FarHarbor.esp=1
Nuka-World Collectable Markers.esp=1
CartographersMapMarkers NukaWorld.esp=1
RegsPrefabs.esp=1
TransferSettlements.esp=1
ImmersiveScrapping_SeasonPass.esp=1
ValdacilsItemSorting-NotJunk.esp=1
D.E.C.A.Y.esp=1
Deathwings.esp=1
Nuka-Cola Flavors for the Commonwealth.esp=1
Auto Loot.esp=1
RichMerchants.esp=1
free_downgrades.esp=1
EnhancedLightsandFX.esp=1
 
A few things......

This is speculation because I don't know for sure, but you flipping on the gangs has caused a scenario that conqueror doesn't yet account for. You also have mods that alter settlers and settlement behaviour.
So the player faction relationship with other factions is all screwed up.

To get around some of your problems: Keep using the setlocationcleared cmd but also use SetPapyrusVar OwnedByPlayer 1 after that one. Then leave/fasttravel and you should have full ownership when you return.
Where the settlers are hostile run tai before they turn hostile so you can get to the workbench to run the above cmds.
 
Ok thanks ! I'll try this when i get home.
How do I get the location ref ?!? because i have to put it after setlocationcleared right ?

Should I remove mods that alters settler behavior ?
 
Go to the workbench and click on it in the console. The workbench number is the location id.

As for removing the mods I honestly don't know, because I can't say for sure if they are the problem.
 
A few things......

This is speculation because I don't know for sure, but you flipping on the gangs has caused a scenario that conqueror doesn't yet account for. You also have mods that alter settlers and settlement behaviour.
So the player faction relationship with other factions is all screwed up.

To get around some of your problems: Keep using the setlocationcleared cmd but also use SetPapyrusVar OwnedByPlayer 1 after that one. Then leave/fasttravel and you should have full ownership when you return.
Where the settlers are hostile run tai before they turn hostile so you can get to the workbench to run the above cmds.

I have found the Killall command doesn't work always when there are enemies not yet triggered to fight you. like a sleeping ghoul, not in combat, so killall may/maynot get him.

Starlight, you have to kill the radroach in the storage room under the screen. Not just the molerats.

Coastal cottage has mirelurks I think. 2 of them in a straight vanilla game. If they are buried / sleeping in the dirt, killall won't get them either.

I use tcai to turn off the combat ai system... not sure if it does less or more than tai ... seems like only the enemies are frozen, not everything else.
John
 
Hi everyone,

<<SNIP>>


RichMerchants.esp=1
free_downgrades.esp=1
EnhancedLightsandFX.esp=1

I noticed you use the SKK mods. I do at times on various games. I have noticed that while they work, there are some nuances that affect workshop ownership. It works, but it affects SS for me (meaning, I can build cities, but cannot assign a City Leader. Says I need more allies)

Just curious, did you run the SKK Minutemen Quick start? I used that once, and it works, but it also wouldn't allow me to do Sturges building Quest - which one of my mods depends on that completion before activating (wasn't a problem, but just needs worked around). I also know to ininstall it after it is ran... didn't see in your load order so thought I would ask.

John
 
Hi, nop didn't run that at all. Just the settler behaviour mod.

Should I try this ?

A few things......

This is speculation because I don't know for sure, but you flipping on the gangs has caused a scenario that conqueror doesn't yet account for. You also have mods that alter settlers and settlement behaviour.
So the player faction relationship with other factions is all screwed up.

To get around some of your problems: Keep using the setlocationcleared cmd but also use SetPapyrusVar OwnedByPlayer 1 after that one. Then leave/fasttravel and you should have full ownership when you return.
Where the settlers are hostile run tai before they turn hostile so you can get to the workbench to run the above cmds.

It works as it allows you to build in the settlement. BUT it doesn't remove the fact that the settlement is still under raider influence. Still perceived as raider settlement and raiders from nuka world are still spawning around.


Should i try this ?
SKK Workshop Ownership Utilities (no link as I'm new into this forum)
 
It works as it allows you to build in the settlement. BUT it doesn't remove the fact that the settlement is still under raider influence. Still perceived as raider settlement and raiders from nuka world are still spawning around.


Should i try this ?
SKK Workshop Ownership Utilities (no link as I'm new into this forum)

I don't know, I have never flipped on the gangs and as far as I'm aware once you take a settlement for the gangs they remain that way. I could be wrong on that though.
 
Hi,
today i finally managed to solve this (I guess).
So I had 3 settlements owned by raiders (a lot more of vassals [under raiders influence]).
Coastal
Croup Manor
Starlight
--------------------------------------------
So I wrote this in console:

help [locationame] 0 / help coastal 0 for example
(get the location number)
setlocationcleared [locationID] 1
--------------------------------------------
I did this 3 times and then added this:
SetPapyrusVar OwnedByPlayer 1

-----------------------------------------------------------------------------------------------------------

Sorry if I couldn't do it faster, I'm not an expert of bethesda commands.


EDIT: It worked partially as i can send settlers to starlight. Doesn't work when doing supply lines. The settlement doesn't show up as a possibility.
 
Last edited:
EDIT: It worked partially as i can send settlers to starlight. Doesn't work when doing supply lines. The settlement doesn't show up as a possibility.
The supply lines not working is a bit concerning. With Conq. all of your Vassals should automatically make a trade connection to your Outpost(s).
If you're hard pressed to get the supply line thing worked out, there's a mod called IDEK's Logistics Station for Sim Settlements. It uses a standard Industrial Plot and will automatically set up a supply line in any other settlement that already has a Logistics Station. Of course, you have to assign settlers to the plots.
If IDEK's doesn't work, there may be a deeper problem with how the game recognizes that particular settlement.
 
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