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Implemented Future Update to Field an Army or a Really Large Squad

Slb1

Active Member
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601
Currently, I am trying to vassal assault Graygarden and have been unsuccessful due to the inability to find and subdue all defender, see https://simsettlements.com/site/ind...ll-not-end-subdue-defenders.12040/#post-83083 . Thanks to @snarkhunter suggestion, I roamed the area looking for unrelated enemies without success, but observed that my 14 surviving BoS warriors followed me everywhere in a reasonable formation, including areas I assumed were outside the Graygarden cell. So decided to run a test and assault the mutants at the Weston Water Treatment Plant. That went surprisingly well, see images. Fortunately, the mutant missile missed me, but a BoS vertibird and warriors then showed up. Recognizing this was not planned - I like this. Be glad to provide my saves to help understand how this happened. In addition, Danse did not shoot me.:good
 

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I noticed this too on my never-ending subdue quest on Abernathy. I even fast-traveled and all the attackers went back to HQ with me and then back to Abernathy. I was going for a cell reset to see if that would trigger the end of the assault.
Nope.
 
Hopefully, KG and the team will consider this game play aspect in a future update. It already exists to some degree in the mod We Are the Minutemen, and during one of my earlier games as the Minutemen, I got to stand by and watch, being the General, about 7 minutemen take on a Queen. However, to add some degree of "balance" the opposition will need to be strengthened.
 
I hope this patch 4.2.2 gives you all the things you were looking for!
Fix for tweaked out assault quests not finishing AND squads you can control!
 
Read patch notes and downloaded yesterday, looking forward to playing today. Only three "burning" questions to be checked out:
  1. Because I like to fly around the map - what happens to the squad? Do they all crowd into the vertibird with Danse, fast travel, run really fast or lock up the game :pilot?
  2. If allowed to join the assault, Danse always shoots me. Based on KG's patch notes, the squad should participate as part of the assault team and should not join Danse in shooting me.
  3. If I enter a building does the squad follow. Regarding the Minutemen, they did not follow me into a building and did not remain outside for very long. When I attacked Weston, I did not enter the building to test that aspect.
All to be tested shortly.

Many thanks to KG and the gang.

PS: Being very very cautious about adding additional mods, is there a mod that increases the size and strength of the "bad guys" The Weston assault above was easy even on survival and level 40, because, except for the Mutant rocket that missed me, the Mutants were greatly outnumbered and out-gunned.

PPS: 4th "burning" question - if I understand the patch notes correctly, KG and the gang have changed the squad commands to reflect the Fallout 3 companion commands. If that is correct, this is a huge improvement to the game that should be promoted on general gaming sites. Nothing like, commanding Garvey to "stay", while you scout an area, only to see several radroaches attacking him with not only no response, but him trying to tell you about the next settlement.
 
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Your 4th burning question may be answered by a menu option for your squad that sets their aggression. You can have them set to kill everything in site to only responding when attacked (Preston should have started to fight back once he was hit).
Having said that, it could take time for the game AI to 'catch up' to that NPC. I wanna say that the game can only render 15 AI packages at a time (I remember hearing that in one of kinggath's videos). So having a squad of people with you and monsters means that each NPC has to take their turn in the game engine....

Also, I think vanilla companions have their own AI packages that often override anything a mod or script might have them do. Maybe override isn't the right word, maybe 'less responsive to third party influence' maybe be closer.
 
Added 1 Personal Guard at Boston Airport and the three of us (me, Danse and PG) walked to Nordhagen, fast traveled to County, walked to Finch, using counterattack fought 3 bloatflies, and everything worked. At The Slog, added 1 more PG, and the two PGs got stuck just outside The Slog, see image. Close follow, Rally and Instant Rally did not work. There is another potential contributor that started early in my game at Abernathy - apparently due to that particular prebuilt, Danse could not enter the gate, no matter what I tried.
 

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Which pre-built was it? kinggath mentioned that a very few city plans don't have the correct navmesh and as such NPCs won't path into it. I haven't had that problem (yet) so I'm very curious which one it was so I can pass that along.
I'm also really surprised that the instant rally didn't work. Could you try fast travelling somewhere and see if all your peeps show up as expected?

Thanks for your thorough reports and stuff. It really helps. It does. A lot.
 
Which pre-built was it?
I look shortly.

On my second try everything worked well - added 1 PG at Boston Airport, fast traveled to Oberland, added 1 PG from the Oberland garrison, fast traveled to Graygarden, set the squad to engage the enemy and successfully walked to/assaulted the Weston Plant. My only contribution was to snipe a mutant to get everything started, plus avoid the missiles.
 
Reloaded the save at the above image, checked the build, see image, and fast traveled to Greentop. Only Danse was with me. Tried Instant rally at Greentop without success.

One additional wrinkle, after sniping/attacking the guards and successfully assaulting The Slog, I changed the original prebuilt to NDCody's. The prebuilt I installed originally was so complicated that during the assault, I had trouble getting thru the gate, none of my warriors were able to enter, and the defenders were getting stuck in numerous corners.
 

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"Burning" Question 3: Reloaded the save after Graygarden, successfully assaulted the Weston Plant mutants (Note: got more interesting - BoS Vertibird showed up plus about 6 Gunners) and we (Danse, 2 PGs, and me) entered the front door with no problem.
 
Nice! Complex 3 way faction battles are a lot of fun when they happen.
So you're personal guards seem to follow you when you fast travel sometimes and not at others, correct? And when they're 'stuck' somewhere, nothing seems to get them back (rally, instant rally, fast travel... nothing) right?
 
Well now I am at a loss - everything worked reasonable well, except as bolded:
  • Boston Airport added 1 PG
  • Fast traveled to Covenant and added 1 PG
  • Walked to Taffington
  • Walked to Greentop, in-route successfully engaged 2 Synths, but Danse and the 2 PGs were not able to enter the west side of Greentop
  • Fast traveled to The Slog, added 1 PG, and walked around
  • Fast traveled to Red Rocket and added 1 PG
  • Walked to Abernathy and had 2 problems - (1) in-route, message saying, more or less, warriors received upgrade from local armory - I have not built an armory and all my warrior's armor and weapons were de-selected, and (2) Danse and the 4 PGs were not able to enter Abernathy's east side
  • Fast traveled to Starlight
So you're personal guards seem to follow you when you fast travel sometimes and not at others, correct?
Yesterday, my PGs fast traveled with me until reaching The Slog and got stuck as shown in the image. Then they could not fast travel. Today, they were not stuck and could fast travel to/from The Slog.

And when they're 'stuck' somewhere, nothing seems to get them back (rally, instant rally, fast travel... nothing) right?
Yes

PS: The only two obvious differences regarding the Slog problem yesterday/today are:
  1. Yesterday fast traveled from northwest of Finch and today fast traveled from Greentop
  2. Yesterday, I added the PG just after all the PGs were waking up and near the bed building on the left of the image, and today I recruited 1 PG within the settlement.
 
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You are on your own on that one. Although it would be wicked funny to see a string of NPCs hauling tail under your vertibird.
 
Change of subject - I watched KG's video on 4.2.2 and there are 2 potential bugs (I have screen shots):
  1. Personal Guard Options - the Autoloot has no options (I do not use MCM)
  2. Personal Guard Slots - the game instructions state 1 for 20 levels and in the video it was 1 for 10 levels.
Where is the best place to report this - here or Help?
 
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