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Info Needed Possible issue with Red Rocket Settlements and Conqueror???

bullyrook

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I've been using your Settlements Redone - Red Rocket Settlements By Tarsis31 And Yagisan on Xbox this play thru and loving it!

I enabled the mod at the very beginning of the game with UFO4P and Workshop Framework before I left the vault.

Everything has been working swimmingly...until I enabled Conqueror. (I play glacially slow and it takes for ever to get all my mods enabled.) Once Conqueror is enabled in my game, the vanilla precombines??? return to RR Boston and can no longer be scrapped.

Before Conqueror is enabled:

IMG_2569.jpg

After enabling Conqueror:

IMG_2570.jpg

I decided to check the other RR's I had unlocked: Kendall and Cambridge. Kendall seemed fine. Nothing from the vanilla version returned to the interior of the station or elsewhere. Cambridge, however, was behaving similar to Boston. Everything I had previously scrapped returned and was no longer scrappable. The interior of the station reverted to it's vanilla state. The bed I had placed was now in a bathroom stall. The landscape had reverted back to its vanilla condition.

I decide to see what would happen if unlocked another RR after having installed Conqueror. So I went to the one at Lexington. The weapons bench was clipped inside the red settlement workbench, but other than that everything was scrappable and the interior was cleared.

That's when I noticed this:

IMG_2567.jpg

Before enabling Conqueror, each Red Rocket is listed by its name. After enabling Conqueror, the ones I'm having difficulties with get renamed just "Commonwealth":

IMG_2568.jpg

Should I be looking for a conflict? Is there any reason to think that Conqueror could affect or disable/revert your rebuilt precombines (in some, but not all of these new settlements)?

Might my problem be elsewhere like some unseen consequence of never having bothered to unlock Sanctuary's workshop?

Thanks in advance. And sorry for any unclear thoughts or words.
 
Good news and bad news.

Good news - I have a very good idea of what is wrong. It it a load order issue.
Bad news - I need to upload a patch for Xbox.

I'll get it up when I can, and link you in this thread, but I do not know how to sort load orders on Xbox.
The patch needs to be near the end of the load order.

I hope you have a save from before you enabled Conqueror. You may need to revert to it.

You will need both this and this installed before the patch.

Thank you for the detailed and helpful bug report.
 
Should I be looking for a conflict? Is there any reason to think that Conqueror could affect or disable/revert your rebuilt precombines (in some, but not all of these new settlements)?
There are reasons but unsure if I should elaborate because Spoilers. So I will start off by just posting some of the relevant technical stuff since that's fairly safe.

xEdit views for one of the relevant CELLs:
RRCambridge [CELL:0000DF83] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -6,4)
unknown.png

unknown.png


The CELL Properties are in this case reverted back to be like vanilla as the winning iteration of CELL record matches that of Fallout4.esm. The XLCN - Location is therefore also removed, this is why name changed to "Commonwealth". This indicates that there is no Location in use, so therefore it has to fallback to the Worldspace Location. Settlement name(and other stuff) is drawn from the XLCN - Location. I actually have Red Rocket settlements installed but didn't have any claimed, this did not appear to adversely affect Conqueror in my case but it's possible that in your case the settlement might not be functional anymore due to Location being modified after the fact.

The easy fix would be to place Yagisan_SSSL_Red_Rocket_Settlements.esl below Conqueror so that it loads later and therefore you would get the settlement's intended XLCN - Location, RRCambridgeLocation "Red Rocket Cambridge" [LCTN:FE0008F7]. However, in this case there is the complicating factor of the .esl tag which means it cannot be moved lower in the load order.

