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Question multiple problems with SS1 and Conqueror

sydfsfsdfdsfs

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Hi, so im tying to keep this as short as possible and probably this will be a pain to read, sorry reader- im trying to play SS 3-1 with Conqueror and i have the Castle, Jamaica Plain, Murkwater, Oberland, Hangmans, Starlight and Sanctuary as outpost.

Weird assaultron bug
When i set up my first outpost at the Castle, i immediately queued 3 assaultrons, 1 mr. gutsy and some specialists (playing with settlers, soldiers needs off as reborn enclave cause i want to fully understand everything before i go without cheating), i waited a few days until my units arrived and then i attacked my first unclaimed settlement which was Jamaica and there i had no problems, i attacked murkwater and no problems there either but during the time between jamaica and murkwater i lost 2 assaultrons and somehow the warplanners desk didnt recognize, so i had 4 assaultrons because the 1 mr. gutsy also got reclassified as assaultron. If i tried to set up an attack with my 4 bots, i got "smth went wrong while attempting to setup your attack" so i chose my 2 assaultrons and more than 4 specialists, i arrived and i had 1 mr gutsy and 4 specialists at warwick. So by now i have no more assaultrons/mr.gutsy's cause all got destroyed and the warplanners desk says i have 9 assaultrons but if i track them it only shows me some of my automatron robots + ada and jezebel, i made some of my useless automatrons selfdestruct but its still at 9. Besides the 3 sentrys that i queued up for long ingame weeks now that are not arriving, i never had any other than the now mentioned robots queued, so in total all that came were 4. No specialists and robots arrive for me, only soldiers and privates. Also game tells me i have 21 specialists but if i try to attack with 15 specialists i get "smth went wrong while setting up attack" and yes i did the trick with reassigning the role to smth else then back to warriors and they all are warriors.

Warwick Homestead
I tried attacking Warwick and i ended up with 6 non-controlable NPC's and i waited long ingame weeks after rebuilding Warwick for settlers to show up (btw i also first had to force claim the Workbench cause i wasnt allied with the Homestead after the attack) and had noone to actually build plots or anything there for a long time until i decided to abandon and tear down the outpost and also selfdestruct at the city planners desk and send all the NPC's at warwick to oberland to rebuild Warwick again with no uncontrolable settlers in it. After i had to force the game again to claim the workbench, i set up a Warplanners desk in hopes it would give me the option to rebuild Warwick again because the old structures like wood walls were still there and only plots got destroyed but i did not get the option after assigning a commander so i tore it all down again and this time everything newly build by SS got dismantled, i tried to attack Warwick but i had the failed to set up attack bug.
I then tried to find the warwicks to address their uncommandable issue but somehow they were not at oberland anymore and i also saw wally at the castle for some time eventhough i sent them all to oberland. I teleported to roger to find him and somehow he was on the road next to murkwater presumably back on the way to warwick. Coincedentally (i did not use recycleactor or anything to reset them), he stopped talking about being grateful and actually gave me dialog like we never met before but nothing else, he just introduced himself and that was it. I just went to the castle afterwards slept sometime to see where he would go and did some other stuff, like 15 real minutes later i teleport back to him and hes still on the road by murkwater just a little bit further up. He started talking to me that somebody got kidnapped or smth (i dont exactly remember this quest to well) but i gave him the 400 caps and gained access to the workbench. I expected them all to be at warwick afterwards but there was nobody but settlers that had their hands tied. I then again teleported to roger and he was sitting there on the ground with his hands tied near the boston police rationing site and i knew about the kidnapping event but i also could not free him, just trade with him. I teleported to the other NPC's from warwick and they all were sitting at roughly the same region on the map but not together. I dont remember at which of my settlements i found wally when i teleported to him but i went to redrocket and did this to him: moveto player, Addkeyword workshopallowmove, Addkeyword workshopallowcommand and sent him to sanctuary, i think. I went back to the warwicks and seeing no other option i killed them because they still somehow counted as settlers at warwick eventhough i had nobody there. I used recycleactor on june so maybe she appears again at warwick, why exactly does she have to be essential? Also i found cedric dead at warwick. Warwick is kind of fixed now but what the hell do i do to avoid this? You might ask why i didnt just add the keywords earlier and well i wouldve done that if i wouldve known that earlier, before i tore down warwick after rebuilding it in RoC

City plans (bug?)
Because i tried to rebuild Warwick, i noticed that if i go to any workshop and go to build plans- i tells me there are none installed even though i have 3-1 and also City Plan Pack 1 or 2? Btw i can not use Contest Entries 1 and 2 together because they conflict, that intentionell?
I have SS 3-1 installed and isnt RoC included in that? If i disable RoC only while having 3-1 enabled and try to load my save it tells me missing Content - RoC
 

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I am the mod author of the faction pack you are using. For future reference, if you have a problem with one of my mods it would help to comment on my mods nexus page first because I don't really check this forum that often.

