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Castle isn't working as a settlement

grainne6

New Member
Messages
8
I have a problem with The Castle, I have completed taking independence, which worked fine. I can build at the Castle without any issue but I can't send any settlers there - it just doesn't show on the list. That is, when I try to move a settler, it's not greyed out, it's just not on the list. All other settlements are working fine.

I have both We are the Minutemen and Who's the General installed but they are both supposed to be compatible with SS2 - I have no other problems with the minutemen questline or with any other settlements. I have very few mods besides these and nothing that could be affecting it as far as I can tell.

I have also set up a recruitment beacon but no settlers have turned up even after a week.

I tried to do Old Guns to see if that would fix it but I am stuck - there is one minuteman there, as well as the radio operator, but when I try to assign them to the artillery, they run over, begin the animation but them immediately un-assign themselves.

I tried building a city planners desk and setting a city plan but it gives an error - You don't control The Castle. I tried unclaiming The Castle at the workbench and reclaiming but it had no effect.

I really like The Castle as a settlement and I'm also planning to side with The Minutemen but I don't know how to get past this. I can't find anyone else with this issue so it's probably not caused by SS2 but if anyone can suggest anything I can try, I would really appreciate it.

Thanks

#Mod_Priority,#Mod_Status,#Mod_Name
"0000","+","DLC: Wasteland Workshop"
"0001","+","DLC: Vault-Tec Workshop"
"0002","+","DLC: Nuka-World"
"0003","+","DLC: Far Harbor"
"0004","+","DLC: Contraptions Workshop"
"0005","+","DLC: Automatron"
"0006","+","Unofficial Fallout 4 Patch - UFO4P"
"0007","+","HUDFramework"
"0008","+","Workshop Framework"
"0009","+","Sim Settlements 2 - Chapter 3"
"0010","+","Settlement Menu Manager"
"0011","+","Sim Settlements 2 - Tiny Living"
"0012","+","Clean My Settlement"
"0013","+","Raze My Settlement"
"0014","+","Longer Power Lines"
"0015","+","Keep Radiants in the Commonwealth"
"0016","+","Jewel of the Commonwealth Patch Central"
"0017","+","Sim Settlements 2 - Rags and Riches"
"0018","+","High Resolution Texture Pack 2K and 4K - Valius"
"0019","+","Vivid Fallout - All in One"
"0020","+","Vivid Fallout - LOD and Far Distant Detail"
"0021","+","Vivid Fallout - LOD and Distant Detail - Far Harbor"
"0022","+","Vivid Fallout - LOD and Far Distant Detail - Nuka World"
"0023","+","Fallout 4 Enhanced Color Correction"
"0024","+","A Little Bit of Green (Realistic Touch of Green Edit)"
"0025","+","SeriouslySarcastic's Immersive Companions"
"0026","+","FlaconOil's Complete Retexture Project"
"0027","+","No Holes Nick Valentine"
"0028","+","Atomic Radio and Tales from the Commonwealth"
"0029","+","We Are The Minutemen"
"0030","+","Who's The General - Minutemen Quest Cleanup"
"0031","+","Fourville"
"0032","+","Hilda Hughes - An Institute Story"
"0033","+","David Hunter - A Brotherhood Story"
"0034","+","Danse GTFO Power Armor"
"0035","+","No skeletons in the Commonwealth exterior"
"0036","+","ROUGHIN IT - immersive sleeping bag mod"
"0037","+","Random Encounter Manager by SKK"
"0038","+","No More Sanctuary Dead Dog and Raider"
"0039","+","Use console commands in survival mode"
"0040","+","Sleeping Bag in Concord Museum of Freedom"
"0041","+","SS2C2 - 3DNPC Patch"
"0042","+","SS2 Radiant Municipal Power"
 
You may want to try adding Workshop Framework Script Override. It is an additional file with WorkshopFramework.

You also may want to go back to a save prior to taking the castle. Don't build up anything other than the power for the radio until after you complete "Old Guns".
I had that issue with an unmodded game and that was the only solution I could find.
 
You may want to try adding Workshop Framework Script Override. It is an additional file with WorkshopFramework.

