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Nukaworld Home sweet Home

EagleGundam

New Member
Messages
7
For some reason i am not able to Plant the Gang flag i have the mats But it wont let me Build
Just asking to make sure SS2 is not breaking nukaworld Home sweet Home claim out outpost portion
 
Isn't the "problematic" part after clearing it? Placing the flag, that is. Dunno, it just so happens I'm at that part of Nuka-world quest so might as well.
 
I went with the "kill em all" route on an empty settlement (red rocket, unowned). The signal flag couldn't be placed, yes. Using tgm placed it and seemingly advanced the quest but the objective to get rid of the hostile gang leads nowhere. So, quest stuck. As reported here. Don't do that if you intend to complete it and play as a raider. Might try with my own settlements later, see if that makes any difference.
As expected, cheat terminal allowed me to skip that quest even after all this (it's still hanging like it did last time but Power Play is now active and I'm doing it). Also Heather hates me being a raider. There's really no bad guy route with her.
 
i'm making a note here to do some research on this. i'm just done nuclear option on my new character, so it's time to go do foreign soil like nuka and far harbor. i'll make a hard save and do a couple of different play throughs to see what breaks what.
finally got around to testing this. i was able to deal with shank, talk the settlers off the land, take ownership of the settlement and plant the operators flag with no trouble at all.

one side note, the scripts running to re-purpose the settlement took A LOT longer to complete then i expected, so you might just do the script lag "head down in a dark room till things get better" trick to see if the scripts complete on their own and lock down.

Edit: went back and tested again going the violent route. i was able to assult croup manor with the disciples and wipe out the settlers, take over the workstation and plant the flag from workshop raider category with no issues. both of these cases were a settlement i had already cleared and put plots on. none of the unowned settlements were offered to me in shanks filtered list.
 
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finally got around to testing this. i was able to deal with shank, talk the settlers off the land, take ownership of the settlement and plant the operators flag with no trouble at all.

one side note, the scripts running to re-purpose the settlement took A LOT longer to complete then i expected, so you might just do the script lag "head down in a dark room till things get better" trick to see if the scripts complete on their own and lock down.

Edit: went back and tested again going the violent route. i was able to assult croup manor with the disciples and wipe out the settlers, take over the workstation and plant the flag from workshop raider category with no issues. both of these cases were a settlement i had already cleared and put plots on. none of the unowned settlements were offered to me in shanks filtered list.

ok I think this is down to an ownership issue then, the events aren't triggering probably because of how SS2 changes takes over settlement ownership? I was specifically going after unowned settlements specifically since I hadn't taken over everything (deliberately, remember that I originally found building the settlements a chore) so that I could at least have a separate raider path of building to play with to run parallel with SS2.
 
Made an account to post a solution. This was done on the non-violence option. Before taking over the settlement with home sweet home activated, if you run up to the workshop and use the manage function to take control of the settlement then talk the settlers off it will allow you to place the flag! Have not tested if this will work for the wipe out option
 
I've just run into this issue myself. I hadn't played a Raider in a while and felt like giving it another go. I haven't tested any of the aforementioned workarounds yet. I believe SS2 was recently updated, though I'm unclear on if that update contained a fix for this as I haven't gotten the update yet. The really unfortunate thing was that I wanted to play it like my character was starting to become the benevolent leader of the Commonwealth, then hit a really rough patch and hit a spiral that set them on the path to becoming a raider. Which meant playing with SS2 early on. Theeen this. Ah well. I'll try some of the above workarounds and report back if any of them get me through Home Sweet Home.

EDIT: I can confirm that the solution mentioned above by TechTonic does work. However, it's the only way to get it to work naturally without the console, cheat terminal, or additional mod to just bypass this feature of Nuka-World entirely. You have to take the peaceful/charisma option and it has to be a settlement you already hold. The problem also persists beyond Sinner and likely throughout the entire rest of the DLC. Just as a test, I tried choosing violence on an owned settlement and, when I got it, I was unable to place a flag. This was after I'd already used the above solution to get my first outpost and scare Sinner off. You have to choose this option every time, I've observed. Go to an owned settlement (or force a settlement to become owned through management), then go have Shank set up the job and pick the peaceful option. I'm as of yet uncertain about vassals. I'll update again when I've tested further.

