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All crew dead upon first attempt at raid.

Phil_T_Casual

Well-Known Member
Community Rockstar
Messages
1,248
Hi,
So I took the first mission from Jammer to raid a settlement. I picked Oberland, I fast traveled to Beantown and walked up to join the assault team and this is the way I found them.20190125011812_1.jpg
One Raider was alive and he immediately ran and attacked Oberland, died and I failed the mission.

Initially when I was turning in the mission to kill Tower Tom and Jammer gave me the details about the raid mission I declined it, walked to Red Rocket, changed my loadout, walked back down, took the mission and immediately fast traveled to Beantown.
I'm about 8-10 hours into this play-through have had no problems up until now except sometimes the game wont quit properly and I have to force it to close.

Conqueror, 3in1 and WSFW are manually installed.
I do not have the 4.0.0a Hotfix installed.
That's about all the info I have for you guys.


# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
Z_Architect.esm
Loads.esm
HUDFramework.esm
WorkshopFramework.esm
SimSettlements.esm
SpawnEngine.esm
GCM_DLC_Automatron.esl
XDI.esm
Z_Horizon.esp
Z_BlurRemoval.esp
Crafting Mastery - Patch Sim Settlements.esp
TheEyesOfBeauty.esp
The Eyes Of Beauty.esp
Loads of Ammo - Leveled Lists.esp
MiscHairstyle.esp
WorkshopRearranged.esp
WorkshopPlus.esp
UnlockAllHairstyles.esp
EFF.esp
Unbreakable Power Armor Player Only.esp
Thematic and Practical.esp
The Castle.esp
subwayrunnnerdynamiclighting.esp
SunshineEx.esp
AzarPonytailHairstyles.esp
OutfitSwitcher.esp
OutcastsAndRemnants.esp
More Where That Came From Diamond City.esp
More Where That Came From - Classic.esp
Evan_Modular Kitchen.esp
McMillanCS5.esp
LooksMenu.esp
LMBTOverlays.esp
LooksMenu Customization Compendium.esp
rfortaleza2.esp
rfortaleza2-wetsuit1.esp
SWG.esp
SKKHostileCompanionFramework.esp
rfortaleza2-pauldron.esp
rfortaleza2-mk1.esp
GCM.esp
rfortaleza2-mk6.esp
rfortaleza2-mk5.esp
rfortaleza2-mk4.esp
rfortaleza2-mk3.esp
rfortaleza2-mk2.esp
BTA_ForceOpen.esp
CAMP.esp
CROSS_Cybernetics.esp
CROSS_Cybernetics_NoRobotFootStepSounds.esp
Companion Infinite Ammo and Unbreakable Power Armour.esp
CombatZoneRestored.esp
ChineseStealthSuit.esp
CBBE.esp
BetterAutomatronWeapons.esp
CSS Ballistic Weave.esp
Armorsmith Extended.esp
Modern Firearms.esp
Eli_Armour_Compendium.esp
Z_SettlementLimits.esp
GrayGardenEx.esp
OberlandEx.esp
CountyCrossingEx.esp
SimSettlements_XPAC_Conqueror.esp
P90.esp
P90NPC.esp
Crafting Mastery.esp
Synth Overhaul.esp
Synth Overhaul - White Patch.esp
Synth Overhaul - No level requirements Patch.esp
Synth Overhaul - Black Patch.esp
ProjectValkyrie.esp
X13_ScrapOTron.esp
CorvalhoWidowShotgun.esp
SimSettlements_AddOnPack_SimTowers_JtBryant.esp
Toxic Raider Armour.esp
Pip-Boy Flashlight.esp
ZimonjaEx.esp
Rangergearnew.esp
NanoSuit.esp
MTs255.esp
Modern Sidearms.esp
FO4Hotkeys.esp
CROSS_Jetpack.esp
DX_Black_Widow.esp
Eli Armor Compendium AE Patch.esp
AdvSettleTurretSet.esp
AgemoNewFace(E)Piper_VanillaOufit.esp
AgemoNewFace(E)Cait.esp

Thanks.
 
