Countyboar
New Member
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- 22
I'm having a very strange bug with only SS related mods installed on a fresh save. My recruits act normally before a raid, but after a raid of any kind, two strange things happen:
1) I lose the ability to trade with them through dialogue (for the non-supermutant factions I tested with). When I talk to them, my character says nothing, they only offer some generic npc comment.
2) The recruits from that raid dissapear the next time I access the raid board, no matter which option I pick. They do make their way back to the outpost, and they do appear as available attackers, but after selecting any raid board option they disappear. If I hit cancel, they're gone. If I set up another raid, even if I include those recruits in it, they disappear as soon as I exit the raid menu. If I press "not enough attackers" when it applies, they dissapear when the raid menu pops up again, and they no longer appear as available attackers. It doesn't seem to matter if the recruits level up or not during their first raid, in either case they dissapear after touching the raid board. Also of note, they do dissapear from the population count and from any assigned jobs/plots. They're totally gone.
My load order for the test was as follows:
Official game and all expansions
WorkshopFramework.esm
HUDFramework.esm
SimSettlements.esm
Sim_Settlements_XPAC_Conqueror.esp
VFX SuperMutant Conquerer Faction.esp
Faction Addon Minutement.esp
And on my first round of tests on a different save I also loaded a faction pack I was working on right after conquerer. I removed it because I thought that might be the issue.
I am having this issue with my WIP faction, the supermutants, and the minutemen. I'm really at a loss for why this happens. Is there any chance anyone else is having this issue? I'm pretty close to doing a full manual reinstall of Fo4 and mods to see if that fixes it, but I thought I'd check if anyone else is having similar issues or has a solution.
If relevant, I used Mod Organizer 2 for all my mod setup on this installation at the recommendations of some people online.
One this that really stands out to me is point 1 above. It seems to suggest there is some change in how the game views the recruits since I can't trade with them anymore, and I wonder if that's related to the problem.
Edit: Did some more testing, I believe it really is an issue with the 4.0.7a series, as Gorrana stated. When I rolled back to Conquerer 4.0.6, SS 4.0.6a, and WSFW 1.1.4a (the up to date installation prior to this past sunday) I no longer had either issue above on the exact same save I used for testing above. After a raid, I could still trade with my recruits and they no longer disappeared when I used the raid board after a raid.
Edit (continued): In fact, after rolling back to 4.0.6, I could even trade with super mutant recruits and my WIP pack's synth recruits, which I could not do regardless of whether they had been on a raid or not in 4.0.7a. Perhaps not being able to trade with them in 4.0.7a is another bug.
1) I lose the ability to trade with them through dialogue (for the non-supermutant factions I tested with). When I talk to them, my character says nothing, they only offer some generic npc comment.
2) The recruits from that raid dissapear the next time I access the raid board, no matter which option I pick. They do make their way back to the outpost, and they do appear as available attackers, but after selecting any raid board option they disappear. If I hit cancel, they're gone. If I set up another raid, even if I include those recruits in it, they disappear as soon as I exit the raid menu. If I press "not enough attackers" when it applies, they dissapear when the raid menu pops up again, and they no longer appear as available attackers. It doesn't seem to matter if the recruits level up or not during their first raid, in either case they dissapear after touching the raid board. Also of note, they do dissapear from the population count and from any assigned jobs/plots. They're totally gone.
My load order for the test was as follows:
Official game and all expansions
WorkshopFramework.esm
HUDFramework.esm
SimSettlements.esm
Sim_Settlements_XPAC_Conqueror.esp
VFX SuperMutant Conquerer Faction.esp
Faction Addon Minutement.esp
And on my first round of tests on a different save I also loaded a faction pack I was working on right after conquerer. I removed it because I thought that might be the issue.
I am having this issue with my WIP faction, the supermutants, and the minutemen. I'm really at a loss for why this happens. Is there any chance anyone else is having this issue? I'm pretty close to doing a full manual reinstall of Fo4 and mods to see if that fixes it, but I thought I'd check if anyone else is having similar issues or has a solution.
If relevant, I used Mod Organizer 2 for all my mod setup on this installation at the recommendations of some people online.
One this that really stands out to me is point 1 above. It seems to suggest there is some change in how the game views the recruits since I can't trade with them anymore, and I wonder if that's related to the problem.
Edit: Did some more testing, I believe it really is an issue with the 4.0.7a series, as Gorrana stated. When I rolled back to Conquerer 4.0.6, SS 4.0.6a, and WSFW 1.1.4a (the up to date installation prior to this past sunday) I no longer had either issue above on the exact same save I used for testing above. After a raid, I could still trade with my recruits and they no longer disappeared when I used the raid board after a raid.
Edit (continued): In fact, after rolling back to 4.0.6, I could even trade with super mutant recruits and my WIP pack's synth recruits, which I could not do regardless of whether they had been on a raid or not in 4.0.7a. Perhaps not being able to trade with them in 4.0.7a is another bug.
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