You also may want to go back to a save prior to taking the castle. Don't build up anything other than the power for the radio until after you complete "Old Guns".
I had that issue with an unmodded game and that was the only solution I could find.
Thanks I tried the Workshop Script Override but nothing changed. I don't have a save before taking the castle - I'm playing on survival - so I can't go back but I didn't build anything other than the power for the radio anyway.
 
I have this exact same problem and symptoms as you; The Castle is not on the send list, recruitment beacon doesn't work and Old Guns I can't assign the artillery (it works in other settlements). According to the City Planner desk I don't own the Castle. I have many more mods than you do, but I also have We Are the Minutemen installed, maybe it causes it.

I have tried unclaiming and reclaiming the Castle, uninstalling WATM, and various console commands I've found online. I've also tried rolling back my save and replaying the taking of the castle. I've also tried forcibly completing Old Guns in various ways and the Castle never "unlocks", it's always stuck in this semi-working settlement state where I can build just fine, but can't move settlers there or get new ones and SS2 doesn't register it as a settlement.

My next attempt will be to uninstall WATM, roll back to my save pre-completion of Taking Independence, and re-take the Castle, and hope that works. I do not have a save from BEFORE the start of the Taking Independence quest...Preston and the Minutemen have been waiting near the Castle for a month or two ingame. So I am hoping that works, but if it doesn't I'm in trouble.

If you find any solutions I would be most grateful, I have scoured the internet and have tried everything I have seen. It has to be some kind of issue with either SS2 or WATM or the combo of the two.

Edit: Tried doing Taking Independence without WATM, same problem, the Castle is not unlocked after completing it and stays in its semi-locked state.
 
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I have this exact same problem and symptoms as you; The Castle is not on the send list, recruitment beacon doesn't work and Old Guns I can't assign the artillery (it works in other settlements). According to the City Planner desk I don't own the Castle. I have many more mods than you do, but I also have We Are the Minutemen installed, maybe it causes it.

I have tried unclaiming and reclaiming the Castle, uninstalling WATM, and various console commands I've found online. I've also tried rolling back my save and replaying the taking of the castle. I've also tried forcibly completing Old Guns in various ways and the Castle never "unlocks", it's always stuck in this semi-working settlement state where I can build just fine, but can't move settlers there or get new ones and SS2 doesn't register it as a settlement.

My next attempt will be to uninstall WATM, roll back to my save pre-completion of Taking Independence, and re-take the Castle, and hope that works. I do not have a save from BEFORE the start of the Taking Independence quest...Preston and the Minutemen have been waiting near the Castle for a month or two ingame. So I am hoping that works, but if it doesn't I'm in trouble.

If you find any solutions I would be most grateful, I have scoured the internet and have tried everything I have seen. It has to be some kind of issue with either SS2 or WATM or the combo of the two.

Edit: Tried doing Taking Independence without WATM, same problem, the Castle is not unlocked after completing it and stays in its semi-locked state.
Sorry I couldn't find any solution. I tried every combination of console commands and workshop framework commands but nothing helped. I have decided to restart because I want to make some other changes anyway. I'm hoping it was just some weird bug and it will work properly this time. I'm not going to use WATM this time just in case but a lot of people seem to use it without any trouble so I don't think it is the cause. I just don't know what else it could be.
 
Sorry I couldn't find any solution. I tried every combination of console commands and workshop framework commands but nothing helped. I have decided to restart because I want to make some other changes anyway. I'm hoping it was just some weird bug and it will work properly this time. I'm not going to use WATM this time just in case but a lot of people seem to use it without any trouble so I don't think it is the cause. I just don't know what else it could be.
okay, thanks for following up I really appreciate it. I did the same tried all of the commands and various mods to fix it, and nothing. Will probably just restart as well, unfortunate as I focused on the SS2 quests so far and have only progressed to the Castle after 100 hours in my save :D

I guess I will just cut back some of my mods including anything touching the Minutemen and do the same thing, just restart unless I can find a solution. Thank you again for following up
 
Came across the same issue today. Had two radiant quests that I needed to tell Preston I had completed. Received the Taking Independence quest when I tried to talk to him, then when I tried to talk to him he just kept saying to meet at the castle.

