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Game 6 - Minutemen Liberators - A New Saga - Update 4

Slb1

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After upgrading my PC and installing the 6 DLCs, started a new game as a Minuteman Liberator.
Playing on ultra with the Commonwealth Conifers - Seasons and Misty Pines Overhaul mods definitely changes the "look and feel" of the game.

After leaving the Vault and performing the Codsworth search/bloatfly quest, the only problem so far is the Quit Freeze which can be accommodated by the Task Manager. Hopefully, Phil_T_Casual suggest (see https://simsettlements.com/site/index.php?threads/exit-to-desktop-game-freeze.8399/page-5#post-84273) will help fix this.

After 140 hrs/Level 40, in addition to the Quit Freeze above, I have had 7 CTDs and 5 Freezes - some of these were due to testing mods that were ultimately rejected.
 
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After upgrading my PC and installing the 6 DLCs, started a new game as a Minuteman Liberator.
Playing on ultra with the Commonwealth Conifers - Seasons and Misty Pines Overhaul mods definitely changes the "look and feel" of the game.

After leaving the Vault and performing the Codsworth search/bloatfly quest, the only problem so far is the Quit Freeze which can be accommodated by the Task Manager. Hopefully, Phil_T_Casual suggest (see https://simsettlements.com/site/index.php?threads/exit-to-desktop-game-freeze.8399/page-5#post-84273) will help fix this.

Hahaha, sorry but.....
Great!

I am real interested in this “Quite Freeze” bug.

I would be grateful if you would disable two mods and see if it resolves the “Quite Freeze” issue in your game?

1. “disable” Misty Pines
2. “disable” Commonwealth Conifers – Seasons
3. “disable” ANY mod that uses the BNS framework

That is it nothing else.

Can you please post your results so we know how it went?

Thank you for Posting your Prebuilt/Pre-conquered that might become helpful.
 
Can do. HUD and Workshop I know - what is the BNS framework?
:bye
BNS = Boston Natural Surroundings framework.

Basically just any tree mod / or green mod overhaul that involves trees.

Just disable those and see if you “hang” on the exit save or not. :friends
 
I would be grateful if you would disable two mods and see if it resolves the “Quite Freeze” issue in your game?
1. “disable” Misty Pines
2. “disable” Commonwealth Conifers – Seasons
3. “disable” ANY mod that uses the BNS framework

Ah! Fudge - I really like those two mods or the short answer is - Yes it resolved the Quit Freeze

Longer answer - disabled the two mods:
  1. Loaded save at approx 2 hours at Sanctuary, and immediately Quit to Main Menu/Quit to Desktop - game ended within 2 seconds
  2. Loaded save at approx 5 hours at Sanctuary, and immediately Quit to Main Menu/Quit to Desktop - game ended within 2 seconds
  3. Loaded save at approx 7 hours at Red Rocket and immediately Quit to Main Menu/Quit to Desktop - game ended within 2 seconds
Enabled the 2 mods:
  1. Loaded save at approx 5 hours at Sanctuary, and immediately Quit to Main Menu - game froze, waited 30 seconds, and used Task Manager to end game
  2. Loaded save at approx 7 hours at Red Rocket and immediately Quit to Main Menu - game froze, waited 30 seconds, and used Task Manager to end game
To the best of my knowledge, I do not have any mods with BNS
 
Ah! Fudge - I really like those two mods or the short answer is - Yes it resolved the Quit Freeze

Longer answer - disabled the two mods:
  1. Loaded save at approx 2 hours at Sanctuary, and immediately Quit to Main Menu/Quit to Desktop - game ended within 2 seconds
  2. Loaded save at approx 5 hours at Sanctuary, and immediately Quit to Main Menu/Quit to Desktop - game ended within 2 seconds
  3. Loaded save at approx 7 hours at Red Rocket and immediately Quit to Main Menu/Quit to Desktop - game ended within 2 seconds
Enabled the 2 mods:
  1. Loaded save at approx 5 hours at Sanctuary, and immediately Quit to Main Menu - game froze, waited 30 seconds, and used Task Manager to end game
  2. Loaded save at approx 7 hours at Red Rocket and immediately Quit to Main Menu - game froze, waited 30 seconds, and used Task Manager to end game
To the best of my knowledge, I do not have any mods with BNS

Thank you that is helpful and no, I am not suggesting you permanently disable those two mods or not use them in the future. It will not hurt your game to continue to use the task manager shut down and this issue is something that I think would vex anyone.

