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No Response Outpost Settlements

Drokmar68

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135
So I have set RR as my first Outpost and everything is going ok, and knowing that raiders don't like doing anything, I really can't set it up using a city plan cause there will be more than just residential plots, and they tank happiness if I make them work.

So are all the outposts you have, have to be built manually?

Also, I took Starlight as my first capture, but when I talk to the quest giver, he allows me to take that as a slaver settlement also, so settlements can be both, or is that a mistake?
 
Actually I have another question about Sanctuary. Once I talked with Preston, I just was able to use the workbench. I do like that part, cause I don't want to be nice to them. However, when I put down a city planner desk it is automatically lead by Jammer. Is that right? If so, I can I make them a resource settlement?
 
I took over Sanctuary as my first raider settlement and i'm building it industrial
I'm starting to have happiness problems but factories work and produce resources so i guess they will start upgrading soon
Farms work really bad, just one food for a lvl 1 farm; dunno if it's -1 or half the 2 food it should be; have to wait for it to upgrade
Dont ever think to use a city planner on Sanctuary; dont want to have armor, weapons and chem labs destroyed for dunno how long
 
Sorry for all the questions, but I'm just baffled. I'm trying to take over my 2nd settlement and DANG... I took 20 guys with me, and there had to have been like 30 Gunners there, and had to be all level 60+. My crew and me were dead in a minute or two.

Is it suppose to be that hard. Granted I'm on Survival, but wow I'm not sure if I can ever take over anymore settlements at this rate.
 
Ok, so I finally got Abernathy, however when the battle finished all the settlers and civilians just blew up and died... is that right? Now instead of having 15 people, I only have the 3 Abernathys.
 
I took 13 guys to attack Abernathy, had to reduce difficulty from WH to Easy after let's' say ten or more attempts where i died after 2 minutes, and finished with just 5 settlers alive.
Now i should tell Jammer i won, but the idiot decided to take a vacation is Spectacle Island the easiest place to reach at level 14 so now i'm doing the main quest waiting for either he going in an easier place to reach or me to be twentysomething level and be able to kill a mirelurk queen
 
Let me kind of rephrase what I said. So yes I was left with only the Abernathys, but now that it's a vassel site, how do I get more "settlers" there? This is really a question of how this works, I never played the bad guy with Nuka-world, but I would watch videos of people setting up the settlements, wait for settlers to get there, say like 10, go take over the settlement and have those 10 people working for them.
 
OMG, I'm feeling bad asking all these questions, but I just noticed this. I'm setting up to get Sunshine Tidings, and run over to my raider group to find 5 of my raiders already dead in the middle of the rest of them. I'm hoping that's a bug cause I was needing 15 and now I have 10 before I even start.
 
Let me kind of rephrase what I said. So yes I was left with only the Abernathys, but now that it's a vassel site, how do I get more "settlers" there? This is really a question of how this works, I never played the bad guy with Nuka-world, but I would watch videos of people setting up the settlements, wait for settlers to get there, say like 10, go take over the settlement and have those 10 people working for them.

Same problem here. I cannot build in Abernathy and settlers count there doesnt increase. Planner desk doesnt work for building plans because they arent interested in having a more efficent town.

Building up a settlement like Starlight developing it with lots of farms and conquering it was my plan too, but to attack a settlement i need to talk to Jammer and the moron went to Spectacle and going there is a long dangerous walk and a swim that i cannot do in power armor.
Now i'm going to the Railroad to get the starting mission where i know i can find an hazmat suit to be able to make the long swim to Spectacle, where i know i will find a queen.
I always tought that Preston asking to meet him at the castle at lvl 15 to kill a queen was asking for a suicide, but this one is a lot tougher, going to atom crater would be a stroll in the park compared to this one, can just think of Quincy Gunners base as an harder place to reach.
BTW ahving killed Preston i dont think i'll be able to get artillery that would have been fun to use against settlements.
 
My Jammer went walkabout to Egret. My Outpost is Zimonja and vassal is Tenpines. Is Jammer like that nervous Railroad guy they send out to the new settlement, and actually arrives at a completely different settlement?
 