Now, as for the problems that you are suffering from, as it pertains to my mod. I am aware of the problems you have noted. The problem of the robots (eyebot, mr gutsy, sentry, and assaultrons) all being labeled as assultrons is a problem I have been aware of since the beginning and have warned of that bug on my mod page. As for the other problem of the menu saying you have more special units than you actually do, I have noticed that problem as well. And then there is the bug where the menu will say you have more troops than you actually do and then it wont launch an assault, I have also dealt with this bug. From what i can tell these are all UI/Menu bugs.

Unfortunately, I don't know how to fix these bugs, but there actually is a work around you can use that I have used in the past. All you need to do is write down on a sheet of paper how many of what units you have and what their roles are. With robots simply write down eyebot, mr gutsy, sentry, and assaultron and then the number of each unit that are warriors, if you want to use them on a raid they need to be warriors. For Human special troops you will need to write down the special units you are using and then how many of them are warriors, you need to make sure they are all warriors.

Yes, I know this solution is a pain and it may not always work so try to pick few units than you may actually have, but on the bright side at least the bugs are just ui/menu bugs so they wont destroy your game. Now, doing what I suggest may be difficult on you saved game so you may want to try a new game that way writing this list out would be easier to manage.

Also since you aren't using soldier need there is no point to recruit enclave specialists; enclave specialists are the exact same unit as a regular enclave soldier with the only difference being their soldier needs stats. With soldier needs turned on regular enclave soldiers costs 100 resources, 10 commerce, 10 rations, 10 equipment whereas the specialist will cost 100 resources, 5 commerce, 10 rations, 1 equipment. I couldn't change the needs of regular soldiers with soldier needs turned on so the enclave specialist was my work around. My mod page has the full breakdown of each special units soldier needs.

As for the sentry bots not showing up in you settlements, there can be many reasons for that. You need to have the proper amount of resources, you need to have a powered radio beacon in a settlement, you should also have a bunch of beds although with the sentry bots it shouldn't matter. If all of this is true then you need to sleep for 24 hours and then sleep for another 2-3 hours and then they should appear in you headquarters settlement. Unfortunately, even if you do everything right special units sometimes may still take a while to appear, if they ever appear. I don't exactly know why that happens, but I suspect lots of scripts running is a possible reason so you may want to download the Baka ScrapHeap mod on the nexus, from my own experience SS Conqueror runs a lot smother for me with this mod.
 
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thanks alot for your reply, guess i got lucky then with you being here rn, well i dont have any robotic unit left. All got destroyed and i did reset all of my warriors, to worker than back to warrior, now ill always just attack with 7 or 8 specialists and 7 or 8 soldiers.
With my sentrys, i really have them qeued for a long time now, probably almost an ingame month. Does soldier needs not count for special units or robots? And i would suspect i wouldnt get any of the power armored or any other special unit aswell. I didnt queue anything new since the sentrys but i still get soldiers and privates? I guess thats because i made an outpost out of a city, is there no way to have a city and outpost at the same time with only settlers coming? Because if i dont have a city as outpost all the outside martial plots have the dirty, old U.S. flag and if it would have atleast the new one it would be fine but if i put faction decorations on the city planners desk and wait for a while nothing changes - even with reborn enclave selected at the city planner desk. What exactly do the vassals do, are they an outpost as city? Will there be settlers coming? Until now only a private arrived so im not really shure. I only setup 1 vassal so far because mostly nothing happend after clicking setup vassal so i just made another outpost

