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A lot of you are posting questions, comments, reports, suggesting changes to the way certain things work. Many of these, are actually behavior that is not expected. I wanted to outline a few of them so you know that you've run into something broken, and not an intentional design decision.
All of these issues are not wide-spread, and do not occur for myself and most of our testers, so we're fairly certain they are mod conflicts that we have to address.
1. Settlers all drop dead at the end of an attack. During attacks to create a Vassal or Slave Outpost, the settlers and civilians you "kill", should go to the injured state where they don't die, just sit there on the ground hurt. Some of you are finding that after the attack, they all drop dead. This is not normal. At the end, they should be standing back up a short while later, neutral to you and your gang.
2. Raiders and defenders are spawning in dead. If you've ever attempted to go on an assault, and found a pile of your gang members are corpses, this is not normal. Your gang should all be idling around, possibly talking amongst each other, waiting for you to get there. They might engage with random enemies in the world, but unless the enemy is a deathclaw, they should be easily killing those enemies.
3. Your raiders turn on you after a successful attack. This is likely a timing issue with scripts, and I'll probably have to put some more failsafes to prevent it from happening. After an Outpost attack, your attacking gang members should move in, and become neutral to any NPCs and turrets that survived, and should always be friendly to you, unless you kill several of them yourself (if you kill several of them, they would turn on you before the attack completed).
After a Vassal attack, the attacking raiders should sandbox around the settlement for a while, and eventually head back to the Outpost they were last stationed at after you leave the area.
4. Jammer is wandering away from your main Outpost. The first Outpost you establish is your main outpost, then wherever you send Jammer becomes your main in the future. There is a weird quirk with the vanilla AI package that handles telling NPCs to go to their assigned home that seems to kick in for some people. I have posted a potential fix for this here: https://www.simsettlements.com/site...ix-for-jammers-wandering-stuck-dialogue.8516/
5. Jammer's dialogue gets stuck with him saying the same things, even after you've accomplished what he told you to do. This most commonly happens in combination with number 4. After you claim your first Outpost, Jammer should move into it. If he doesn't, the rest of his quest chain will get stuck, and you should plan on rolling back to before that attack and then either troubleshoot your load order, or wait for another patch to see if it resolves it.
6. Killing any of the raider leader's Jammer sends you to kill, BEFORE he sends you to kill them prevents the quest objective from updating. This should not happen, and we've tested many times that Jammer should detect that you killed those NPCs earlier. If this happens to you, please go into the game, run: sqs kgconq_raidergang and note all of the stages that are complete (you can use Page Up on your keyboard to see more), and open a bug report with which of the NPCs you've killed and what stages are finished, so we can try and come up with some alternate means of verifying the kill - since apparently the call to "IsDead", is not reliable enough in the game engine...
7. Your raiders are dieing in massive numbers and seem completely useless during attacks. Part of this is due to how big the Cities you are attacking are, how many settlements you've conquered so far (the more you have, the more hired guards the settlements will have), how many settlers/civilians they have, how many turrets they have, and how few entrances they have for your raiders to funnel into. Part of it is also just the terrible AI in the game, and we have some solutions in mind, such as a leveling system to make your raiders more powerful over time. Until then, there are several things you can do make the attacks more effective.
a. Gear up the raiders in your main outpost. Whenever you make an attack, the first ones are pulled from your main outpost, so you can be sure that gearing those up will give you the strongest force.
b. Level your character before giving Jammer supplies for recruitment. Approximately every 10 levels, you unlock a new tier of raider in the recruits (they are currently all called Raider Recruit - another thing we plan on addressing in future patches). So raiders recruited after you are level 10, will be more powerful than the first ones you start with, this continues up through level 40 (we'll continue to add more to that scaling system in time as we have a chance to balance things more).
8. Jammer will not talk to you when sitting up on the roof when you approach him in Concord. This generally means that either Sim Settlements 4.0.0 didn't install correctly, Workshop Framework 1.1.0 didn't install correctly, or you have a mod that is overwriting the changes to the Concord cell we are using - though that last one should be pretty unlikely.
To fix an issue with a failed install, do the following:
a. Disable Conqueror, load your save, move far away from where Jammer is in Concord, then save your game and exit.
b. Manually install the latest Sim Settlements and Workshop Framework: https://simsettlements.com/web/wiki/index.php?title=Install#Manual_Installation
c. Re-enable Conqueror and load your game again, then head into Concord. If it works, he should start shouting at you before you even make it around the corner to see him.
This all of course assumes you haven't already finished the museum part. If you've already finished that, he should instead be found by the playground equipment behind the building he's sitting on. If that doesn't happen, you can click on him in console, then go near that equipment and run the command moveto player
This latter issue of him not going there on his own should never occur, and is a sign there's something else going on that we should try and get to the bottom of, or you're likely going to run into additional problems down the line.
I want to re-iterate, that none of these issues are bugs with the mod, I've only been able to replicate a few of them, and even then - not consistently. These all appear to be mod conflicts, or sequencing issues (ie. you did something in an order that I didn't account for). So it will take a bit of time to work all of these out, but I'm committed to a perfect experience in the long term, so none of these issues will be ignored.