Last edited:
The hotfix doesn't address this issue, so it won't be much use here. I'm still uncertain what causes this for some people, but given that one of your raiders is alive, my bet is that they all had a shootout among themselves and he was the last man standing...

As soon as I can replicate this consistently, I'll get it fixed. For now, you'll want to wait for the 4.0.1 patch.

If you want to experiment to help us sort out the issue, you could try disabling your other mods and re-running that attack to see if it works or not. If it does, then we can put your load order on our list to be tested.
 
The hotfix doesn't address this issue, so it won't be much use here. I'm still uncertain what causes this for some people, but given that one of your raiders is alive, my bet is that they all had a shootout among themselves and he was the last man standing...

As soon as I can replicate this consistently, I'll get it fixed. For now, you'll want to wait for the 4.0.1 patch.

If you want to experiment to help us sort out the issue, you could try disabling your other mods and re-running that attack to see if it works or not. If it does, then we can put your load order on our list to be tested.
I have the same issue(most of the time) and will be able to give you a low down on my load order etc when I get off work here in a few hours. I have over 100 mods so it may take a while to figure out. What mods should I look for in particular?
Also, those sons a guns better not be having unsanctioned battle royales without their boss in attendance. Damn raiders LOL
 
The hotfix doesn't address this issue, so it won't be much use here. I'm still uncertain what causes this for some people, but given that one of your raiders is alive, my bet is that they all had a shootout among themselves and he was the last man standing...

As soon as I can replicate this consistently, I'll get it fixed. For now, you'll want to wait for the 4.0.1 patch.

If you want to experiment to help us sort out the issue, you could try disabling your other mods and re-running that attack to see if it works or not. If it does, then we can put your load order on our list to be tested.

Sure, I can absolutely do that.
 
Phil, this has nothing to do with your problem but Gambit77 recommends putting EFF at the very bottom of your load order. I would change the group in vortex to Dynamic Patch and just let it auto sort.
 
Phil, this has nothing to do with your problem but Gambit77 recommends putting EFF at the very bottom of your load order. I would change the group in vortex to Dynamic Patch and just let it auto sort.
Which mod is EFF? Sorry I’m drawing a blank.
 
Ok, so I loaded the save just before I initially fast travel to Beantown.
With 3in1, Conqueror, SimTowers addon, WSFW and UOFP the only plugins enabled I get this:

20190125022738_1.jpg

5 alive, 10 dead. They all ran to attack Oberland with 1 returning to grab a weapon from one of the corpses.

Just to add; I have done no other missions, the only other faction I came into contact with was the BoS military frequency when I passed near Caimbridge and got the popup msg.

What else would you guys like me try?
 
Phil, this has nothing to do with your problem but Gambit77 recommends putting EFF at the very bottom of your load order. I would change the group in vortex to Dynamic Patch and just let it auto sort.

Honestly, nearly every second mod Author says the same thing about their mod.
I see lots of people have problem with that EFF, but I have had zero issues with it.
 
Honestly, nearly every second mod Author says the same thing about their mod.
I see lots of people have problem with that EFF, but I have had zero issues with it.

your load order is short so that is good, and likely not going to be a problem. If you start modifying vanilla companions it could become an issue so then remember to -

modification to vanilla companion
EFF
Other non-vanilla companions who don't use the vanilla framework

I just will point out Gambit77 is not the typical author. He uses EFF and that is where he puts it.
 
What else would you guys like me try?

Where is Jammer during this and is this an Outpost raid, a Vassal, or a Slave Outpost (if it's the very first one from his quest, then its an Outpost, the second is a Vassal, and Slave Outposts unlock after that)?

I want to try and set up your exact scenario, where I send the same amount from the same place and attack the same settlement.

This is one of those issues where enough people have reported it, that I'm not convinced it's a conflict, and it could very well just be some combination of things I didn't account for. As when we test, we've always got perfect conditions, so there can really silly things that I never thought of.
 