Couple of points I can address here:

1. Your raider recruits are super low level because you are super low level. As you get higher level, you will attract higher level recruits. One of the things we aim to do still, is give you more raider activities to do to level up, so you have a means of powering yourself up without having to do all of the "good guy" quests.

Until then, you'll want to level yourself up some, continue to feed Jammer resources to recruit more people, and also consider gearing up your recruits.

2. The enemies all going hostile on you after a Vassal attempt is a bug. It's very inconsistent, and I'm still researching why it happens for some people. If you'd like to open a bug report on it with your load order, and perhaps a link to download your save file from a google drive or dropbox share, it could help speed up the research.

3. There should never be 30 gunners spawning as defenders. Yet another reason to suspect some sort of bug or conflict.

4. The Vassals will continue to recruit more people, so in the event that you do wipe out a lot of them (again, you shouldn't be. Only the Hired Guards, Gunners, and faction defenders should be killable - Civilians and Settlers during a Vassal attack should just go to the injured state, and then become neutral after the fight is over).

5. Per raiders dieing before you get there, I have this on my list. I think it's either a weird quirk with the game's AI, or they are getting in fights with random enemies before you get to them. Either way, it should be solvable and is on my list.

6. Jammer running to the wrong settlement is a sign that everything bugged out. He should go to your first Outpost within a minute or two after capturing it. If he doesn't you should roll back to before you ran that raid and try it again. This is another inconsistent issue that I'm looking into, and will be addressing as quickly as possible.
 
1- I was not SUPER low at Abernathy far attack time, even if high low is an obviously relative concept; i think i was around level 10 having done Jammer quest chain and taken the experience also from Tenpines quest being Corvega the same target. Now i'm 15 and after Abernathy assault i just did Trinity, to have Strong and the melee BH and doing Valentine for the main quest.
Gearing up is something i'm doing giving my grunts the bunch of SMG i got from triggermen

3 Is not my case; i was fighting just all the settlers, the Abrnathy family that needs to be killed twice because they get up after being killed first time and half a dozen Hired Guns. Dont know the level because i havet yet got the perk to know that, just know there were no skulls in the health bar; lets say the guards were the difficulty of the toughest triggermen with the added problem that during the battle there is no way to go back in stealth, a huge problem with my sneak and stab build.

4 Need to go there and check, maybe now they are more than 5; anyway they are able to feed the ten raiders at my base that are producing just 2 food from 2 farms.

5 After killing Preston in Red Rocket, that was farming near the NW corner so near Sactuary bridge and sending Codsworth in a settlement far away there were no more deaths apart one from an unnoticed raider attack before i was able to set up defences

6 In fact Jammer, when i spoke with him before Abernathy attack, was glowing yellow as unemployed and the only settlement i had was Sanctuary so he should belong there even if he's in Spectacle.
Dont make me run again Abernathy fight before you fix the all settlers are shooting me bug please, i'd better do something easy like Reunions and the glowing sea walk
JK will do that and look if Jammers goes home or again in vacation on a southern island.

--
I also had a problem with Egret; got a notification it was under attack, even if it wasnt even in my map and once here i was assaulted by near ten level 15 ferals when i was around level 10 12 with some very bad lag, something like having everything freezed for a couple seconds
 
I reloaded a previous save; the only one i had was just before telling Preston i killed the lizard and go together to Sanctuary.
This time i left Preston & co in the museum and i headed to Jammer. Got the quest to kill the three bosses. Done tha quest i attacked Sanctuary: both times there were just two settlers and i had to kill the myself because the gang stopped on the road a bit before the house with the workshop.
When i went back to Jammer the first time he was inside a rock halfway beetween Red Rocket and Abernathy, second time he was near but outside the rock and when i told i wasnt ready to assault a second settlement he started walking south, went around Abernathy then on the road where there is Drumlin diner; the one Carla the trader uses. I was the ambushed by some ferals with a glowing one and at lvl 9 i wasnt able to continue but Jammer was walking south not to Sanctuary where he should have.
Now i'll make a last try: tell him i'm ready, assault Abernathy, and try to catch him before he goes too much south
Edit:
Done the battle, eveybody was shooting at us settlers and hired guns, and catched Jammer; he was near the factory you attack in first mission with Danse heading south.
After saying he was happy we have an outpost and a farm and complained about uninvited gunners; after that he remained marked in the quest but had nothing to say and kept going south.
Think the game is badly bugged; i will do something else till it's fixed.
 