I completed several quests before actually going to the castle, then completed Taking Independence, however the castle was not made a settlement, though I could use the workshop. I tried using cheat terminal to force start Old Guns but nothing.

Tried reloading previous save and still got the same thing. I also have WATM and Who's the General installed, but this is the first time I have come across this issue. I've decided to scrap the playthrough, reorganize my mods and give it another shot.

Anyone find a fix yet? I'll post my results once I try again.
 
I unfortunately ended up scrapping my play through due to this bug. The Castle was going to be main base of operations but I took my time getting there and that bit me in the ass.

I haven’t started a new run yet, but when I do I’ll be testing this quest specifically before I get into it.
 
I unfortunately ended up scrapping my play through due to this bug. The Castle was going to be main base of operations but I took my time getting there and that bit me in the ass.

I haven’t started a new run yet, but when I do I’ll be testing this quest specifically before I get into it.
Same here; learning it's best to knock out major quests immediately because delaying can cause all kinds of issues. Will post back once I get around to trying again. 'Preciate the response!
 
I can build at the Castle without any issue but I can't send any settlers there - it just doesn't show on the list. That is, when I try to move a settler, it's not greyed out, it's just not on the list.
I have this exact same problem and symptoms as you; The Castle is not on the send list, recruitment beacon doesn't work and Old Guns I can't assign the artillery (it works in other settlements). According to the City Planner desk I don't own the Castle.
This is a symptom that usually means the workshop system broke.
Did you get a WSFW error message about a broken workshop when starting the game?
Did you uninstall any mods that add a settlement?
Either way, the final answer is your save is most likely trash. The Castle is not registered with the game system that handles settlement resources. Anything you build there will not produce any settlement resources. You can basically think of it as being a player settlement like Home Plate without the workshop menu restriction.

You can test to see if this is caused by a mod conflict by:
Start a new game. (I recommend a fast start mod to skip the pre-war stuff)
Once you are out of the vault (workshop system init should be complete at this point)
Enter console command coc thecastleext
Enter console command kah as a L1 player will not be able to contend with the mirelurks unless you are a masochist.
Go to the workbench and hit "space" (manage) and take ownership.
Verify resources work correctly. (including settlers) You can use the console command tgm so you can build without resources.
If things works fine, you did something in your previous save to break the workshop system. Otherwise, you have a mod that's breaking the workshop system.

I have both We are the Minutemen and Who's the General installed
I do as well and have no issues.
You may want to try adding Workshop Framework Script Override.
You only need to installed the WSFW Override if you get a warning when starting the game that says a WSFW script is being overridden.
Remember there is a ba2 limit.
I'm playing on survival - so I can't go back
I would recommend getting a mod that allows you to save when playing on survival. The game engine is not the most stable so make tons of saves. It will "save" you some headaches.
 
Same here; learning it's best to knock out major quests immediately because delaying can cause all kinds of issues. Will post back once I get around to trying again. 'Preciate the response!
@kilobyte Update: Started a new game and progressed through to Taking the Castle again. Cleared the castle and right after Preston mentioned restoring the radio, I received a prompt to "Send Minuteman To"....the game essentially forced me to send 3 MM settlers (I guess the NPCs that were assisting with Taking Independence) to another settlement. The Castle was not an option.

I was still able to access the workbench and power up the radio. Taking Independence completed, but I still could not send anyone (including companion) to The Castle. It shows up under "Workshops" in my Pip Boy, it shows as a settlement when looking at the map, but I can't assign anyone. Another interesting thing; I tried unclaiming the settlement, and when I went to access the workbench again it told me to I needed to clear all enemies. If I use the "manage" option I can reclaim and build, but it still will not let me send settlers to the Castle. Something somewhere seems to be conflicting with the workshop but for the life of me I can't figure out what. I'm using the previous verion of F4 (before next gen update), I don't have any additional settlement mods installed and these are the key mods I'm using:

SS2 complete
PANPC
We Are The Minutemen
Militarized Minutemen
Unofficial F4 Patch
Who's The General
Keep Radiants in the Commonwealth
Cheat Terminal

Most other mods are texture overhauls and/or extra outfits and armor; I'm determined to nail this down because I was able to play without issue before the damn next gen update forced me to have to roll everything back and retailor my mod list. I'm sure something has to be interfering with the workshop, so I guess I'll keep playing around until get to the bottom of it.

