the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Solved Former occupiers' totems remaining after assault

Messages
3
EDIT: Solved. It looks like it's an artifact of Conqueror's decorations system which is specific to Libertalians, but they're safe to delete by hand. I'll file a bug report.

(Crossposted from r/falloutmods)

Hi all. So I'm having a potential issue. I've just run my first assault, on Tenpines Bluff, and it all seems to have gone fine, except that there's a load of those mirelurk shells and totems still kicking around that I can't get rid of. Here's the sequence of events:

  • Arrive at Tenpines on Preston's orders for The First Step. Kill the couple of Libertalians there and notice the place is littered with Libertalian totems. There are a lot. Some are in weird spots like floating in the air, almost like they're supposed to go on a city plan that isn't there.

  • Do their quest to unlock the workshop. Apply a city plan. It builds fine and comes up with Libertalian flags. The totems do not disappear.

  • Set up my base at Red Rocket. Hadn't done it until now because I didn't want to potentially interfere with the Sanctuary quests.

  • Waited for troops to arrive, then started an assault on Tenpines Bluff to turn it into a vassal. For some reason this marked Tenpines as unvisited on my map and I had to hoof it there.

  • On arriving, as well as the Libertalians a raider or two as well as some of the local wildlife had decided to take a pop at the settlement. I got given the quest "Defend Tenpines Bluff" which I failed. After dispatching everyone (the settlers kept doing their fear animation and I thought it was bugged, but once I hunted down the last tiny little critter they came out of it), it said the assault was successful.

  • The assault does indeed appear to have been successful, as i can get a report on Tenpines Bluff from my war table at Red Rocket and it correctly shows them to be a vassal. People are moving in and buildings are being constructed.

  • However, the place is still covered in mirelurk shells and those roboty totem things! Also, where there are flags on martial plots and such they're still the Libertalian flags. I can't highlight any of the totems to scrap them so I assume they're controlled by Conqueror.

  • Other useful info: I'm playing the Minutemen. The randomization settings have 50-60% of the settlements prebuilt. Pre-conquered factions are on.
Is there something I can do to shift these bony boys? Or do I need to just wait a bit longer? In the tutorial videos that Kinggath made, it doesn't seem to take very long at all. I suppose i could disable them in the console, but I don't want to do that too much for fear of it having Unforeseen Consequences.

Help me, Sim Settlements forums, you're my only hope!
 
Last edited:
(Crossposted from r/falloutmods)

Hi all. So I'm having a potential issue. I've just run my first assault, on Tenpines Bluff, and it all seems to have gone fine, except that there's a load of those mirelurk shells and totems still kicking around that I can't get rid of. Here's the sequence of events:

  • Arrive at Tenpines on Preston's orders for The First Step. Kill the couple of Libertalians there and notice the place is littered with Libertalian totems. There are a lot. Some are in weird spots like floating in the air, almost like they're supposed to go on a city plan that isn't there.

  • Do their quest to unlock the workshop. Apply a city plan. It builds fine and comes up with Libertalian flags. The totems do not disappear.

  • Set up my base at Red Rocket. Hadn't done it until now because I didn't want to potentially interfere with the Sanctuary quests.

  • Waited for troops to arrive, then started an assault on Tenpines Bluff to turn it into a vassal. For some reason this marked Tenpines as unvisited on my map and I had to hoof it there.

  • On arriving, as well as the Libertalians a raider or two as well as some of the local wildlife had decided to take a pop at the settlement. I got given the quest "Defend Tenpines Bluff" which I failed. After dispatching everyone (the settlers kept doing their fear animation and I thought it was bugged, but once I hunted down the last tiny little critter they came out of it), it said the assault was successful.

  • The assault does indeed appear to have been successful, as i can get a report on Tenpines Bluff from my war table at Red Rocket and it
Help me, Sim Settlements forums, you're my only hope!


Ok, I am no expert and my current playthrough is specific to figure out for myself the faction pack gameplay, follow along with KG’s faction pack let’s play, and use his Faction Pack how too videos to answer my own questions. He is not done with those videos yet.

Still, I will try to answer some of your questions.


Hi all. So I'm having a potential issue. I've just run my first assault, on Tenpines Bluff, and it all seems to have gone fine, except that there's a load of those mirelurk shells and totems still kicking around that I can't get rid of. Here's the sequence of events:

  1. Use Place Everywhere to delete them.
• Arrive at Tenpines on Preston's orders for The First Step. Kill the couple of Libertalians there and notice the place is littered with Libertalian totems. There are a lot. Some are in weird spots like floating in the air, almost like they're supposed to go on a city plan that isn't there.