Last edited:
Ok I hope I did this right... should just go to my FO4 Saves folder. Please let me know if it doesn't.
https://drive.google.com/drive/folders/11unhtLPnTIZaLGbnL_2EH3Y62ZsnF0-I?usp=sharing

My load order is below. Keep in mind, the settlers do become subdued. My problem is they all "blow up" after the fight is complete. So they all die and I have no one left.

I think that fight were I had close to 30 some gunners, must have been a one time glitch, I haven't had that again and it's normally around 10-15.

Oh one other thing. I'm on PC and I add experience to my character so I start out at lvl 50. I normally do this right before the Concord stuff. If you think that messes stuff up, I'll try without doing that.

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 DLCUltraHighResolution.esm
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4002-pipboy(blue).esl
254 FE 2 ccbgsfo4004-pipboy(camo02).esl
254 FE 3 ccbgsfo4014-pipboy(white).esl
254 FE 4 ccbgsfo4005-bluecamo.esl
254 FE 5 ccbgsfo4016-prey.esl
254 FE 6 ccbgsfo4033-powerarmorskinwhite.esl
254 FE 7 ccfrsfo4001-handmadeshotgun.esl
254 FE 8 ccbgsfo4045-advarccab.esl
254 FE 9 ccfsvfo4003-slocum.esl
254 FE a ccgcafo4002-factionws02acat.esl
254 FE b ccgcafo4010-factionws10rr.esl
254 FE c ccgcafo4012-factionas01acat.esl
254 FE d ccgcafo4019-factionas08nuk.esl
254 FE e ccgcafo4020-factionas09rr.esl
254 FE f ccswkfo4002-pipnuka.esl
254 FE 10 ccswkfo4003-pipquan.esl
254 FE 11 ccbgsfo4053-dggoldr.esl
254 FE 12 ccbgsfo4021-powerarmorskinblue.esl
8 8 HUDFramework.esm
9 9 SimSettlements.esm
254 FE 13 RR.esl
254 FE 14 Sanctuary by VikingBaggins.esl
254 FE 15 SimSettlements_IDEKsLogisticsStation.esl
10 a WorkshopFramework.esm
11 b Eli_Armour_Compendium.esp
12 c RecruitableSettlers.esp
13 d ClassicShacks.esp
14 e AnotherBrickInTheWall.esp
15 f JibsResidentialAddOnPack.esp
16 10 VFXAddon.esp
17 11 SimSettlements_XPAC_Conqueror.esp
18 12 B84sThemedResidentials.esp
19 13 SimSettlements_AddOnPack_AwsomeTown.esp
20 14 SS_AddOn_CbC_AIO.esp
21 15 SimSettlements_AddOnPack_Defences_Brae.esp
22 16 CorvalhoWidowShotgun.esp
23 17 JunkTown.esp
24 18 ruined_simsettlement_addonpack.esp
25 19 UitFJ.esp
26 1a TrailerParkDreams.esp
27 1b ohSIM_Sim_Settlements_Scrappers_Addon.esp
28 1c SimHomestead.esp
29 1d home_improvement_all.esp
30 1e JT-Fences.esp
31 1f SimSettlements_MegaPack_YearOne.esp
32 20 WVSimSAddon.esp
33 21 MJC_Sim_Settlements_Addon.esp
34 22 Altairp's Animal Farm.esp
35 23 AzarPonytailHairstyles.esp
36 24 BetterSettlers.esp
37 25 BetterSettlersCleanFacePack.esp
38 26 BetterSettlersNoLollygagging.esp
39 27 BetterSettlersCCAPack2.0.esp
40 28 CBBE.esp
41 29 FP_SimSettlements-Leaderpack.esp
42 2a IndustrialCity_Sim_Settlements_Addon.esp
43 2b DelyteC&E.esp
44 2c Dickys Pinup Outfit.esp
45 2d dinoshelf.esp
46 2e dinoshelf_extra_ammo.esp
47 2f dinoshelf_retex.esp
48 30 Dance-Ola.esp
49 31 CREAtiveClutter.esp
50 32 g2m_Workshop_Nexus.esp
51 33 DDP_Lightbox1.esp
52 34 SimSettlementsAddOnPack - RaiderRefugees.esp
53 35 ss_addon_pbpp.esp
54 36 K-Girl outfits.esp
55 37 PCDugSIMAddon.esp
56 38 Pastel Wigs.esp
57 39 RS_Sim_AddOn.esp
58 3a RecruitableSettlersLeaders.esp
59 3b SSAOP_SamutzVault88.esp
60 3c SettlementMenuManager.esp
61 3d SimSettlements_AddOnPack_SimTowers_JtBryant.esp
62 3e SimSettlements_Addon_VaultLand.esp
63 3f SimSettlements_CityPlanPack_ContestEntries.esp
64 40 Sim_Settlements_Mayors.esp
65 41 SurvivalOptions.esp
66 42 WorkshopPlus.esp
67 43 zWGirlClothSimply.esp
68 44 Grasslands - Healthy.esp
69 45 SS MegaPackOneYear-Previews.esp
70 46 Vivid Fallout - All in One - Best Choice.esp
71 47 DX_Black_Widow.esp
 