"Yes it resolved the Quit Freeze" I think that insight is all I can give right now.

The glitch is way-way beyond my paygrade but I like challenges and this one I will pursue with a vengeance until it is gone or until I figure it out. :threaten

There are other ways to fix it or avoid it but they are not real solutions.

I have several hypotheses but none are worth mentioning as closing with the task manager is a good solution for the time being and less disruptive to a player than my other suggestions.

I sincerely appreciate the confirmation and the time you took to test it. :friends

If I ever really figure it out I will make sure I come back and let you know. This thread is permanently bookmarked in a folder that I use for bugs like this. :umnik2
 
@MrCJohn regarding the Minutemen quest Taking Independence, my modded/survival Game 6 is playing reasonable well, see https://simsettlements.com/site/ind...potential-conflicts-updated.12131/#post-83852 . After 18 hours, the only problem, I have had is the Quit Freeze discussed above. Thanks to Raybo, I know the cause and using the Task Manager to close the game is more than acceptable.

At the moment, I have 1 Outpost (Red Rocket), 2 Vassals (Abernathy and Sanctuary) and 1 Allied (Tenpines). According to the console command show MinutemenOwnedSettlements there are 3 settlements - see below

(1) Sanctuary (No Prebuilt, No PreConquered - Vassal)
  • saved Preston et al
  • helped Sturgeon setup
  • later successfully eliminated 6 Raiders - making Sanctuary a vassal (Side note: Preston did not shoot me)
(2) Red Rocket (No Prebuilt, No PreConquered - Outpost)
  • using War Planners desk, made RR my Outpost and HQ
  • built up WRE and recruited warriors
(3) Tenpines (Prebuilt Level 3, PreConquered - Vassal)
  • approaching Tenpines, heard gunfire and the 5 Raider guards had been eliminated
  • performed the MM quest The First Step
  • successfully vassal assaulted Tenpines (8 Raiders, 6 Civilians) Side notes: (1) Preston did not shoot me and (2) in order to stop the civilians I must shoot them.
  • Removed slave collars from 4 slaves using "openactorcontainer 1", but 2 could not be reassigned in Workshop mode so disabled
(4) Abernathy (No Prebuilt, PreConquered - Vassal)
  • eliminated 1 Gunner guard (Mr Gutsy), talked to Blake and got/performed the quest Returning the Favor,
  • successfully conducted a vassal assault (8 Gunners) (Side note: again Preston did not shoot me)
(5) Starlight (Prebuilt Level 3, PreConquered - Vassal)
  • visited Starlight and the 5 Raider Guards were already eliminated
  • successfully conducted a vassal assault (12 Raiders, 8 Civilians) Side notes: (1) Preston did not shoot me and (2) in order to stop the civilians I must shoot them.
  • Removed slave collars from 4 slaves using "openactorcontainer 1", but 2 could not be reassigned in Workshop mode so disabled
Again, thanks to kinggath's for emphasizing these 2 mods on a youtube. Also, sneaking is now "back in" due to the setting provided by the Commonwealth Conifers and Misty Pines mods.
 
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After successfully vassal assaulting Starlight, used the console command "show MinutemenOwnedSettlements" The number of settlements is now 0, see image. I have no idea how or when or who :unknw or why this occurred nor what character light RIM strength is. However, thanks to @Bored Peon on Steam, I will use the console command "SetStage <QuestID> <Quest stage number>" or "setstage 3a457 20" to initiate the Castle quest.
 

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After successfully vassal assaulting Starlight, used the console command "show MinutemenOwnedSettlements" The number of settlements is now 0, see image. I have no idea how or when or who :unknw or why this occurred nor what character light RIM strength is. However, thanks to @Bored Peon on Steam, I will use the console command "SetStage <QuestID> <Quest stage number>" or "setstage 3a457 20" to initiate the Castle quest.

It's the character lighting... you can type cl off in console and back on with a value … it's like fake backlighting... sometimes vanilla game too strong and looks weird.

Have to keep us updated - sounds like a blast...

John
 
John - thanks

(6) Graygarden (Prebuilt Level 3 - Changed to Level 0, PreConquered, Vassal)
  • got the MM quest from Preston which as discussed above, is now somewhat irrelevant
  • walked to Graygarden, heard gunfire, and the 2 Raider guards had been eliminated
  • due to the complexity of the prebuilt, had difficulty walking thru the settlement and had some minor stuttering on ultra with my new PC
  • could not find the City Planners Desk, placed a second desk and changed the city plan which reset Graygarden to a Level 0 settlement
  • will conduct a vassal assault later today successfully vassal assaulted Graygarden - 10 MM, Preston and me versus 14 Raiders, 5 Civilians, and 4 Robots.
For whatever reason, Preston is a better companion than Danse in Conqueror.