Any additional insight appreciated as always!
 
I have a problem with The Castle, I have completed taking independence, which worked fine. I can build at the Castle without any issue but I can't send any settlers there - it just doesn't show on the list. That is, when I try to move a settler, it's not greyed out, it's just not on the list. All other settlements are working fine.

I have both We are the Minutemen and Who's the General installed but they are both supposed to be compatible with SS2 - I have no other problems with the minutemen questline or with any other settlements. I have very few mods besides these and nothing that could be affecting it as far as I can tell.

I have also set up a recruitment beacon but no settlers have turned up even after a week.

I tried to do Old Guns to see if that would fix it but I am stuck - there is one minuteman there, as well as the radio operator, but when I try to assign them to the artillery, they run over, begin the animation but them immediately un-assign themselves.

I tried building a city planners desk and setting a city plan but it gives an error - You don't control The Castle. I tried unclaiming The Castle at the workbench and reclaiming but it had no effect.

I really like The Castle as a settlement and I'm also planning to side with The Minutemen but I don't know how to get past this. I can't find anyone else with this issue so it's probably not caused by SS2 but if anyone can suggest anything I can try, I would really appreciate it.

Thanks

#Mod_Priority,#Mod_Status,#Mod_Name
"0000","+","DLC: Wasteland Workshop"
"0001","+","DLC: Vault-Tec Workshop"
"0002","+","DLC: Nuka-World"
"0003","+","DLC: Far Harbor"
"0004","+","DLC: Contraptions Workshop"
"0005","+","DLC: Automatron"
"0006","+","Unofficial Fallout 4 Patch - UFO4P"
"0007","+","HUDFramework"
"0008","+","Workshop Framework"
"0009","+","Sim Settlements 2 - Chapter 3"
"0010","+","Settlement Menu Manager"
"0011","+","Sim Settlements 2 - Tiny Living"
"0012","+","Clean My Settlement"
"0013","+","Raze My Settlement"
"0014","+","Longer Power Lines"
"0015","+","Keep Radiants in the Commonwealth"
"0016","+","Jewel of the Commonwealth Patch Central"
"0017","+","Sim Settlements 2 - Rags and Riches"
"0018","+","High Resolution Texture Pack 2K and 4K - Valius"
"0019","+","Vivid Fallout - All in One"
"0020","+","Vivid Fallout - LOD and Far Distant Detail"
"0021","+","Vivid Fallout - LOD and Distant Detail - Far Harbor"
"0022","+","Vivid Fallout - LOD and Far Distant Detail - Nuka World"
"0023","+","Fallout 4 Enhanced Color Correction"
"0024","+","A Little Bit of Green (Realistic Touch of Green Edit)"
"0025","+","SeriouslySarcastic's Immersive Companions"
"0026","+","FlaconOil's Complete Retexture Project"
"0027","+","No Holes Nick Valentine"
"0028","+","Atomic Radio and Tales from the Commonwealth"
"0029","+","We Are The Minutemen"
"0030","+","Who's The General - Minutemen Quest Cleanup"
"0031","+","Fourville"
"0032","+","Hilda Hughes - An Institute Story"
"0033","+","David Hunter - A Brotherhood Story"
"0034","+","Danse GTFO Power Armor"
"0035","+","No skeletons in the Commonwealth exterior"
"0036","+","ROUGHIN IT - immersive sleeping bag mod"
"0037","+","Random Encounter Manager by SKK"
"0038","+","No More Sanctuary Dead Dog and Raider"
"0039","+","Use console commands in survival mode"
"0040","+","Sleeping Bag in Concord Museum of Freedom"
"0041","+","SS2C2 - 3DNPC Patch"
"0042","+","SS2 Radiant Municipal Power"
When they break their action right after doing the empote there is something preventing ti from happening. I got around this by making a line of moarters and one of them he liked.
 