EDIT 2: Vassals are also broken, though I can't say, for certain, if it's because of SS2 or something else. Shank did let me go beat up or talk to pre-existing settlements to convert them into vassals, with the distinct exceptions of those that had quests attached to them - them being Tenpines Bluff and Finch Farm (probably others too, but I haven't really tried beyond those two). You can still go kill everyone there to claim an outpost though. I accomplished that much with Tenpines Bluff. You can't select either of them if you haven't completed their quests. However, if you do complete their quests, they're still broken. You can't actually take them as vassals. If you try the peaceful route, the objective to talk to the NPC won't actually be assigned, just the optional objective to set up the Nuka-World Radio. So you can't talk to them to set up the vassal. If you choose violence, you don't get the mission at all. (Note: Abernathy Farm and Tenpines Bluff might be workable if never actually do, or even get their quests. I assume Finch Farm is a lost cause because of the nature of the Ironworks quest. Same with Covenant) You also cannot establish vassals using settlements that were previously empty and that you've built up. I tried setting up Sunshine Tiding Co-Op and the Egret Tours Marina as settlements so I could later come back and have the Nuka-World Raider bully them for supplies. Didn't work. Another thing related to the inability to use violence to establish an outpost is that if you do use the cheat console to fix it, the game doesn't seem to actually fully acknowledge the settlement as a new Raider outpost. I dunno if this affects anything, but the icon on the map doesn't actually change from the base one to the Raider one in these scenarios.

Addendum: This doesn't really have to impact your game, technically, but it does basically mean there are certain settlements that you can't take over as outposts if you want as many vassals as possible. Notably, this playthrough has made vassals of Greentop Nursery, the Slog, and Nordhagen Beach. I'm not sure, but you might be able to get Abernathy Farm, Oberland Station, and Tenpines Bluff as vassals too, but the latter may only be possible if you never pick up Preston and company in Concord. You could probably also get County Crossing as a vassal as well. Everywhere that's empty or held by a hostile faction is free game for an outpost, which is more than enough to get the 8 outposts for the Wasteland Warlord perk, though you wouldn't really need it since you're going to be using the Cheat Terminal to set up outposts in the first place (otherwise you wouldn't be able to place the flags). Finch Farm and Covenant are the only prepopulated ones I can think of that'd have to be made into outposts.
 
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I've just run into this issue myself. I hadn't played a Raider in a while and felt like giving it another go. I haven't tested any of the aforementioned workarounds yet. I believe SS2 was recently updated, though I'm unclear on if that update contained a fix for this as I haven't gotten the update yet. The really unfortunate thing was that I wanted to play it like my character was starting to become the benevolent leader of the Commonwealth, then hit a really rough patch and hit a spiral that set them on the path to becoming a raider. Which meant playing with SS2 early on. Theeen this. Ah well. I'll try some of the above workarounds and report back if any of them get me through Home Sweet Home.

EDIT: I can confirm that the solution mentioned above by TechTonic does work. However, it's the only way to get it to work naturally without the console, cheat terminal, or additional mod to just bypass this feature of Nuka-World entirely. You have to take the peaceful/charisma option and it has to be a settlement you already hold. The problem also persists beyond Sinner and likely throughout the entire rest of the DLC. Just as a test, I tried choosing violence on an owned settlement and, when I got it, I was unable to place a flag. This was after I'd already used the above solution to get my first outpost and scare Sinner off. You have to choose this option every time, I've observed. Go to an owned settlement (or force a settlement to become owned through management), then go have Shank set up the job and pick the peaceful option. I'm as of yet uncertain about vassals. I'll update again when I've tested further.

EDIT 2: Vassals are also broken, though I can't say, for certain, if it's because of SS2 or something else. Shank did let me go beat up or talk to pre-existing settlements to convert them into vassals, with the distinct exceptions of those that had quests attached to them - them being Tenpines Bluff and Finch Farm (probably others too, but I haven't really tried beyond those two). You can still go kill everyone there to claim an outpost though. I accomplished that much with Tenpines Bluff. You can't select either of them if you haven't completed their quests. However, if you do complete their quests, they're still broken. You can't actually take them as vassals. If you try the peaceful route, the objective to talk to the NPC won't actually be assigned, just the optional objective to set up the Nuka-World Radio. So you can't talk to them to set up the vassal. If you choose violence, you don't get the mission at all. (Note: Abernathy Farm and Tenpines Bluff might be workable if never actually do, or even get their quests. I assume Finch Farm is a lost cause because of the nature of the Ironworks quest. Same with Covenant) You also cannot establish vassals using settlements that were previously empty and that you've built up. I tried setting up Sunshine Tiding Co-Op and the Egret Tours Marina as settlements so I could later come back and have the Nuka-World Raider bully them for supplies. Didn't work. Another thing related to the inability to use violence to establish an outpost is that if you do use the cheat console to fix it, the game doesn't seem to actually fully acknowledge the settlement as a new Raider outpost. I dunno if this affects anything, but the icon on the map doesn't actually change from the base one to the Raider one in these scenarios.