  1. Use Place Everywhere to delete them.
• Do their quest to unlock the workshop. Apply a city plan. It builds fine and comes up with Libertalian flags. The totems do not disappear.

It is a vassel. Delete the old totems, manually. I think KG mentioned this could happen in one of the vids?

• Set up my base at Red Rocket. Hadn't done it until now because I didn't want to potentially interfere with the Sanctuary quests.

• Waited for troops to arrive, then started an assault on Tenpines Bluff to turn it into a vassal. For some reason this marked Tenpines as unvisited on my map and I had to hoof it there. I recommend this walking will allow the system to catch up before the assault which can be intense. If there is a CP there it is even more important.

Is it a vassel. I had the same issue at Breakheart Banks. Given it is two different game systems:

  1. Regular Settlement
  2. Vassel or Outpost
• On arriving, as well as the Libertalians a raider or two as well as some of the local wildlife had decided to take a pop at the settlement. I got given the quest "Defend Tenpines Bluff" which I failed. After dispatching everyone (the settlers kept doing their fear animation and I thought it was bugged, but once I hunted down the last tiny little critter they came out of it), it said the assault was successful.

Good

• The assault does indeed appear to have been successful, as i can get a report on Tenpines Bluff from my war table at Red Rocket and it correctly shows them to be a vassal. People are moving in and buildings are being constructed.

• However, the place is still covered in mirelurk shells and those roboty totem things! Also, where there are flags on martial plots and such they're still the Libertalian flags. I can't highlight any of the totems to scrap them so I assume they're controlled by Conqueror.

1. Use Place Everywhere to delete them.

2. Go to the Desk and change the flags.

• Other useful info: I'm playing the Minutemen. The randomization settings have 50-60% of the settlements prebuilt. Pre-conquered factions are on.

I recommend this walking will allow the system to catch up before the assault which can be intense. If there is a CP there it is even more important.

Is there something I can do to shift these bony boys? Or do I need to just wait a bit longer? In the tutorial videos that Kinggath made, it doesn't seem to take very long at all. I suppose i could disable them in the console, but I don't want to do that too much for fear of it having Unforeseen Consequences.

I don’t understand “bony boys?”

I use Pra’s grave digger mod to remove bodies?

Help me, Sim Settlements forums, you're my only hope!


I think you are good.


I think it seems more complicated than it really is if you secure a vanilla settlement to do vanilla quests prior too converting it to the Conqueror system. I do this also as I didn’t want to mess up the MM quest line as the Faction Pack seems to be using parts of it, “maybe just the Castle?”

Anyway, I think you did it right for now.

I am doing the same thing converting vanilla settlements to vassals via. the assault mechanics. This seems to maybe need a little more polish as it confused me also in that it seems you to lose control in-order to regain it in the Conqueror system.

Maybe “there already is but I haven’t found it” or in future there will be a different way to pull in a vanilla settlement that you already control into the Conqueror system? For now, I am just taking what the game throws at me in that regard and playing through the oddities until it is converted.

By my next run I’ll probably try all the settlements in the Conqueror system but just think better through how-and where I do the pre-builds.
 
Last edited:
Thanks RayBo, it's much appreciated. I'll delete the Mirelurk shells with Place Everywhere - I was mainly worried that they were a sign that something had gone wrong and the settlement hadn't properly switched to my control. I did try to change the flags at the desk, but it said "All your resources are being used by another settlement" or something like that.

The walking makes sense, I remember Kinggath saying in one of the videos that it was a good idea to approach more slowly so I assume this is intended behaviour.

Don't worry about the bony boys, it's just the way I write, I just mean the Mirelurk shells :grin. I am still a little concerned that they haven't disappeared by themselves - and that a lot of them were floating in the air when I first arrived - but I guess I'll have to wait and see. I'l not mark it solved just yet in case anyone has anything to add about what the potential cause might be.

Thanks again!
 
One thing that Raybo mentioned I don't think will quite work. At the moment with vassals you can't change the flags. The only way I've found is if you can take control in another method (quest, killing guards) change the flag, then launch your vassal assault.
 
I've had the same issue with the mirelurk shells in every settlement that was owned by the Libertarians. Place Everywhere will work for the ones inside the border or that you can target while inside the border. For the rest, you will have to use the console. Markfordelete and disable them. Using the Console Highlight mod makes it easier to be sure you have them targeted properly.

I suspect this has something to do with the decorations system in conqueror. I've just turned them off and will have to see if refreshing the plan after taking it over makes them go away without having to manually delete them all.
 
Thanks guys! I tried again last night and everything seems to be working pretty much fine after using Place Everywhere to delete the ones I could delete. There are still some around and the city plan is about to upgrade though, so it'll be interesting to see if anything happens to them (or the flag) when that happens.
 
Top