Question: while walking and doing nothing else, a message popped-up, stating I received the Executioner Perk - now where did this come from? A link would be appreciated. I suspect a very very slow script.

Sid
 
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I am real interested in this “Quite Freeze” bug.
An update - I disabled/deleted the Misty Pines mod and the Quit Freeze stopped. While the Misty Pines mod does create an eerie environment, it is next to impossible to snipe and twice I walked into a Super Mutant band before realizing it. :shok1

The Commonwealth Conifers – Seasons is working well with no problems.
 
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(7) Oberland (Prebuilt Level 3, PreConquered, Outpost)
  • Approached Oberland and there was a shoot-out between the Rust Devils, turrets and some citizens. This time just watched, entered the settlement after it was over, and became allied.
  • the prebuilt settlement had sufficient room to enter/maneuver, but stuttering occurred
  • successfully assaulted Oberland - 10 Minutemen, Preston and me versus approx 15 Rust Devils and approx 15 citizens (Quislings)
 
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(7) Sunshine (Prebuilt Level 3, PreConquered, Vassal)
  • Approached Sunshine and there was a shoot-out between the Gunners (2 guards and 1 Mr. Gutsy), turrets and some citizens plus a mutant suicider wandered in. This time just watched, entered the settlement after it was over, and became allied.
  • the prebuilt settlement generally had sufficient room to enter/maneuver, however, some open areas Preston could not access.
  • successfully vassal assaulted Sunshine 10 MM, Preston and me versus 14 Raiders, 11 Civilians, Mr. Goodfeels (?) and at least 10,000 turrets :grin.
Now this was interesting - because the assembly point was on the west of Sunshine, again see https://simsettlements.com/site/ind...-outpost-vassal-assault-assembly-point.11945/ trying to sneak around to the south, we got caught and Preston gets taken out of action. Then it is me against everyone. I had thought, once the fighting started my MM warriors would show up - they did not. After I had taken out the vast majority of the defenders and used numerous stimpacks, my warriors show up. Next time, probably need to sneak farther away.
 
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ArcJet Quest (Beneficial Bug)
At the end of the ArcJet Quest after getting the transmitter, when I entered the elevator, my 3 Personal Guards appeared who had been placed on "Hold" at Oberland. I reloaded and ran this again and again they appeared - I did not accidentally use the Squad Commands. The benefit was - I could use them as pack mules for the ArcJet loot.
 
(8) Covenant (No Prebuilt, No Preconquered, Outpost) This Did Not Go As Anticipated
  • Plan A - Approached Covenant and had to "take the test" to enter (Note: in my Game 5 as BoS Liberator, when I approached Covenant, everyone went "red". I have no clue as to why there was this difference in behavior - see https://simsettlements.com/site/ind...a-of-a-conqueror-bos-liberator-updated.11911/
  • Plan B - successfully performed an Outpost assault (7 MM, 3 PGs, Preston and me against approx 14 Gunners) and was anticipating that most of the inhabitants would join the Gunners. The only inhabitant killed was Honest Dan. So now I had 8 inhabitants and 10 MM which is a bad ratio for morale. In addition, none of the inhabitants including 1 settler could be moved to another Outpost.
  • Plan C - fortunately, I knew which sewer to enter to take out Dr. Chambers and her guards. Upon approaching Covenant, there was gunfire and then encountered 2 Rust Devils, and all of the inhabitants were eliminated by the turrets I installed, except for Dr. Montgomery who is the best to keep of all the inhabitants.
 
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(9) Taffington (Prebuilt Level 3 - Changed City Plan Level 0, Preconquered, Vassal)
  • walked to Taffington, heard gunfire, and the 1 Raider guard had been eliminated
  • due to the complexity of the prebuilt, had difficulty walking thru the settlement and had stuttering on ultra
  • could not find the City Planners Desk, placed a second desk and changed the city plan which reset Taffington to a Level 0 settlement
  • the War Planners Desk at Red Rocket did not list Taffington for a vassal assault, so traveled to Covenant, placed the War Planners Desk and initiated the assault
  • successfully vassal assaulted Taffington (10 MM, 3 PGs, Ada and me versus 16 Raiders and 13 civilians).
And another reason for micromanagement and not using the Armory, see ScreenShot3.

