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Question Recruits Disappearing after one raid

Countyboar

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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.
 
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This is the same issue I posted about yesterday, there is definitely a reference issue in this patch, I thought it was conflicting with something that modifies settlers, however your test seems to point to a conquer only issue
 
For the 4.0.7 series tests it’s only supermutants and synths from the related faction packs I can’t trade with before the raid. I can only speak for my synths, but I CAN assign them before the raid, and they are even auto assigned to plots by SS.


After the raid (where I suspect there's some behavior change) I am not sure. Will have to reinstall 4.0.7 series and test later. Just for clarity it’s ALL faction recruits I can’t trade with after the raid (well all I’ve tested); supermutants, synths, and minutement
 
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I'm having a similar problem, but I don't have faction packs.
My raiders are turning into commonwealth raiders and are not using the voice lines from Nukaworld raiders anymore and are unassignable. They can't even be highlighted in workshop mode.
I saw KG's replies to you on discord so hopefully this can be worked out.
 
Did you add commonwealth raider voice lines to the background sounds in outposts KG? Instead of the lines that we have in normal settlements.
 
@Phil_T_Casual : The 4.0.7a recruits I could no longer trade with post-raid were still assignable, and seemed to work correctly when assigned. Though I didn't rest for long.

As an update, I re-updated bit by bit to 4.0.7a series (first updated and tested with WSFW, then SS, and finally conquerer) and the issues in my first post only emerged after conquerer was updated. So I am fairly convinced the issue must be stemming from specifically conquerer 4.0.7a somehow.
 
Pretty sure I resolved it with 4.0.7b!

I was able to successfully run outposts and vassals without any of my guys disappearing.
 
Nice! My recruits aren’t disappearing any more! I’m still having a couple issues that I believe are specific to 4.0.7, described below, but now the serious bug is dead!

1) My (synth) recruits stop talking after a raid. They say nothing if I walk near them and say nothing if I talk to them. They offer normal dialogue prior to the raid, it’s only after that they lose their lines. This seems related to Phil_T’s raider dialogue issue above.

2) I can’t trade with my (synth) recruits at all. Before a raid, they just offer standard idle dialogue lines when talked to (“scanning”, “system processing”, etc, no trade line from my character). After a raid they are silent as per point 1) above. Their trading works totally properly in the 4.0.6 series on the same save.

Both of these only occur when I update to 4.0.7, and were not present in 4.0.6. I say synth above because for this series I only tested it on my faction pack which I am quite sure I set up properly, but I can test on some of the released factions if necessary.

Also, i found a new bug in at least 4.0.6. I plan on testing it in 4.0.7 and opening another topic if it persists, but I thought I’d mention it early here in case it’s relevant to anyone. The armory is only giving the type of equipment exactly equal to its rank, not all equipment less than or equal to its rank. By that I mean a level 3 armory is giving only gear, and it is not giving outfits or weapons. Also, only the highest level of armory seems to count. So when my outpost contained 3 armories, one each of levels 1,2, and 3, my recruits were only getting gear.

I can also create a new thread regarding the changes in dialogue behavior if that would be better, and I could mark this one as solved. I’m still new to these forums so please let me know if that’s desirable.
 
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