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Question Jammer Quest Bug and Refuse Reqcruiting

Ithrian

New Member
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27
Directions said to post bugs here first sooooo...


Okay so this will be a very long one, so I will try to do a TLDR here: If you whack Red Tourette, Tower Tom, and Jared ahead of time, you get the rewards and One-Eyed-Willy quest trigger twice. & My Jammer won't let me do missions until we get more guys, but more guys never show up.


I decided I wanted to play through Jammer's quest as I never had before. I tend to be a good guy in the game, so I wanted to be bad for once. I loaded up an older character around level 40 that using an alternate start has never been to Concord, so I didn't have to worry about quest triggers and the like. I walked up there and started the quest. I don't like Preston, but I don't hate the guy, so I didn't murder the minutemen, I just sent them to Sanctuary to be forgotten, and got into Jammer's quest. I killed the dudes at Walden Pond, and returned. After that I went to the Super Duper Mart to get his supplies and return. In this game I had already whacked all three of the raider bosses, so when I got back, Jammer congratulated me for killing Jared and Red Tourette, gave me caps, and told me about One-Eyed-Willy. I was confused, and then Jammer told me to go kill Jared which I had already done so I talked to him again, and his dialogue started making sense again. We went through all the lines and he gave me caps and the quest for One-Eyed-Willy a second time.


Now on to my second issue. After this we had to claim a place as our HQ, and I chose Starlight Drivein because I play exclusively on survival, and I didn’t want to have to run all the way back to the northeast every time, and I already had my home base in Hangman’s Alley, so I didn’t want dirty raiders scumming up the place. I built a large complex complete with all the needed amenities, defense–plots, beds, and food-plots. I dumped piles of caps, chems, cigs, and booze in the desk to start recruiting, but here I ran into another problem. No recruits are showing up. The value that tracks the stash is over 5000, and expected recruit’s tomorrow are 0. I went to do the One-Eyed-Willy quest assuming that time needed to pass. When I got back after doing his whole quest line, still nothing. Jammer won’t let me run jobs because we don’t have enough psychopaths, but no more are showing up. Jammer asked for a thousand and I gave him five times that and nothing.


Assuming that an old save may have had baggage that screwed something up, I started a whole new character, and repeated much of the same above. I whacked the all three bosses on my trip to the super duper mart so I didn’t have to hoof it back and forth, survival mode lacking fast travel and all. I got rewarded twice a second time, and took Starlight a second time. This time it was getting late and I just plopped a City-Planner’s-Desk to have Jammer build his own town just to be sure I wasn’t missing something important. He did, and I filled up his desk with every red cap I had collected totaling just over 3000, and still nothing. The desk says that tomorrow expected recruitment is 0, and Jammer won’t let me do quests until we get new guys.


I got frustrated and went to bed, after trying all evening to get the plot line to work. Am I doing something wrong, or is Conqueror busted?
 
But does the caps bar ever actually fill? I gave him thousands of caps and the bar doesn't move. How much does he need? The two other bars fill easily. If this guy claims he will get me cash after I give him several thousand caps of my own, then that Nigerian Prince needs to go scam someone else.
 
Nothing here is a bug, you just need to read up on how the mechanics of Conqueror work. There is lots of info on the wiki https://simsettlements.com/web/wiki/index.php?title=Conqueror

Well thanks I guess, but your reply is wildly unhelpful. I poked around the wiki for about 20 minutes and found no information about how much it takes to fill the caps bar. I will load up my old game and drop all 15k that I have into it to see if that will get it moving, but I cannot imagine it will take that much.

Also, are you claiming that getting paid for a mission you didn't get, before you get it, and then getting the mission afterwards and getting paid a second time isn't a bug? Did you even read my post?
 
the wages bar is altered by the commercial plots you build.

Okay. This is progress. I didn't build comercial plots. We are raiders. We kill people and steal shit. I didn't think to open a business. I will try adding some of them tonight to see if that works. Thanks for the suggestions.

