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[CH3] Hostility of Captives/Settlers at Settlements

yaugie

Well-Known Member
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3,689
I just did the "retake Oberland" as per the story.
Only about half the settlers living there (running a City Plan as you can see in the images) became Captives. They're all showing as red dots on the radar.
I'm 100% certain I didn't clip any of them myself, and they weren't attacking my troops, only me.

Even during the flyover cam one of them (I think one of the ones here by default?) was shooting at me, and even after leaving it 5 minutes after regaining control she was still hostile to me.
 

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When I was making Covenant into a vassal, I think only Swanson (the guy who does the GOAT test) and maybe one more guy turned hostile and the other settlers were beating them down.
 
Alright I just rolled back and tried the Liberation of Oberland again.

This time, the Captives/Settlers only became red dots on my radar after the 'quest' for the Liberation was ticked off as complete but before the Flyover Cam started. You'll notice I'm getting shot at by the turrets of the settlement during the Flyover here. (you appear to be invincible during that, thankfully)
So I snuck off and got out of range enough to Fast Travel away, went back to Starlight... and the VISITORS there are showing as enemies to me now too.
Going back to Oberland 24+ ingame hours later is causing an instant CTD, too.

EDIT: I went back to the autosave before that fast travel away from Oberland, and waited another 5 minutes hiding somewhere the turrets couldn't spot me but I was still in the Build Zone... eventually the Captives were freed and the Turrets went non-hostile towards me. Must just take freakin' ages.
 

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Yeesh this is obnoxious. I just tried doing this location again on a new game, and thanks to slow script lag I noticed that the Captives and turrets all became 'hostile' to me AFTER the "Liberate Oberland Station" quest had marked as completed - a second wave of enemy Reinforcements triggered, but then the quest Completed before they arrived. Never got a 'scorecard' during the flyover cam after the battle, either.
Now to put god mode on and hide in a corner and AFK for 15 minutes to wait for the scripts to finish to see if quest "State of War" actually recognises I did the fight it demanded...

This is so awful to actually play that I'd put it off as long as I could and didn't enjoy it in the slightest, only even did it because the questline makes you. The one mechanic I'd been looking forward to the most should not provoke the primary emotional response of dread.

Frankly, the "3.0 mechanics" are so buggy and un-fun that I'm THIS close to giving up and coming back in a few months
 
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Quest still hasn't updated, turrets are still hostile to me although the settlers aren't (although I notice using Track Occupants that the ones from Settlers Of The Commonwealth have gone back to their spawn locations), camera moved as though I recieved a HQ Radio call but nothing happened. I give up, I'll try again when I'm not in such a crummy mood.

Was it like that in the Conqueror for the Liberators? I haven't played much then.
As far as I remember, no.
 
Settlers of the commonwealth may not be part of the workshop faction, if that helps at all. Im not sure turrets ever de aggro on their own, might have to refresh the plot (this used to happen sometimes during ch 2 attacks too).
It sounds like this got worse for you than before, or I'm reading too much into it?
Edit: I reloaded a couple times in the middle of an attack and settlers would be aggro immediately, I feel like they change factions in the middle of all that and the script responsible for that can't fire up, idk
Edit 2: could this be connected to framerate, like the old issue with a hundred of gunners in attacks was? At least I think it was in part cause of that. I just don't get why for some its rly quick and others report 15 mins of god mode (even if the bug of them being hostile is the same)
 
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Settlers of the commonwealth may not be part of the workshop faction, if that helps at all.
I've long suspected that mod was actually the cause of several problems but never been able to 100% verify. I'd have to start over again to remove something like that, though.

Im not sure turrets ever de aggro on their own, might have to refresh the plot (this used to happen sometimes during ch 2 attacks too).
It's not just turrets on plots. Even stationary Heavy Laser Turrets were still aggro to me after ~30 minutes of waiting, even after the settlement had given me back Build Mode control.

The Settlers weren't renaming back from "Captive" and were still showing as red compass dots but weren't actually fighting me.
 
Alright so I finally got up to this point again on a fresh save that'd never been touched by the mods I suspected might be causing some of my issues.

The quest actually updated and acknowledged I'd done the fight for Oberland in a timely manner (starting "Aide Memoire", objective marker to take Oberland is gone), although it still hasn't flipped to my control after a solid 15 realtime minutes of waiting, map marker is still the "skull wrapped in chains" thing and all. And this is with literally nothing built here. On the plus side the two ladies that live here by default aren't still hostile to me this time?
... is it because I did a "Liberate" action and not a "Vassalize" action? I didn't control it before the quest, is that the distinction between those two options - Liberate restores it to neutral, Vassalize will always give it to you?
 
Alright so I finally got up to this point again on a fresh save that'd never been touched by the mods I suspected might be causing some of my issues.