On the PC via the NexusMods page, Red Rocket Settlements has the "Yagisan_SSSL_Red_Rocket_Settlements_Generic_Patch.esp" which resolves this exact scenario. We can see the difference here, where the Generic Patch allows the relevant changes to load last.
unknown.png


But I can't tell from my position:
  • If the Generic Patch is available: It looks like it isn't, unfortunately Beth Net problematically does not allow to bundle several plugins, have Installer to sort out any patches that are needed. It turns out when looking on MO2 I forgot to enable Generic Patch, but never noticed since I didn't claim any RRs this time around. So testing on my current game may be invalid for this.
  • Or if the settlement might be simply an ESP on Xbox version: This is super unlikely IMO, this would make them essentially like different settlement mods for purposes of City Plans which would make there basically have to be 2 separate plugins for any RR Settlement City Plans. I've only done a little with City Plan making but I can say for sure this would be a big time inconvenience if the Xbox version was named differently so logically I'd assume it's also .esl. That's just from what I am aware of, from dabbling with City Planning. @Yagisan will know best.
Turns out Yagisan already answered. I will leave this up for if anyone wonders about the Why's behind this

Good news and bad news.

Good news - I have a very good idea of what is wrong. It it a load order issue.
Bad news - I need to upload a patch for Xbox.

I'll get it up when I can, and link you in this thread, but I do not know how to sort load orders on Xbox.
The patch needs to be near the end of the load order.

I hope you have a save from before you enabled Conqueror. You may need to revert to it.

You will need both this and this installed before the patch.

Thank you for the detailed and helpful bug report.
Nice that's great news!
 
I'll get it up when I can, and link you in this thread, but I do not know how to sort load orders on Xbox.
The patch needs to be near the end of the load order.

I hope you have a save from before you enabled Conqueror. You may need to revert to it.

You will need both this and this installed before the patch.

Awesome. I am using both and reverting back will be no problem. I'll just continue on wait to enable Conqueror until after your patch drops. Thank you!

On the Xbox your two settlement mods load with the master files. Therefore, as @VersusXV notes:

The easy fix would be to place Yagisan_SSSL_Red_Rocket_Settlements.esl below Conqueror so that it loads later and therefore you would get the settlement's intended XLCN - Location, RRCambridgeLocation "Red Rocket Cambridge" [LCTN:FE0008F7]. However, in this case there is the complicating factor of the .esl tag which means it cannot be moved lower in the load order.

So the highest I can get Conqueror in my Xbox order is right below these mods.

Anyhoo, I appreciate the effort and the attention. The fact that I wasn't able to scrap certain of these settlements any longer was something that I could have adjusted to, but the fact that they were no longer listed in the pipboy as fully discrete, just "Commonwealth," did give me pause.

And while I have both of you @Yagisan and @VersusXV , let me just say again thank you. I've never used any added settlements before. I chose each of yours and am having a blast so far. The Red Rockets mod is finally letting me play out my idea of building small way stations/strategic checkpoints across the Commonwealth and the Swan's Pond Settlement is a godsend for how I like to start my game by clearing out downtown. Thanks and thanks.
 
Anyhoo, I appreciate the effort and the attention. The fact that I wasn't able to scrap certain of these settlements any longer was something that I could have adjusted to, but the fact that they were no longer listed in the pipboy as fully discrete, just "Commonwealth," did give me pause.
True. My more immediate concern actually would be if the settlement might experience functional issues. Changing the XLCN -Location after the fact is not a typically expected scenario.

And while I have both of you @Yagisan and @VersusXV , let me just say again thank you. I've never used any added settlements before. I chose each of yours and am having a blast so far. The Red Rockets mod is finally letting me play out my idea of building small way stations/strategic checkpoints across the Commonwealth and the Swan's Pond Settlement is a godsend for how I like to start my game by clearing out downtown. Thanks and thanks.
Great to hear thanks! Gives us reason to continue to port our work for the Xbox!
 
@bullyrook Here you go - one fresh patch. The patch depends on both Red Rocket uploads, and they in turn depend on the patch. It's the same one that we use on Nexus for PC.

Please note, that Vault-Tec Workshop is now required for the patch. It also fixed issues with RR Quincy and Vault 88 a long time ago.
 
Works great! thanks.
Out of curiosity, Did you rollback or it works even if you don't rollback¹? It would be pretty interesting to note, if all works well even with the Location change having happened.

¹: To a save from before updating Conqueror to 4.1.6 where the Cell edits will have first appeared
 
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