Where is Jammer during this and is this an Outpost raid, a Vassal, or a Slave Outpost (if it's the very first one from his quest, then its an Outpost, the second is a Vassal, and Slave Outposts unlock after that)?

I want to try and set up your exact scenario, where I send the same amount from the same place and attack the same settlement.

This is one of those issues where enough people have reported it, that I'm not convinced it's a conflict, and it could very well just be some combination of things I didn't account for. As when we test, we've always got perfect conditions, so there can really silly things that I never thought of.

Jammer is in concord, he hasn't moved from there for me which I see others mention.
So it's an Outpost I guess as it's the very first raid/assualt mission he has given me.
 
your load order is short so that is good, and likely not going to be a problem. If you start modifying vanilla companions it could become an issue so then remember to -

modification to vanilla companion
EFF
Other non-vanilla companions who don't use the vanilla framework

I just will point out Gambit77 is not the typical author. He uses EFF and that is where he puts it.

Cool thanks for the info.
 
So it's late for me, if there's anything else you guys want me to try let me know and I do it in the morning.

Thanks.
 
I just experienced something like this. I chose Abernathy Farm as my first vassal. Pick the team to go on the assault. I fast travel to Red Rocket, then start heading toward the meeting point. Half-way there, I get the message

FAILED: Join the assault.

Reloaded a previous save, and this time I get there to find they'd been spawned in the middle of a pack of wild dogs. Half the crew were wiped out before I got there. Was able to continue the attack on the settlement, but still, loss of manpower hurts. Wonder if there'd be a way to have the assault team be protected (killable only by the player) until we actually join them. That way we'd have a chance to help them out battling whatever enemies they were dropped in the middle of and stand a chance of keeping most of the team intact.
 
Same here at Abernathy; they saw a bug on top of the cliff and started throwing granades at it. Being the bug over the cliff they hit the cliff and killed each other
IMHO it's not a mod conflict or something, it's just bad raiders AI; they arent coded to work in groups so if they see an enemy and have granades they us them regardless that there are a dozen fellows in the explosion range.
It could be fixed changing the spot where the raiders spawn in a place where there are no monsters spawning, or at least not so close as to kill each other with granades; in my case having the group just be some twenty meters from the cliff wold have avoided the carnage.
 
To update you guys;

I manually installed the 4.0.1 patch for Conqueror, WSFW and SS. I loaded the same save that had the initial problem, and the results were the same. 10 dead 5 alive.

I then went back to an earlier save before I took the mission from Jammer. Started the first vassal mission, and selected the max amount of crew to help with the assault.
This time when I fast traveled Beantown the meet up point for the assault had changed, it was now on the other side of Oberland. There was 5 raiders waiting for me and no corpses to be seen. I continued on with the assault losing 2 out of the 5 raiders during. After Oberland was overpowered I get a pop-up msg about Outposts, adding extra beds, etc. It was only then I noticed this:20190202131524_1.jpg
That's 10 dead raiders. I don't know if they were there all along or teleported in after.
Jammer is here at Oberland and when I talk him, he makes no mention of losing crew (not sure if he is supposed to) and just continues on with setting up supply part of the quest.

I'm going to go back and restart the mission and pick a different number of crew for the assault and see if that makes a difference. I'll also pick a different settlement and report back here.
 
Restarted the mission this time picking 5 crew to join the assault. There was nobody at the meet up point when I got to Oberland. After I wiped it out and Jammer appeared the 5 crew were with him.

Swapped to Redrocket next, again picking 5 crew. I fast traveled to Sanctuary and ran back to the meet up point. No crew at the meet up point. I wiped it out and after Jammer walked up from concord with 6 crew in tow.

Lastly, I went back Oberland picked all crew and walked there instead of fast traveling. Same results, 5 crew waiting no corpses to be seen. But I can confirm that those corpses in the pic above do teleport in with Jammer when he arrives.
 
That actually makes sense why the bodies would teleport initially given how I have something configured and I'll make sure it doesn't happen after the next patch.
 
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