Fixed Cannot Claim Pre-built Settlements

Discussion in 'Conqueror Mod (System Bugs) (Archive)' started by MadTurin, Feb 6, 2019.

  1. MadTurin

    MadTurin New Member

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    Up-to-date 3-in-1, RotC, Conqueror, MJC AIO, Wasteland Ventures AIO, Mega Pack Year One, Ruined Homes and Gardens, SimHomestead, Industrial City w/ dispatch radio, IDEK's Logistics Station, Echo Lake Lumber (city plan) and Workshop Framework. Conqueror is set to load after and require Workshop Framework.

    Selected Egret Tours Marina to not be automatically built up and populated, otherwise the standard Conqueror list of not-built settlements is as usual: SH, RRTS, the Castle, Covenant, Spectacle Island, Boston Airport, et al.

    Settlements that normally have hostile critters still have hostile critters that more often than not massacre the settlers and any pets or minor creatures. When I waste the hostiles (the mirelurk queen and her brood at Murkwater; the cultists of Atom at Kingsport; the zombies infesting Jamaica Plains; ad nauseam) the settlement cannot be claimed. Those settlements that had living people survive the critters there do not give any quest to claim the settlement after wasting ALL of said critters along with just about everything else hostile in a 4-cell radius.

    I have a strong suspicion that I'd have to murder them all and their little turrets too to claim these settlements.

    Problem with that is that I've never come close to Codsworth, the truck stop or Concord's general vicinity on purpose, i.e., they should treat me as per vanilla.

    Edit: Checked on 15 settlements before giving up. All of them have no bona fide hostiles. None of them are claimable via settler quest / workbench activation.

    Uninstalling Conqueror did not help / fix this problem.
     
    Last edited: Feb 6, 2019
  2. Valengarde

    Valengarde New Member

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    Giving additional data as I am experiencing the same issue as above, first noticed with Starlight Drive-In.

    As opposed to MadTurin, though, I have been in the Sanctuary/Concord area, and have noticed that Jammer doesn't acknowledge the player from his spot on the roof, not even to give the initial call-out.

    SS, Conq, and WF are all current, and load order tweaks don't seem to affect it either.
     
  3. uituit

    uituit Secretary ;) Staff Member Administrator Moderator Support Team Verified Builder Wiki Contributor

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    you don't need ROTC if you have the 3 in 1 ,remove rotc and see if that helps.

    Try placing WSFW above simsettlements
     
  4. Valengarde

    Valengarde New Member

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    Can confirm that, for my part, I don't have ROTC, and WSFW is above both SS and Conq. I haven't added the SS holotape to my inventory as yet, would that cause the problem?

    EDIT: I followed the advice in another thread to deactivate, load, save, and then reactivate Conq. to get Jammer working. This also removed all the (protected, and thereby unkillable) Civilian settlers that were previously in Starlight when I tried taking it before.

    However, now instead of reading "you aren't allied to this settlement", I am returned the message of "you have to kill all the enemies before using this workbench", even with all the mole rats that spawn dead (as well as three raiders which seem to spawn every time).
     
    Last edited: Feb 10, 2019
  5. uituit

    uituit Secretary ;) Staff Member Administrator Moderator Support Team Verified Builder Wiki Contributor

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    could you try on a new save
     
  6. Valengarde

    Valengarde New Member

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    Trying to get my game to actually start a new game (it can be difficult sometimes), but I did just now load a save from the current playthrough (had saved while still in Sanctuary's bathroom just after Conqueror completed its settings and such). Turned on noclip and godmode and ran straight for Starlight - all the mole rats were dead already, and there were about half a dozen civilians milling about. Workbench once again reads with "you are not allied to this settlement", but none of the civilians appear to offer any opportunity to do so. Also worth noting, in the previous run most of the normal junk that spawns at Starlight was present, including the radiation barrels in the middle, whereas those were all gone this time.

    Will edit once I get a new game running with Conqueror set up.

    EDIT: Figures, no changes to my load order, and now Conqueror's start up menu refuses to appear! Haha, I'll continue working at it later on.
     
    Last edited: Feb 10, 2019
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  7. uituit

    uituit Secretary ;) Staff Member Administrator Moderator Support Team Verified Builder Wiki Contributor

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    you may need to get radiant quests from preston before u can claim another settlement.i only seem to get radiants from settlers if they are already tehre in vanilla ,like the ones in oberland or tenpins.
     
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  8. Valengarde

    Valengarde New Member

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    Thanks, I'll give that a test in the save that I have that works LOL Is there any chance you guys have a console command that forces the Conqueror startup menu to, y'know, start? I'm still being bullied by it on new saves.
     
  9. uituit

    uituit Secretary ;) Staff Member Administrator Moderator Support Team Verified Builder Wiki Contributor

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    there is but it will mess up your save .

    Try this

    "Next most common would be that need to switch WSFW and SS positions in their LO. After that, it's probably a script being overwritten - either a loose workshop script, or if they have Unofficial Patch loading after WSFW instead of before."
     
  10. McKaby

    McKaby Member

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    I'm getting this at Oberland Station, I will try to move WSFW above SS and see if that works.

    I've already got UF4P loading before Sim Settlements (it's always first on my load order) so I can rule that out, though I still have my Jammer problem that I will test.

    EDIT: Interesting situation, if I go and select the workbench in a certain area I get the prompt to enter workshop mode, if I press it anywhere else or hold down V, it doesn't count.

    Also, site note: I've got G2M installed and that flagged that the workbench isn't owned either when I tried using it's increase in build limit feature so I could slap down a new plot.

    EDIT 2: I've checked my load order and I already have WSFW above Sim Settlements so that's a bust.

    EDIT 3: 24h later (yay called in for a shift, being on-call is great) and I've found that there are 2 workbenches at Oberland Station, I found this by messing around with the disable command.
    Also, I still can't get G2M to accept the workbench to increase the build amount.

    EDIT 4: I've noticed that the workbench that allows me access is base id 00009b1d1, which according to Nuka is correct for Oberland, yet the workbench that is causing me issues is base id 000c1aeb, which I can't find what it is linked to, attached to that, it has a ff prefix when selecting it in console, unlike 9b1d1 that is the correct code.
     
    Last edited: Feb 15, 2019
  11. Ants in My Eyes Johnson

    Ants in My Eyes Johnson New Member

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    Hi! Joined just now to see if I can help with this particular problem. Please forgive me if it's a violation to suggest a PC console workaround (again, just wandered in here), but I had a similar problem and found a command that allows you to claim settlements when the workbenches won't cooperate.
    1. Start by getting the ID for the settlement. I had to do it for Taffington, for example, so I typed "help taffington 4 lctn" to get its ID.
    2. Once you have that, enter "setlocationcleared [location ID] 1". You should be able to activate the bench after closing the console.
    I've had 100% success toggling workbenches after doing this and haven't noticed related problems. I hope this helps!
     
  12. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

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    What you've run into here is that the prebuilt settlements from Conqueror re-introduced a very old bug from RotC, in that there are duplicate workbenches.

    If you ever click a workbench in console and find that it starts with FF as the ID, that means it was placed dynamically. You should run disable on those, and it should reveal the actual workbench underneath.

    This is fixed as of 4.0.3, but if you already had the extra workbench placed, you will need to remove it with the console.
     

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