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!

A few oddities about Conqueror

crag

New Member
Messages
17
This is from a non-raider play though. I just used Conqueror to pre-build settlements.

1. Settlements like Hangman's Alley, Starlight, (etc, etc) - one that have mobs spawn inside the settlement in order take control still fire off.So in hangman's Alley, despite it being level 2 (or so) settlement, a group of Raiders spawned inside the settlement. Easy enough to kill but man, immersion breaker for sure. Spawning right outside would be better.

This happened in every settlement that had mobs spawning inside it. Even Ten Pines Bluff's roaches. Again, not game breaking but damn annoying and didn't make much sense to me (I might be able to come up with something with the molerats that spawn in Starlight since they travel underground. But still.. )

2. Several quests that were given to me by settlers/civilians broke. They could not complete, despite the objective being met. Even the map updated, but could not hand in quest. Also typing sqt in console (which should list all your quests) I could not find these. Can you give me a hint on what they are called, for next time?

I am assuming the raider play though you aren't faced with theses quests? You just conquer the settlement?

About the raider play though, it doesn't touch the main quest, or any other side quest in the base game, right? So if I am a raider, and go into Nuka World, will the raiders there recognize me as such? And what about the MQ - obviously there is no raider win. So you suggest a MM (which might be hard considering I will be taking over their settlements)? Or maybe just ignore the MQ (and use a mod to get the BOS early)?

Fantastic mod(s), by the way. And thanks all for thoughts and advice.
 
1. This is something that currently remains unsolveable, the best I can do is have them quickly killed when you first arrive, though it would also likely kill any NPCs in the vicinity. These are all vanilla placed NPCs, so removing them in any other way would require edits to the base game, which is outside the scope of this mod. Would be an easy mod for someone to make though as a companion file.

2. Those quests aren't from Conqueror - they are from the vanilla game or another mod, so I'm uncertain why they are breaking or what the solution would be for you.

The raider playthrough does not currently touch the base game or any DLC stuff. We'll be avoiding that for now, but might change that in some future expansion to our storyline. For now, we're focused on building a self-contained story so players can play it as well as the vanilla game's MQ if they like.
 
Top