The quest actually updated and acknowledged I'd done the fight for Oberland in a timely manner (starting "Aide Memoire", objective marker to take Oberland is gone), although it still hasn't flipped to my control after a solid 15 realtime minutes of waiting, map marker is still the "skull wrapped in chains" thing and all. And this is with literally nothing built here. On the plus side the two ladies that live here by default aren't still hostile to me this time?
... is it because I did a "Liberate" action and not a "Vassalize" action? I didn't control it before the quest, is that the distinction between those two options - Liberate restores it to neutral, Vassalize will always give it to you?
Ya, if you Liberate a settlement that you didn't own, it returns to the original owners.
An assault to Subdue should make the settlement a Vassal.
idk why the map marker hasn't updated.
 
Ya, if you Liberate a settlement that you didn't own, it returns to the original owners.
An assault to Subdue should make the settlement a Vassal.
idk why the map marker hasn't updated.
Yeah I tried again as a Vassalize action and it did flip to mine after a moment or so (settlers were hostile to me, but leaving and coming back fixed that).
It's been long enough for me to put a Basics City Plan in place, then spawn in settlers 1 by 1 and upgrade plots to level 3 (thanks ASAM Design Database HQ upgrade) that I'm at 10 pop now and it still has the chained-skull icon.
 

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I suspect the code for control-switching may actually be doing things in the wrong order.

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Above video shows me at Egret Tours Marina, just taken mere moments ago as that mandatory assault of the questline. It has flipped back to my control, but... turrets are still hostile to me. EVEN ONES I LITERALLY JUST BUILT.
They started behaving about another minute of waiting later... just scared the crap out of me since the first one I built was a "mk 2" one that spawned with Explosive Rounds...
 
Plop y'all !

This might sound stupid, but did you try restarting the game after taking back the outpost ?

Anyway, for anyone having the issue (looks like a lot) and stumbling on this thread like me here's what seems to have "worked" for me :
clearing the area of gunners and disabling turrets by myself before the assault, taking care of the remaining ennemies during the assault, finding a nice spot where my overdone defences won't rain on me (man I feel for the poor souls who tried attacking it in the past) before restarting the game, sleeping 24H in the settlement and tada !
The sleeping part might not be required but I can't seem to recreate the exact issue by reloading a previous save, so I'll come back after advancing the story and trying this on other settlements.

Oh and thanks a lot yaugie for the "setav" trick posted on another thread, it saved me from a lot of troubles created by the grinding aspect of the mod ! ;)
 
I haven't actually played FO4 much (beyond logging in to take a quick video to show someone where something was) in the past few weeks, but it looks like a lot of the 'unique' issues I had been having on previous playthroughs were due to script overload - I had been using the mod "S7 Skill System" on previous playthroughs but not the most recent, and a LOT of the wierd glitchy behaviour I'd been seeing is no longer present. Some still is, but I'm taking some time off from FO4 to come back with refreshed eyes in another month or so. (there's something being added Soon(tm) that I suspect I'll want to help on the Public Beta of)

Oh and thanks a lot yaugie for the "setav" trick posted on another thread, it saved me from a lot of troubles created by the grinding aspect of the mod !
Which trick would that be?
 
I can understand, I actually came back to FO4 just a month or two ago when I saw the Last Stand of the Commonwealth trailer (which looks neat !) and might already take a little break from it.
Just wanted to share what worked with me for anyone having the same issue.
It's not really a solution to the problem and it takes the epic out of it, but hey at least I can continue the mod's story for now and stop my turrets from annihilating me !

Are you talking about London, or is there a big update scheduled for the game ?

Which trick would that be?
Yeah I guess it was kind of random : someone was looking for a way to modify settlers stats and, having not played for some times, I didn't thought about trying the setav command.
So thank you !
 
So, little heads-up on my "fix" : it doesn't work ...
The only solution I can see is to wait, like others mentioned previously.

Such a shame the base game is so broken, the mod's story and mechanics looked neat (even better than the original)!
 
Plop y'all !

This might sound stupid, but did you try restarting the game after taking back the outpost ?

Anyway, for anyone having the issue (looks like a lot) and stumbling on this thread like me here's what seems to have "worked" for me :
clearing the area of gunners and disabling turrets by myself before the assault, taking care of the remaining ennemies during the assault, finding a nice spot where my overdone defences won't rain on me (man I feel for the poor souls who tried attacking it in the past) before restarting the game, sleeping 24H in the settlement and tada !
The sleeping part might not be required but I can't seem to recreate the exact issue by reloading a previous save, so I'll come back after advancing the story and trying this on other settlements.

Oh and thanks a lot yaugie for the "setav" trick posted on another thread, it saved me from a lot of troubles created by the grinding aspect of the mod ! ;)
Is this including reverting the Captives' names and behaviour back to regular settlers?
 
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