Well i guess i shouldve read your description then, i was only scanning for requirements. I dont even have a hard save but i would be completely fine with restarting if it wouldnt be for vault 88.... its such a pain and it takes so long to build it, if you want a proper vault.
Also.... are the minuteman allied with the reborn enclave? I have my HQ at the castle with also the minuteman in there, ive had a weird bug - probably cause i had to kill the captured settlers at warwick that i couldnt free and so were useless- where the few (for some reason) essential minuteman started attacking my soldiers, and my soldiers just rekt them but everytime they would get back up they start shooting each other again. Im lucky i only had 3 minuteman in total there, that they werent attacking me and that garvey didnt go off aswell, it probably wouldve started a faction war i guess. I made the normal minuteman unessential besides the radioguy and they suddenly stopped attacking for some reason and after that everything was fine again but still, this was so weird.
I know probably enough people praised you for this faction mod but honestly thank you. This mod is great, even with what im experiencing right now, cant wait to try conqueror 2 with (hopefully) the reborn enclave
 
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Well, thank you for enjoying my mod and I will definitely try to update this for when the second version of conqueror comes out maybe in a year or so.

Soldier needs do count for all of the special units, humans and robots alike. Soldier needs is also on by default so if you don't want it running you need to turn if off.

The flag issue you have sometimes happens with these mods, just change the flag at the war planners desk to the appropriate flag if it doesn't do it for you automatically.

The mod doesn't use the faction decoration system because the faction decoration system tends randomly place things around a settlement in a haphazard way which results in me needing to rearrange things; the items sometimes float in the air and they sometimes clip into other objects so I instead prefer to download an enclave decorations mod and then place what ever enclave decoration I want to place instead of using the faction decoration system.

The minutemen are neither allies or enemies of the enclave factions; this basically means that if you go on a raid you wont fight the minutemen and should also mean that they shouldn't fight each other if near each other. Honestly, I don't play the games main story anymore which means I don't help the minutemen take over settlements so as a result I never run into a problem where a settlement is controlled by the minutemen and the enclave. If you want to to have the conqueror system and the minute men the you may want to download the newest minutemen faction pack.

You shouldn't get settlers, although sometimes that might happen. You will instead get, long as you have resources and a beacon in you main outpost, standard enclave soldiers, which are privates, and they will upgrade in rank the more you use them. If you want to get special units in addition to these standard soldiers you need to queue them up and as I said before it may take a while for them to arrive or they may never arrive.

In order to take vassal's and outpost's you need to have actually discovered a settlement first for these settlement to appear in your raid menu. There is also a range to these raids; from the castle you can subjugate the settlements around you, but you can't subjugate sanctuary because its too far away. If you wanted to subjugate sanctuary you would need to turn a settlement that is close to sanctuary into an outpost and once you made that settlement an outpost you would need to build a new war planners desk and then you could launch raids from this closer outpost.

For future reference, a really good location to make a main outpost would be the Finch Farm because you would have multiple settlement to turn into outpost's and vassal's. Since the conqueror system is a modified version of the raider system from the Nuka World DLC you can use Oxhorn's raider settlement map help you to plot out your rider empire, orange settlements are outposts and green settlements are vassals, the map isn't perfect but it is useful.
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Outpost are raider bases, you directly control these settlements by default, you can control the people in the settlements and you can decorate them as you like.

Vassals are subjugated settlements that provide your outposts with the resources they need because raiders don't like to work, you do not control these settlements by default, you can not tell the people of these settlements what to do and you can not decorate them. If you want to control the vassal settlements directly like your outpost you need find the "control vassal settlements" option and turn it on.

You can find this option in the city manager 2078 holotape (which can be found in the concord museum), click on options, click on game play options, click on conqueror, click on empire management, and then you will be able to turn on control vassal settlements and you can also turn on or off soldier needs as well.

If you use the MCM menu then just select SS Conqueror, then empire management, and then you will be able to turn on control vassal settlements and you can also turn on or off soldier needs as well.

Now, once you take a vassal you wont immediately be able to directly control it, you will need to wait a little while. Usually a popup will come up some time after turning a settlement into a vassal telling you that you can now use the work bench there.

Here is the thing though, if you aren't using soldier needs you wont really need to take direct control of vassal settlements because they will work with out you. If you are using soldier needs and you haven't prebuilt any settlements then you should take direct control of a vassal settlements in order to build agricultural, commerce, and industrial plots in order to get the resources soldier needs requires.