I believe I have the Jammer wandering issue resolved on my test build. The game apparently can fail to assign the correct travel package to NPCs.

I've seen this same behavior happen with vanilla settlers, where they will just randomly leave the settlement and wander off somewhere else for a while. I had never understood what that bug was, but now after replicating the issue with Jammer and monitoring his AI packages, I was able to see where something got weird, and it had nothing to do with Conqueror - was just the vanilla AI packages. I actually might make a tweak to the AI for Workshop Framework to prevent his from happening to any NPC.

Per the attack difficulty, we'll find a good balance eventually. It was never really an issue during testing for anyone, so I don't know how much this has to do with chosen startup options, installed mods, difficulty levels, etc. My aim will be to give players more control over it so people who want a challenge can have it without it frustrating everyone else.
 
Question: when i attack a settlement to subdue, not to kill everyone and make an outpost, settlers and civilians should fight back or not?

I usually want a challenge, and i play Very Hard, but this one was overwhelming at least for me and my playstyle.
Very limited time, because the raiders will all die in a minute, i lost an attempt during the replay in very easy TGM because i used my hand to hand weapon and all raiders died before i was able to kill all the settlers; very bad raiders AI, once i found all the 15 gang dead but two because when waiting for me to come started launching granades at a blood bug up the cliff and hit the rock instead; no way to make sneak attacks, no cover because settlers are eveywhere.
Probably needs to be done later, not at level 10 when i did it, and go in very heavy with power armour a rocket launcher vith a dozen ammo, a minigun for me and another one for Strong or be able to do it alone without raiders to babysit; it will take an hour with a sniper rifle but will be doable.

I know i'm not a very good player, too old and slow for FPS, and to play WH i have to take all the dirty advantages i can: VATS, stealth, mines, long waits to resneack, sacrifice of the companion to get a good hidden position, etc; this kind of battle removes them all and makes me feel powerless.
 
My problem is they all "blow up" after the fight is complete. So they all die and I have no one left.

I had this happen at Abernathy, took over as slave outpost, game said Ok, you're good. Shortly thereafter a huge explosion happened killing a bunch of enslaved settlers - their heads were missing. Chain reaction I think.
 
I believe I have the Jammer wandering issue resolved on my test build. The game apparently can fail to assign the correct travel package to NPCs.
...

Question: once you patch the AI problem on Jammer will he come back to Sanctuary and be available to give quests and organize attacks or I have to consider my campaign screwed and restart a new one?
Asking because i dont want to spend time leveling and getting gear for my grunts if i have to restart anew.
FYI i went to spectacle, using console, but Jammer was unresponsive just saying 'what you want now?' like when i talked to him during the travel after Abernathy attack.
Could try moving him to Sanctuary using ID.moveto player and see if his behaviour changes
 
I had to backup, Jammer just stayed stuck for me. However, I haven't yet gotten to that point where he broke on me yesterday yet.
 
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