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"Ghoulification Pacification" - Improvements

xika

Member
Messages
31
Ran into some problems with Ghoulification Pacification, but managed to finish it now.

Here are some suggestions:

1) Hand over the Syringer + Darts only after the Clinic is constructed. The clinic (step one of the quest) did not build for me, but I had the Syringer + Tranqs so I went out started knocking out ghouls. This did (of course) not progress the quest.

2) Allow us to assign Carl Meade to an already existing clinic as an alternative to building a new one.

3) And one Bug: He is currently not handing out additional Darts if you ask him, even if he says so.
 
Ran into the issue of darting the ghouls before Carl got setup at the new clinic. Asking for more darts doesn't work. Not sure of the darts item ID so I'm SOL right now.
 
On my game, 1101EBCD is the item ID for the darts. The first two digits may be different for you.
 
you can assign carl to an existing clinic but you need to give the game time to catch up on the scripts.
However for now i suggest not really getting more than 1 ghoul since all they do is wander around like ''ugly guarddogs''
Except guarddogs provide happiness and defense bonuses and the walking smelly corpse does nothing really.
 
Ghouls, one wonders if the police force will sedate and jail the feral ghouls? This raises another question will there be Ghouls that are within a settlement spontaneously go feral ?
 
I darted Jillian from Vault 88 and it just called her "pacified charred feral ghoul" instead of "pacified Jillian". Kind of disappointing. I also darted the glowing feral in the vault and he would constantly "kill" Carl over and over
 
Kinda wish he'd sell the darts or give them out more reliably after the quest is complete. That seems like a missed opportunity for a pacifist playstyle (not to mention making syringer gun actually useful). Renaming ghouls would be nice too since you can rename pets and ghouls can be a buyable pet. Maybe even recolour them if you have an art studio unlocked... Or "upgrade" them to charred or glowing or gangrenous or withering with some heavy industry but that would be slightly unethical.
 
Kinda wish he'd sell the darts or give them out more reliably after the quest is complete. That seems like a missed opportunity for a pacifist playstyle (not to mention making syringer gun actually useful). Renaming ghouls would be nice too since you can rename pets and ghouls can be a buyable pet. Maybe even recolour them if you have an art studio unlocked... Or "upgrade" them to charred or glowing or gangrenous or withering with some heavy industry but that would be slightly unethical.

I would like the idea to be able to make the darts yourself once the quest is complete.
I could see the darts expanded to sedate and capture say super mutants or perhaps even Raiders to "reprogram" them to work as guards for a settlement. It would be nice once they became part of the settlements protective force you could arm and kit out the super mutants / raiders and give the X-feral ghouls a better outfit if you wished.
 
I have the same issue now. Carl is at Croup Manor. I sent him there, then set a clinic foundation, then took darts and went hunting. I dart ghouls, come back and... no clinic, Carl tells me I haven't darted anything yet. How do I solve this?
 
I have the same issue now. Carl is at Croup Manor. I sent him there, then set a clinic foundation, then took darts and went hunting. I dart ghouls, come back and... no clinic, Carl tells me I haven't darted anything yet. How do I solve this?
Unless it's a bug, make sure the clinic is built first (and Carl is assigned to it) and that objective is complete. Also that it's a clinic and not a hospital or something. Dart hunt comes after that.
 
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