Soldier needs will have your soldiers and special units requiring rations, commerce, and equipment and the resources only come from the agricultural, commerce, and industrial plots so if a settlement doesn't have these plots they wont produce for you properly. It doesn't matter if a settlements is producing a lot of food, if that food isn't coming from agricultural plots then the soldier needs system wont count it so you will need these plot.

One last thing, Warwick and Covenant and to a lesser degree Bunker hill don't really behave all that well with the conqueror system because the settlers there don't really follow orders or use the sim settlement plots. If you aren't using soldier needs then making them your vassal wont be an issues, but if your using soldier needs which would require sim settlements plots then you should just kill everyone in the settlement and make the settlement an outpost instead of a vassal.

Also, with Covenant, I don't think yo can take it as a vassal. I remember you either needing to do their mission to make them friendly and then you could turn them into a outpost or you kill everyone there and then you can make it an outpost. Also with Vault 88, I remember that if you build too much there and have too many people there that the game would crash so always make a hard save before leaving the vault so that if you crash coming back you can go back and change some things.
 
Well, thank you for enjoying my mod and I will definitely try to update this for when the second version of conqueror comes out maybe in a year or so.

Soldier needs do count for all of the special units, humans and robots alike. Soldier needs is also on by default so if you don't want it running you need to turn if off.

The flag issue you have sometimes happens with these mods, just change the flag at the war planners desk to the appropriate flag if it doesn't do it for you automatically.

The mod doesn't use the faction decoration system because the faction decoration system tends randomly place things around a settlement in a haphazard way which results in me needing to rearrange things; the items sometimes float in the air and they sometimes clip into other objects so I instead prefer to download an enclave decorations mod and then place what ever enclave decoration I want to place instead of using the faction decoration system.

The minutemen are neither allies or enemies of the enclave factions; this basically means that if you go on a raid you wont fight the minutemen and should also mean that they shouldn't fight each other if near each other. Honestly, I don't play the games main story anymore which means I don't help the minutemen take over settlements so as a result I never run into a problem where a settlement is controlled by the minutemen and the enclave. If you want to to have the conqueror system and the minute men the you may want to download the newest minutemen faction pack.

You shouldn't get settlers, although sometimes that might happen. You will instead get, long as you have resources and a beacon in you main outpost, standard enclave soldiers, which are privates, and they will upgrade in rank the more you use them. If you want to get special units in addition to these standard soldiers you need to queue them up and as I said before it may take a while for them to arrive or they may never arrive.

In order to take vassal's and outpost's you need to have actually discovered a settlement first for these settlement to appear in your raid menu. There is also a range to these raids; from the castle you can subjugate the settlements around you, but you can't subjugate sanctuary because its too far away. If you wanted to subjugate sanctuary you would need to turn a settlement that is close to sanctuary into an outpost and once you made that settlement an outpost you would need to build a new war planners desk and then you could launch raids from this closer outpost.

For future reference, a really good location to make a main outpost would be the Finch Farm because you would have multiple settlement to turn into outpost's and vassal's. Since the conqueror system is a modified version of the raider system from the Nuka World DLC you can use Oxhorn's raider settlement map help you to plot out your rider empire, orange settlements are outposts and green settlements are vassals, the map isn't perfect but it is useful.
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Outpost are raider bases, you directly control these settlements by default, you can control the people in the settlements and you can decorate them as you like.

Vassals are subjugated settlements that provide your outposts with the resources they need because raiders don't like to work, you do not control these settlements by default, you can not tell the people of these settlements what to do and you can not decorate them. If you want to control the vassal settlements directly like your outpost you need find the "control vassal settlements" option and turn it on.

You can find this option in the city manager 2078 holotape (which can be found in the concord museum), click on options, click on game play options, click on conqueror, click on empire management, and then you will be able to turn on control vassal settlements and you can also turn on or off soldier needs as well.

If you use the MCM menu then just select SS Conqueror, then empire management, and then you will be able to turn on control vassal settlements and you can also turn on or off soldier needs as well.

Now, once you take a vassal you wont immediately be able to directly control it, you will need to wait a little while. Usually a popup will come up some time after turning a settlement into a vassal telling you that you can now use the work bench there.

Here is the thing though, if you aren't using soldier needs you wont really need to take direct control of vassal settlements because they will work with out you. If you are using soldier needs and you haven't prebuilt any settlements then you should take direct control of a vassal settlements in order to build agricultural, commerce, and industrial plots in order to get the resources soldier needs requires.

