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On the other hand it is beginning to appear that I am hitting some game breaking bugs/conflicts (IMO) dealing with scripts, ie. needing a 15 man crew just to control two vassals not capable of supporting itself. It creates a huge deficit making growth nearly impossible. I did start a new game...
I looked at Fallrim Tools and from what little research I've done everyone is saying the same thing, with FO4 unattached script instances are a normal part of game operations and not necessarily indicative of mod being improperly removed. I have 26 in all the saves I've looked at. Till I know...
I have 7 civilian plots in Tenpines and I need 5 guards and 2 patrols to keep 100% control. I need nearly double that for the co-op (I think it has 10 civ plots).
This has happened to me a few times, on a couple different saves. What I've been doing is getting in a quick save right when the assault quest is complete so I have an option to fast traveling out before they can up.
Having the same issue with the MCM saying off and holotape saying on, gonna try uninstalling MCM as i don't believe any mods I'm using have to have it and see if guards will work guard spots later. Can you explain the need to 'wait in interior cell for zero scripts running save? Are you using...
Raider, did you complete the quest to get female raider (cant remember her name, she makes the bombs thou) before loading quad shotgun? I did not and when I went with jammer "up the hill" to look for her it leads to a little home where a Sergent is waiting to start the quad shot gun quest. This...
Guards not assigning to guard plots in vassal, Tanks control making it so they need to be defended constantly. Sending 10 guards and 4 patrols is not enough control for the level 1 Co-op. I'll manually assign guards to guard plots and they will just unassigned when I leave. Also side note quad...