But now I am curious because on my second attempt, I used a city plan. They have comercial plots built into them. Wouldn't they have counted?
 
it takes time for them to upgrade my man

Okay. So I should go questing some and come back so the city plan can build up and start the recruiting process. I will try that. I will go do one-eyed-willy's quest again and see if that gives them enough time. I found a lets play of conqueror on you tube. I will watch him to see what he does. Presumably he got the recruitment working.

Thank you very much for your help.
 
Okay. So I should go questing some and come back so the city plan can build up and start the recruiting process. I will try that. I will go do one-eyed-willy's quest again and see if that gives them enough time. I found a lets play of conqueror on you tube. I will watch him to see what he does. Presumably he got the recruitment working.

Thank you very much for your help.

Depends on how old the video is. The phase 2 recruitment mechanics is only a few months old. Most let's plays I've seen are about a year old.
 
Lots of mechanics changes. In phase 1, there wasn't any soldier needs, you were able to recruit with no problems

*Sigh*
ok. I will try the above suggestions and get back to this thread. Do you guys think I should report the dialogue quest double pay bug?
 
I just started a new playthrough (again) since I have been using the faction packs lately while I waited for a few more updates to the raider story. I will see if I get double paid for one eye.

Not a smart idea to use city plan on your main HQ. Here's a few things I have learned so far in past few months:
1. Don't build too fast in HQ. Only build what is necessary to help your warrior needs.
2. Focus on building what will actually help your warriors (clinic, armory, etc) but don't build them all at once because having dedicated workers for these will lower warrior count and unbalance your morale.

3. If you have the right vassal to Outpost ratio, you should never need agricultural plot in your HQ or outposts
 
I didn't' get double pay for One-Eye. I got double pay for Jared and Red Tourette. Basically, when Jammer tells you to go get the stash from The grocery store, kill all three raider bosses and you will see what I mean when you return. You get the One-Eye quest trigger and paid for Red Tourette first, then youa re told to kill Jared, then you are told to kill Red Tourette, then you get the One-Eye trigger again and get paid for Red Tourette again.
 
I just started a new playthrough (again) since I have been using the faction packs lately while I waited for a few more updates to the raider story. I will see if I get double paid for one eye.

Not a smart idea to use city plan on your main HQ. Here's a few things I have learned so far in past few months:
1. Don't build too fast in HQ. Only build what is necessary to help your warrior needs.
2. Focus on building what will actually help your warriors (clinic, armory, etc) but don't build them all at once because having dedicated workers for these will lower warrior count and unbalance your morale.

3. If you have the right vassal to Outpost ratio, you should never need agricultural plot in your HQ or outposts

hmm. Maybe that is the issue. I built a huge base the first time and used Rise of the Commonwealth the second. That means that in both playthroughs, I had nearly all of the gang set to jobs in HQ before I had the first vassal/outpost beyond it. I couldn't do any runs because I didn't have the guys and couldn't get more guys because I didn't do the runs. Just guessing here. I will load my first playthrough, and pick up all the farming plots to free up dudes, to see if it then lets me run a job. I didn't realize that raiders set to jobs couldn't be used in runs. Jammer should mention that. If he said that, then this wouldn't have been an issue.
 
I just started a new playthrough (again) since I have been using the faction packs lately while I waited for a few more updates to the raider story. I will see if I get double paid for one eye.

Not a smart idea to use city plan on your main HQ. Here's a few things I have learned so far in past few months:
1. Don't build too fast in HQ. Only build what is necessary to help your warrior needs.
2. Focus on building what will actually help your warriors (clinic, armory, etc) but don't build them all at once because having dedicated workers for these will lower warrior count and unbalance your morale.

3. If you have the right vassal to Outpost ratio, you should never need agricultural plot in your HQ or outposts

By clinic and armory, do you mean Commercial Plot(Doctor) and Commercial Plot(Weaponsmith)?
 
I will load my first playthrough, and pick up all the farming plots to free up dudes, to see if it then lets me run a job. I didn't realize that raiders set to jobs couldn't be used in runs.

Why not just turn off auto change role and then make these workers warriors again? They'll still work the plots and produce resources to support and grow your army and they'll be able to go on raids!
 
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