Soldier needs will have your soldiers and special units requiring rations, commerce, and equipment and the resources only come from the agricultural, commerce, and industrial plots so if a settlement doesn't have these plots they wont produce for you properly. It doesn't matter if a settlements is producing a lot of food, if that food isn't coming from agricultural plots then the soldier needs system wont count it so you will need these plot.

One last thing, Warwick and Covenant and to a lesser degree Bunker hill don't really behave all that well with the conqueror system because the settlers there don't really follow orders or use the sim settlement plots. If you aren't using soldier needs then making them your vassal wont be an issues, but if your using soldier needs which would require sim settlements plots then you should just kill everyone in the settlement and make the settlement an outpost instead of a vassal.

Also, with Covenant, I don't think yo can take it as a vassal. I remember you either needing to do their mission to make them friendly and then you could turn them into a outpost or you kill everyone there and then you can make it an outpost. Also with Vault 88, I remember that if you build too much there and have too many people there that the game would crash so always make a hard save before leaving the vault so that if you crash coming back you can go back and change some things.
well i changed some of my outposts to normal citys so i can have some normal settlers because i want those and the minuteman to be enlisted workers and U.S. soldiers that help the enclave. For the flags, does that mean it also doesnt use building skins which is what i actually meant? I thought i had to select it on the citys planners desk because the only faction related things i can do on the warplanners desk is when i place it the first time and select which faction i want the outpost to be unter the control of and thats only for warwick, covenant and bunker hill after the quest cause attacking them really is a bad idea, i had to learn. Ill just make my 2 vassals outposts or citys now and i didnt even know i could have multiple HQ's, then i now had multiple HQ's without even knowing.

And well im not playing the main story either, which is why i dont had the quest to aquire warwick first, i only did the minuteman quest to get the castle to be cleaned up and i kinda wanted garvey as an commander but sadly he wont join forces with the enclave. Why actually wouldnt garvey and the minuteman help the reborn enclave, isnt what they want, a safe commonwealth with lots of prospering settlements? Dont they have freedom under the (reborn) enclaves order?

Is it a bad idea to have an outpost inside an interior cell? Cause im kinda planning on using the instant vault mod to make a enclave vault, eventhough its not a good idea because of NPC nav but ill try it. Tbh i never really had any crashing problems inside 88, eventhough it was a bit laggy and 20-30fps, on my first playthrough i build a big vault and connected all the tunnels together so everything was inside the vault but i never really had many NPC's there at the same time. Ill just use the instant vault as an HQ if it kind of works and i have to restart and if not 88 but im not shure if i should have a outpost inside an interior in the first place

Do you perhaps have any idea what i could do in the future to avoid the assaultron bug? Will robots always be unusable at some point cause game wont spawn any new ones?
 
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Is it a bad idea to have an outpost inside an interior cell? If you are using vault 88, then from my experience you should be fine, other vanilla interior settlements I haven't tried so I'd be cautious. But, for custom interior settlements I would be very cautious because in my experience if you make an custom interior settlement your main outpost you may not be able to raid from it, as in no targets will pop up in your war planners desk, I learned that the hard way from one of the subway settlement mods. If you have these custom settlements installed you can still raid them from a surface outpost, but you may not be able to raid from the interior settlement. You can give it a try, but be warned that it may not work.

There is an oil rig settlement for the game and I gave that a try, but its too far away to raid anything so its useless as a main outpost, just thought i'd mention that because it seems like you are looking for lore friendly places to make a enclave settlement.

Also when using custom settlement I find that build limit is reach way to quickly so in the sim settlements holotape or mcm you may want to tun off build limits to fix that problem, just don't go crazy with decorations because that will slow the game down some.

I didn't include any building skins with my mod.

I don't really know why you cant use Garvey as a commander, can you use any other companion as a commander? Perhaps its because Garvey is part of the minutemen faction and some of the other companions are not part of any faction.