All of these issues are not wide-spread, and do not occur for myself and most of our testers, so we're fairly certain they are mod conflicts that we have to address.
1. Settlers all drop dead at the end of an attack. During attacks to create a Vassal or Slave Outpost, the settlers and civilians you "kill", should go to the injured state where they don't die, just sit there on the ground hurt. Some of you are finding that after the attack, they all drop dead. This is not normal. At the end, they should be standing back up a short while later, neutral to you and your gang.
2. Raiders and defenders are spawning in dead. If you've ever attempted to go on an assault, and found a pile of your gang members are corpses, this is not normal. Your gang should all be idling around, possibly talking amongst each other, waiting for you to get there. They might engage with random enemies in the world, but unless the enemy is a deathclaw, they should be easily killing those enemies.
3. Your raiders turn on you after a successful attack. This is likely a timing issue with scripts, and I'll probably have to put some more failsafes to prevent it from happening. After an Outpost attack, your attacking gang members should move in, and become neutral to any NPCs and turrets that survived, and should always be friendly to you, unless you kill several of them yourself (if you kill several of them, they would turn on you before the attack completed).
After a Vassal attack, the attacking raiders should sandbox around the settlement for a while, and eventually head back to the Outpost they were last stationed at after you leave the area.
4. Jammer is wandering away from your main Outpost. The first Outpost you establish is your main outpost, then wherever you send Jammer becomes your main in the future. There is a weird quirk with the vanilla AI package that handles telling NPCs to go to their assigned home that seems to kick in for some people. I have posted a potential fix for this here: https://www.simsettlements.com/site...ix-for-jammers-wandering-stuck-dialogue.8516/
5. Jammer's dialogue gets stuck with him saying the same things, even after you've accomplished what he told you to do. This most commonly happens in combination with number 4. After you claim your first Outpost, Jammer should move into it. If he doesn't, the rest of his quest chain will get stuck, and you should plan on rolling back to before that attack and then either troubleshoot your load order, or wait for another patch to see if it resolves it.
6. Killing any of the raider leader's Jammer sends you to kill, BEFORE he sends you to kill them prevents the quest objective from updating. This should not happen, and we've tested many times that Jammer should detect that you killed those NPCs earlier. If this happens to you, please go into the game, run: sqs kgconq_raidergang and note all of the stages that are complete (you can use Page Up on your keyboard to see more), and open a bug report with which of the NPCs you've killed and what stages are finished, so we can try and come up with some alternate means of verifying the kill - since apparently the call to "IsDead", is not reliable enough in the game engine...
7. Your raiders are dieing in massive numbers and seem completely useless during attacks. Part of this is due to how big the Cities you are attacking are, how many settlements you've conquered so far (the more you have, the more hired guards the settlements will have), how many settlers/civilians they have, how many turrets they have, and how few entrances they have for your raiders to funnel into. Part of it is also just the terrible AI in the game, and we have some solutions in mind, such as a leveling system to make your raiders more powerful over time. Until then, there are several things you can do make the attacks more effective.
a. Gear up the raiders in your main outpost. Whenever you make an attack, the first ones are pulled from your main outpost, so you can be sure that gearing those up will give you the strongest force.
b. Level your character before giving Jammer supplies for recruitment. Approximately every 10 levels, you unlock a new tier of raider in the recruits (they are currently all called Raider Recruit - another thing we plan on addressing in future patches). So raiders recruited after you are level 10, will be more powerful than the first ones you start with, this continues up through level 40 (we'll continue to add more to that scaling system in time as we have a chance to balance things more).
8. Jammer will not talk to you when sitting up on the roof when you approach him in Concord. This generally means that either Sim Settlements 4.0.0 didn't install correctly, Workshop Framework 1.1.0 didn't install correctly, or you have a mod that is overwriting the changes to the Concord cell we are using - though that last one should be pretty unlikely.
To fix an issue with a failed install, do the following:
a. Disable Conqueror, load your save, move far away from where Jammer is in Concord, then save your game and exit.
b. Manually install the latest Sim Settlements and Workshop Framework: https://simsettlements.com/web/wiki/index.php?title=Install#Manual_Installation
c. Re-enable Conqueror and load your game again, then head into Concord. If it works, he should start shouting at you before you even make it around the corner to see him.
This all of course assumes you haven't already finished the museum part. If you've already finished that, he should instead be found by the playground equipment behind the building he's sitting on. If that doesn't happen, you can click on him in console, then go near that equipment and run the command moveto player
This latter issue of him not going there on his own should never occur, and is a sign there's something else going on that we should try and get to the bottom of, or you're likely going to run into additional problems down the line.
I want to re-iterate, that none of these issues are bugs with the mod, I've only been able to replicate a few of them, and even then - not consistently. These all appear to be mod conflicts, or sequencing issues (ie. you did something in an order that I didn't account for). So it will take a bit of time to work all of these out, but I'm committed to a perfect experience in the long term, so none of these issues will be ignored.
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