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Old Post Assault Jamaica Plain - subdue a... Feral Ghoul? Really?!

cosmic-cube-keeper

Well-Known Member
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Not sure if this is a Conqueror or WSFW issue, but just ran a vassal attack against Jamaica Plain, forgetting about the few ghouls that hang out in the town hall. I get there, take out the hired guns, and subdue the residents.

Then I see there's one quest marker pointing to the town hall. Sure enough I get in there, and there's 3 or 4 ghouls still very much alive, including one marked as needing to be subdued to complete the quest. Naturally, it was a Feral Ghoul Roamer or something like that, one of the more difficult SOBs. Put enough lead in it, and it would go down for all of 2 seconds before it gets back up again, at full health. Had to use console commands to disable the target, and advance the quest.

So the question, would it be possible to put some sort of safeguard on the quest aliases to make sure the targets 'make sense'? Luckily this is the first time I've experienced this sort of thing, but also the first time I've taken down a pre-built Jamaica Plain. Normally this is a place I claim myself, knowing the number of hostiles in the area.
 
Sure enough I get in there, and there's 3 or 4 ghouls still very much alive, including one marked as needing to be subdued to complete the quest. Naturally, it was a Feral Ghoul Roamer or something like that, one of the more difficult SOBs. Put enough lead in it, and it would go down for all of 2 seconds before it gets back up again, at full health. Had to use console commands to disable the target, and advance the quest.

This is often an issue with prebuilt settlements. There are a number of reports on the forum of similar issues at settlements with preexisting creatures: native creatures getting counted as/acting like defending civilians/getting kidnapped.

I'd guess that this has something to do with the fact that these aren't hostile in the normal course of the game until you get too close them. The two sleeping Ghouls at Sunshine. Sleeping molerats at Starlight. I think that at least one of those Ghouls in Jamaica Plain town hall is asleep and doesn't aggro until you barge in. Maybe, at least, it explains why settlement defenses don't take care of these.

I thought this might have got fixed in a recent patch: I imagined that I read somewhere that it had, but I couldn't find any mention in the patch notes. @uituit @RayBo Is this something that should have been fixed, something that's being looked into, or what?

Until, then, it might be best to pay an advance visit to any prebuilt that you know has existing baddies and go ahead and do some exterminating. If you do so, don't accidentally active the workshop or use any existing crafting stations: doing so will give you control over the settlement the old fashioned way.
 
A advanced visit is best for now ,im sure its on Kinggaths list of things to fix ;)
 
Any zone that you normally clear first I scout it out before I make an assault; murkwood, lighthouse, Jamaica, croup, in terms of croup I also clear the basement.
 
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