However, lore wise it does make a bit of sense for Garvey to not want to work with the enclave, I mean he doesn't like the Brotherhood of Steel so why would he like the Enclave? He actually says, if you join the brotherhood, that he doesn't believe the brotherhoods intentions are peaceful, that they wont bring peace or freedom to the commonwealth, and as such we shouldn't be inviting more of them into the commonwealth. If he is going to think that about the brotherhood I don't see why he wouldn't think the same of the Enclave. Maybe we can call Garvey not wanting to be a commander for you a feature, instead of a bug

The assaultron menu bug is probably always going to be there, but as I said before you can get around it by writing down exactly how many of each special unit you have and then plugging in that number of special units when selecting units to go on a raid. As long as you know how many of a unit you have you can ignore what the menu says, hopefully.

Special units, such as robots, not showing up may mean you just need to wait a while for them to show up, it could also mean save is messed up so starting a new game would fix it, it could also mean that scripts running which could be slowing everything down. it really could be any number of things, all i can say is that sentry bots show up for me so they should for you, but then again I have a good PC and have modded my game like crazy to work properly.
 
Is it a bad idea to have an outpost inside an interior cell? If you are using vault 88, then from my experience you should be fine, other vanilla interior settlements I haven't tried so I'd be cautious. But, for custom interior settlements I would be very cautious because in my experience if you make an custom interior settlement your main outpost you may not be able to raid from it, as in no targets will pop up in your war planners desk, I learned that the hard way from one of the subway settlement mods. If you have these custom settlements installed you can still raid them from a surface outpost, but you may not be able to raid from the interior settlement. You can give it a try, but be warned that it may not work.

There is an oil rig settlement for the game and I gave that a try, but its too far away to raid anything so its useless as a main outpost, just thought i'd mention that because it seems like you are looking for lore friendly places to make a enclave settlement.

Also when using custom settlement I find that build limit is reach way to quickly so in the sim settlements holotape or mcm you may want to tun off build limits to fix that problem, just don't go crazy with decorations because that will slow the game down some.

I didn't include any building skins with my mod.

I don't really know why you cant use Garvey as a commander, can you use any other companion as a commander? Perhaps its because Garvey is part of the minutemen faction and some of the other companions are not part of any faction.

However, lore wise it does make a bit of sense for Garvey to not want to work with the enclave, I mean he doesn't like the Brotherhood of Steel so why would he like the Enclave? He actually says, if you join the brotherhood, that he doesn't believe the brotherhoods intentions are peaceful, that they wont bring peace or freedom to the commonwealth, and as such we shouldn't be inviting more of them into the commonwealth. If he is going to think that about the brotherhood I don't see why he wouldn't think the same of the Enclave. Maybe we can call Garvey not wanting to be a commander for you a feature, instead of a bug

The assaultron menu bug is probably always going to be there, but as I said before you can get around it by writing down exactly how many of each special unit you have and then plugging in that number of special units when selecting units to go on a raid. As long as you know how many of a unit you have you can ignore what the menu says, hopefully.

Special units, such as robots, not showing up may mean you just need to wait a while for them to show up, it could also mean save is messed up so starting a new game would fix it, it could also mean that scripts running which could be slowing everything down. it really could be any number of things, all i can say is that sentry bots show up for me so they should for you, but then again I have a good PC and have modded my game like crazy to work properly.
I see, thank you

well i didnt think it was a bug with garvey cause in the explanation you can read that he doesnt want to help the enclave. I understand why he wouldnt like the brotherhood, the brotherhood is only there for themselfes but the reborn enclave wants to rebuild america. I think lorewise it would make more sense for garvey to join the reborn enclave but i guess thats a subject that should be discussed in another post. I can use all the other companions i got so far as commander.

so is the workaround just so that i can go on a raid at all? Sounds to me like it doesnt change the number at the warplanners desk. I thought there would be a limit on what you can have, depending on how many outposts/vassals you have but i have like 6 outposts, guess i thought wrong. Where would my sentrys actually arrive if they arrive? On the outpost i queued them on or another? Could settlement settlerlimit block their arrival? What is the settlerlimit, did it change with simsettlements or conqueror?

I dont have a bad pc and what kind of mods do you use to make your game run perfectly?
 
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I don't think there is any limit to the amount of settlers or soldiers you can get, as long as you have the beds and resources they should keep coming in. If your sentry's arrive they will arrive at your main base, you can find out what that is at any warplanners desk.