I understood from KGs video that the number of Personal Guards was included in the assault force total and not added to it. My Taffington assault was 10 MM and as you can see in ScreenShot5, the total with PGs is 13 (10 MM in front, 1 PG in front, and 2 PGs behind me).
 

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(10) Hangman (Prebuilt Level 3, Preconquered, Vassal)
  • eliminated the 2 Guards and became allied with Hangman
  • successfully vassal assaulted (10 MM, 3 PGs, me and Ada versus 16 Rust Devils) - very difficult due to the tight quarters
  • no civilians/settlers joined the defenders
  • ISSUE - conducted the assault even though a modest amount of stuttering occurred and the MM, PGs and Ada had difficulty getting into Hangman due to the complexity of the prebuilt
(11) Bunker Hill (No Prebuilt due to issues noted in Game 5, Preconquered, Vassal)
  • eliminated the 2 Raider Guards and became allied to Bunker Hill
  • approaching BH there was considerable gunfire - it appears that 6 caravan guards got into a firefight with 18 Raiders and lost
  • successfully vassal assaulted the remaining Raider defenders
  • in addition to the 6 caravan guards, Kay and Stockton were lost
(12) The Castle (No Prebuilt, No Preconquered, Outpost)
  • started the quest using console command - setstage 3a457 20
  • ISSUE 1 - took 3 tries to successfully assault, because the first 2 times, Preston was standing in the wall breach where the Queen comes thru and was incapacitated - due to Conqueror my only option was execute Preston versus use stimpack to heal. The third time, I waited at the corner of the Castle and when the Queen came out of the lagoon, used a Fat Man
  • ISSUE 2 - because Preston's home settlement is Sanctuary, he can not be assigned to the Castle which is an Outpost. For those who tire of his dialogue this may be ideal.
  • ISSUE 3 - after taking the Castle, the game has Minutemen "showing up" periodically. With Conqueror, they are listed as civilians which effects the morale calculation - there is always the console commands of "disable" and "markfordelete"
Vertibird
  • recognizing I like to fly around the map :pilotand heeding MrCJohn and Raybo's suggestions to avoid old mods with many unresolved bugs - downloaded/installed a new/improved vertibird mod by SKK https://www.nexusmods.com/fallout4/mods/43675 Private Vertibird mod - https://www.nexusmods.com/fallout4/mods/22450
  • the mod is working relatively well with the issues below
  • ISSUE 1 - due to my use of the Commonwealth Conifers – Seasons mod which changed the worldspace, I frequently fly thru trees, however, the vertibird does not fly through buildings, structures and hills
  • ISSUE 2 - like the vanilla game, the vertibird sometimes lands in the middle of a settlement with its tail rotor stuck in the middle of the bar :drinks
  • ISSUE 3 - in theory, the vertibird should land on the pad, so far - this has only occurred at the Castle. At Sanctuary, Sunshine and Starlight it does not land on the pad.
 
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(13) Jamaican Plains (No Prebuilt, Preconquered, Outpost)
  • decided to make JP an outpost to extend the range of the MM artillery
  • found the 2 Gunner guards had been previously eliminated
  • after becoming allied to JP, there were no settlers/civilians
  • successfully outpost assaulted JP (18 Gunners vs 8 MM warriors, 3 Person Guards, me and Ada) - laser fire everywhere
  • after the assault, 3 settlers showed up - intentional or a bug, this works for me.
 
Nuka World
Based on comments on Steam, NW was Bethesda's response to the criticism that players did not have an evil path to follow. In this Bethesda succeeded, my first response is a Fat Man. Fortunately, as the Minutemen General, there is a "good" path, particularly if you want to experience the NW DLC.

Interesting problem with Nuka World, see https://simsettlements.com/site/ind...-not-go-as-expected-nuka-world-problem.12391/
 
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(14) Vault 88 (No Prebuilt, Not Preconquered, Outpost)
(15) Egret Tours Marina (Prebuilt, Preconquered, Vassal)
  • walked to Egret, heard gunfire, and the 3 Raider guards had been eliminated
  • complex prebuilt with some stuttering
  • Ada and the 4 Personal Guards did not/could not enter
  • mid-way through inspecting prebuilt, Rust Devils assaulted Egret
(16) County Crossing (Prebuilt, Preconquered, Vassal)
  • walked to County, heard gunfire, and the 5 Raider guards had been eliminated
  • somewhat open prebuilt with some stuttering
  • Ada and the 4 Personal Guards could enter
 
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