Addendum: This doesn't really have to impact your game, technically, but it does basically mean there are certain settlements that you can't take over as outposts if you want as many vassals as possible. Notably, this playthrough has made vassals of Greentop Nursery, the Slog, and Nordhagen Beach. I'm not sure, but you might be able to get Abernathy Farm, Oberland Station, and Tenpines Bluff as vassals too, but the latter may only be possible if you never pick up Preston and company in Concord. You could probably also get County Crossing as a vassal as well. Everywhere that's empty or held by a hostile faction is free game for an outpost, which is more than enough to get the 8 outposts for the Wasteland Warlord perk, though you wouldn't really need it since you're going to be using the Cheat Terminal to set up outposts in the first place (otherwise you wouldn't be able to place the flags). Finch Farm and Covenant are the only prepopulated ones I can think of that'd have to be made into outposts.
I can confirm running the latest beta build that this is still bugged as I just tried to made sunshine tidings into a vassal and the settlement leader does not appear :( Will try it to make an outpost instead. Abernathy farm is greyed out but maybe because there is a special settler waiting here to finish his quest (or maybe because there is the family with the kid living here), I'll test moving some and see if that work, also completing or killing the quest giver. For outposts, I managed to make sanctuary as an outpost by moving everyone from the minutemen to the castle, killed mama murphy with drugs and move the vault tec rep elsewhere and also a SS2 special settler who give quests to collect junk.
 
I can confirm running the latest beta build that this is still bugged as I just tried to made sunshine tidings into a vassal and the settlement leader does not appear :( Will try it to make an outpost instead. Abernathy farm is greyed out but maybe because there is a special settler waiting here to finish his quest (or maybe because there is the family with the kid living here), I'll test moving some and see if that work, also completing or killing the quest giver. For outposts, I managed to make sanctuary as an outpost by moving everyone from the minutemen to the castle, killed mama murphy with drugs and move the vault tec rep elsewhere and also a SS2 special settler who give quests to collect junk.
So I've got the time to do more testing and everything went fine as long as you choose the pacifist approach for outpost and violent approach for vassals. The pacifist approach for vassals is somewhat bugged and the settlement leader does not appear. The can't place the flag bug didn't occur to me but I only conquered settlements that I already owned.

Also you need to finish quests related to settlements, also if the quest is given by a visitor, and you need to get rid of any quest giver too that may be living in your settlement before turning it into an outpost.

The outposts share workshop items but do not share virtual storage unless there is a municipal plot : caravan. Not a bug I think. So that's it :)
 
Gotta love these bizaare intermittent problems. They make people assume its not the mod. I'm leaning towards script lag. I'm super effin' unlucky, if there's a bug to encounter, i hit the damn thing face first.

And i'm bugged by this too. All other people say settlement mods effect it, this site says its some other mod, cant be us. But its definitely SS2. Too many of us encounter it to be a problem, and the only people with the problem, are using SS2.

In my case, it let me place the flag at Country Crossing. But the 2nd outpost, nope. Not allowed. Operators started walking in like they owned the place (after i got frustrated and killed everyone anyway) , but it wouldnt let me place the flag or turn in the quest.

Relying on console is not a solution.
Other problem that is probably related and what makes me think script lag, is i convince the guy to leave, he says he's leaving, and the quest wont update, and he doesnt go anywhere. 20 minutes waiting in a quiet place, still sticking around nothing happening. I think SS2 isnt releasing the outpost and tying up what nukaworld is trying to do.

On assaults, can kill everyone in the settlement, even visitors, and the raiders just stand around, there's no one left to kill, and cant take it over.
 
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The flag thing used to 100% be SS2. I think that was fixed but not entirely sure. If you mean outpost as in SS2 ch3 outpost, and you want to convert that to a raider outpost, don't think many people do that, and never seen any reports of it not working. But wouldn't be too surprising if that breaks. I'd turn it into a normal settlement first.
 
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