Let me see if i can explain the bug and my workaround better; to use my work around I am telling you to write down all of the units you have recruited and then to write down how many of each unit you have (that are warriors). The game does the exact same thing automatically and in theory should display the proper units and unit numbers of said units for you when you go to select units to send on raids. The problem is that there is a bug in that menu in question which is giving you the wrong numbers and is misidentifying all robots as assultrons, but this is the only bug with this menu. If you know exactly which units you have and exactly how many of each unit you have you should be able to put in the right numbers in spite of what the menu says.

If you have 5 assultrons, 5 mr gutsy, and 5 sentry's the menu will say you have 15 assaultrons or may say you have more than that, completely ignoring that it is lumping three different robots together as one. Now, if you write down the units and unit numbers and then when you are on the raid menu to select your troops you can select the proper amount of soldier regardless of what the menu is saying, so in this case you have 5 assaultrons so select 5 assaultrons, you have 5 mr gutsy so select 5 mr gutsy, you have 5 sentry's so select 5 sentry's and then the menu should say you have selected 15 assaultrons or something, just ignore what the menu says and go on the raid and it should work instead of saying something went wrong.

So yes the work around is just so you can raid and my work around doesn't change the numbers displayed on the warplanners desk because I don't know how to change them to be correct.

If your other companions work fine then it must just be that Garvey is part of a faction already. I have a feeling that if you tried to use Danse, Deacon, or X6-88 they also may not work as commanders because they also belong to factions, Danse and X6-88 specifically belong to hostile factions because both enclave factions hate the brotherhood and institute.
 
Had to split this part off into its own message, guess my 2 cents were too much.

Here are some things I have done to get better performance and some mods I use that help out.

1. I have Windows Aero turned on - for some reason this prevents screen tearing in this game, I don't know why but it does.

2. Using the BethINI mod I changed a few things around, the most important thing performance wise is the shadow distance, I personally have my shadow distance turned down to 1000, which means that I have lots of shadow pop in, but I don't care because I want good performance and shadows are performance killers.

3. Try to limit the amount of loose files you have, whenever possible try to get mods that have BA2 files instead of loose files, a couple of BA2 files, which contain hundreds or thousands of textures and meshes, load up quicker than hundreds or thousands of texture and mesh loose files. Thuggysmurfs quest mods all use loose files and when I use his mods my games load times increase a lot, but if i pack those loose files into BA2 files the game speeds back up quite a bit. Some lose files are OK, but lots are not OK.

4. I don't use Vortex mod manager with fallout 4 and I don't use Mod Manager 2 with fallout 4, I use the older Nexus Mod Manager with fallout 4 which is still getting updates from github, here is a link if you want it https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases

5. I use xSE PluginPreloader F4 which is required for PrivateProfileRedirector F4 - Faster game start (INI file cacher) and Address Library for F4SE Plugins which is required for Baka ScrapHeap - Script Memory Limit Expander. These mods help the game load up faster and run smoother, Baka ScrapHeap works really well with speeding up Sim Settlements.

6. I use the FO4 Load order and enhanced performance guide to organize my load order, I have to do it manually and I organize based on what this guide says.

7. I use the BLURKILLER mod, the Insignificant Object Remover mod, and the Fog Remover - Performance Enhancer II mod to make the game run smoother, the fog remover mod is the most helpful I believe whereas the other are only a little helpful I think.

8. I use PhyOp - Overhauled Optimized Textures which overwrites the games vanilla textures in order to optimize them, I personally use the PhyOp (Dark) Performance Base Game 1.2a and PhyOp (Dark) Performance DLC 1.2a downloads, if you want the texture to be the same brightness as they are in vanilla use PhyOp (Light) Performance Base Game 1.2a and PhyOp (Light) Performance DLC 1.2a downloads. There will be some quality loss using these mods, but I do use some texture mods so for the most part you wont notice any bad textures. I use these texture after this mod is installed, Vivid Fallout - All in One mod the 1k download and the drier beaches addon, then I use either Natural Landscapes (2K - 4K) 2k download with the Natural Rocks addon or BADLANDS 2, which is what i am currently using, then I use Dilapidated Roads (2K - 4K) faded download, then I use FAR - Faraway Area Reform default resolution download, and then I finally use NeuraLOD - Higher detail LOD.