When they break their action right after doing the empote there is something preventing ti from happening. I got around this by making a line of moarters and one of them he liked.
@kilobyte Update: Started a new game and progressed through to Taking the Castle again. Cleared the castle and right after Preston mentioned restoring the radio, I received a prompt to "Send Minuteman To"....the game essentially forced me to send 3 MM settlers (I guess the NPCs that were assisting with Taking Independence) to another settlement. The Castle was not an option.

I was still able to access the workbench and power up the radio. Taking Independence completed, but I still could not send anyone (including companion) to The Castle. It shows up under "Workshops" in my Pip Boy, it shows as a settlement when looking at the map, but I can't assign anyone. Another interesting thing; I tried unclaiming the settlement, and when I went to access the workbench again it told me to I needed to clear all enemies. If I use the "manage" option I can reclaim and build, but it still will not let me send settlers to the Castle. Something somewhere seems to be conflicting with the workshop but for the life of me I can't figure out what. I'm using the previous verion of F4 (before next gen update), I don't have any additional settlement mods installed and these are the key mods I'm using:

SS2 complete
PANPC
We Are The Minutemen
Militarized Minutemen
Unofficial F4 Patch
Who's The General
Keep Radiants in the Commonwealth
Cheat Terminal

Most other mods are texture overhauls and/or extra outfits and armor; I'm determined to nail this down because I was able to play without issue before the damn next gen update forced me to have to roll everything back and retailor my mod list. I'm sure something has to be interfering with the workshop, so I guess I'll keep playing around until get to the bottom of it.

Any additional insight appreciated as always!
Try sneaking and see if your in combat at all. If no then you have a couple of options to try -
KIllall command - it kills everything. If their protected they get back up again. If thast doesnt murder them leave and let them map unload. Then head back and hopeful the game has worked it out.
Not sure if PANPC is compatible - I havent messed with it in some time. Id suggest getting the workshop framework script override mod from the nexus and trying it. It detects if scripts are broken and tries to fix them.
 
Try sneaking and see if your in combat at all. If no then you have a couple of options to try -
KIllall command - it kills everything. If their protected they get back up again. If thast doesnt murder them leave and let them map unload. Then head back and hopeful the game has worked it out.
Not sure if PANPC is compatible - I havent messed with it in some time. Id suggest getting the workshop framework script override mod from the nexus and trying it. It detects if scripts are broken and tries to fix them.
Thanks for the tips, I'm going to try that now. I've been at this all afternoon LOL LOL!! Something is definitely breaking the castle somehow; I found a game save on Nexus that had only the MM quests through Taking Independence completed and castle secured. I loaded that with my existing mods, and was still unable to assign anyone in/to the castle.

I'm gonna try the script override next, and if that doesn't work then I'll try uninstalling PANPC and see what that does. I'm determined LOL!

EDIT: Nailed it!! Turns out I had some random JOTCPatch KeepRadiants SS2.esp plugin installed and that was causing the Castle to be unselectable as a settlement. The Keep Radiants in the CW mod itself so far doesn't seem to be an issue at all. Now to enable the rest of my mods and see how things go! So to anyone who may have a similar issue, double and triple check your plugins!!
 
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Thanks for the tips, I'm going to try that now. I've been at this all afternoon LOL LOL!! Something is definitely breaking the castle somehow; I found a game save on Nexus that had only the MM quests through Taking Independence completed and castle secured. I loaded that with my existing mods, and was still unable to assign anyone in/to the castle.

I'm gonna try the script override next, and if that doesn't work then I'll try uninstalling PANPC and see what that does. I'm determined LOL!

EDIT: Nailed it!! Turns out I had some random JOTCPatch KeepRadiants SS2.esp plugin installed and that was causing the Castle to be unselectable as a settlement. The Keep Radiants in the CW mod itself so far doesn't seem to be an issue at all. Now to enable the rest of my mods and see how things go! So to anyone who may have a similar issue, double and triple check your plugins!!
Thank you! I had a back up save for the castle and I just tried it without this mod JOTCPatch KeepRadiants and it worked! Thanks for experimenting and sharing this.
 
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