9. I was going to now say use Fo4FI_FPS_fix, but apparently its hidden so you cant get if right now. In that case use Boston FPS Fix - aka BostonDT PreVis-PreCombine until Fo4FI_FPS_fix re-releases as they fix the performance issues in Boston. Fo4FI_FPS_fix Tends to need to be the last mods in a load order by the way, whereas the Boston FPS Fix - aka BostonDT PreVis-PreCombine didn't if i remember correctly

10. I make a Smash Patch using the Mator Smash Program. It basically forces all of your mods to work together, kind of like the bash patches did in Skyrim. If you use Mator Smash and have both the Unofficial Fallout 4 Patch and the Combat Zone Restored mod, disable Combat Zone Restored because you cant build a smash patch with these two mods for some reason. Place the smash patch usually last in the load order to overwrite everything. You don't have to add all mods to the smash patch though and I don't, ill explain that further down.

Go into mator smash program and select all mods except combat zone restored if you have the unofficial fallout 4 patch, then click ok. On the next page, simply hit shift and select all the mods, right click to add to patch and select new patch and name it what ever you want, then highlight all the mods again if you have to and then right click again and hit smash settings then smash and then smash all, you must then highlight all the mods you want in the patch again and at the top of the screen there should be a hammer that says build patch so hit it and then wait for the patch to be made and when it is done hit close and then exit the program.

If you remove any mods that the smash patch used then you will need to rebuild the smash patch, to do that start up mator smash again, then go to the patches tab and right click on the patch that is missing a master, it will be red, select remove all unloaded plugins, and then return to the plugins screen and highlight all mods that you want included in the patch and then hit the hammer, let it build the patch and then when done hit close and exit the program.

*The following steps are if you use Fo4FI_FPS_fix, since you probably don't already have it and can't get it now anyways you can ignore this, but in the future you may want to reread this.

*11. Since I am currently using Fo4FI_FPS_fix, which I got before it was hidden, this is where I install the remaining textures I want to use for landscapes and such because apparently they need to be loaded after Fo4FI_FPS_fix, you can load these files where ever if using Boston FPS Fix - aka BostonDT PreVis-PreCombine; I then install Vivid Fallout - All in One mod the 1k download and the drier beaches addon, then I use either Natural Landscapes (2K - 4K) 2k download with the Natural Rocks addon or BADLANDS 2, which is what i am currently using, then I use Dilapidated Roads (2K - 4K) faded download, then I use FAR - Faraway Area Reform default resolution download, and then I finally use NeuraLOD - Higher detail LOD, then I place these esp files along with a few others after Fo4FI_FPS_fix.

*12. So once all of this is done the load order should be for Fo4FI_FPS_fix, with a little rearranging:

Fo4FI_FPS_fix
BlurKiller
vivid fallout
Badlands 2 or natural landscapes
then natural rocks if used
Dilapidated Roads
Fog remover 2
Insignificant object remover
Far
NeuraLOD

*13. go into mator smash program and select all mods except for the mods that come after Fo4FI_FPS_fix and combat zone restored if you have the unofficial fallout 4 patch, then click ok. Simply hit shift and select all the mods, right click to add to patch and select new patch and name it what ever you want, then highlight all the mods again if you have to and then right click again and hit smash settings then smash and then smash all, at the top of the screen there should be a hammer that says build patch so hit it and then wait for the patch to be made and when it is done hit close and then exit the program

*14. Once this is all done you may need to move some things around but your load order should look like this

Fo4FI_FPS_fix
SmashPatch
BlurKiller
vivid fallout
Badlands 2 or natural landscapes
then natural rocks if used
Dilapidated Roads
Fog remover 2
Insignificant object remover
Far
NeuraLOD

With all of this, I get about 60 fps most places in the game, of course I don't get 60 fps in vertibirds or on top of skyscrapers when looking down on a city or even a perfect 60 fps everywhere in Boston, but for the most part the game runs fine.

Just to give my system specs
I have 16 gigs of ram
I have a MSI GTX 970
I have a Intel I5 - 6600 cpu
and I have an old SSHD, which i'm soon going to replace with a new SSD, which should speed the game up even more.
 
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hm thank you for all this insight, im definatly gonna try baka scrapheap, blurkiller and boston fps fix but my performance is actually fine, already have 60 fps on most places with ultra settings.

Okay, idk why i didnt get that it doesnt matter how many assaultrons or similar i already have aslong as i have beds and ressources. Thats why you had to explain it like 3 times now.

Thank you so much for being so nice to explain this all to me, wish you the best
 
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