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Patch 4.0.10 - Feudalism

kinggath

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Patch 4.0.10 is now live! It includes updates for Sim Settlements, Three in One, Conqueror, Industrial Revolution, Rise of the Commonwealth, and the 1.1.6 patch for Workshop Framework.

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- New Vassal control options.
- New low-level radiant quest giver for raider players.
- Reduced file size by around 25 MB for the three-in-one.
- Loads of bug fixes.

Full patch notes:
Sim Settlements 4.0.10 Patch Notes
Conqueror 4.0.10 Patch Notes
 
Cross-posted from my Youtube comment because I remembered you don't always have time to read all of those:

"A thought that occurred to me when you were talking about vassal city plans upgrading - what if the junk requirement to upgrade were increased in vassals? It seems to me this could help balance the fact that you don't have to worry about their happiness as well as being thematically appropriate, since more of their production capacity is being taken up in "taxes" to their overlord (i.e., you)."

Anyway, just thought I'd share the thought, as it might be an interesting option to try towards in the future. I'm loving the mod, though, and I especially love Conqueror's feature to start the game with settlements pre-built. In my opinion, that was one of the things most sorely missing in vanilla Fallout 4.

Happy modding!
-asp
 
Hate to break it to ya, Boss, but I think the latest patch introduced a new bug. Suddenly my NW Raiders have started attacking Sturges. They weren't under version 9. So something in the update. I have the 3in1 and Workshop.
I also couldn't start a new thread. ?? Sorry to post here, but needed to alert you to this new glitch.
 
Them not attacking Sturges, would be a bug.
Raiders attacking MM and visa-versa is normal behaviour.
You are either a raider or you are not, you can't play both sides and not have them turn on each other.
 
Them not attacking Sturges, would be a bug.
Raiders attacking MM and visa-versa is normal behaviour.
You are either a raider or you are not, you can't play both sides and not have them turn on each other.
Except they were fine with the last version. It is only after updating to v 10 that this started, so - no - attacking him is a bug. I think that in fixing any prior faction issues, it caused a reset with my current save and now they don't see him as allied.
 
Except they were fine with the last version. It is only after updating to v 10 that this started, so - no - attacking him is a bug. I think that in fixing any prior faction issues, it caused a reset with my current save and now they don't see him as allied.
No, @Otherwhere , what I think @Phil_T_Casual is saying, here is that the behavior prior to this patch WAS a bug that is now fixed. They weren't "fine" in the last version because they were supposed to be attacking the MM settlers.

That being said, I haven't actually played any of the Conqueror storyline, yet, so I can't comment beyond that.

-asp
 
-yes- it was a bug, raiders are supposed to be hostile to MM, end of story.

oh,@Phil_T_Casual I always appreciate your bluntness. But sometimes I wish you were just a little more Operator and not quite so much Disciple. Dropping an "end of story" on a another long time member of the forum seems more than just a bit cavalier. We are all guests in someone else's house.:pardon

Conqueror has been out for many months and we are up to the 10th patch. Regardless of how things are supposed to work, many of us have based our expectations and adjusted our play on how things are or have been working. When things have been working one way for 9 patches and then change in the next, some players will rightly want to know what's going on.

"Raiders are supposed to hostile to the MM"

Your point I take it is that raiders, even my raiders, should be hostile to MM, including the Quincey Five, and were always supposed to still be. If they aren't, this a bug. Not a game breaking bug, but a bug nonetheless.

Except they were fine with the last version. It is only after updating to v 10 that this started, so - no - attacking him is a bug.

@Otherwhere 's point seems to be: They haven't been for 9 patches but it seems patch 10 changes/corrects this. I've built my settlements and my play around the fact that my raiders haven't been hostile to Sturges. Now I've got problems.

This bug is at worst only lore breaking, not game breaking. So I'm not surprised it's maybe gone overlooked and/or unreported. (Reminds me of when Conqueror all the sudden included city plans. Some bugs are cloaked as features) I'm one those whacky kids that more often than not, in fact, looks at lore breaking as a feature and not a bug. One of the big selling points of Conqueror was being able to break the main quest completely if I chose to.

One time I assaulted RR. I had cleared out everyone beforehand. Except Marcy Long. She was still assigned to a Logistics Station and still the settlement's leader. During the attack, the game spawned in a couple three Generic Settlers as token resistance. My raiders killed them easily and completely ignored Marcy. She didn't even aggro.

TBH I didn't think to myself this is a bug, I thought, instead, cool! If it was Preston it might have seem weird to me. But I never really thought of Marcy or Mama Murphy or the others as Minutemen. They were just poor schlepps looking for protection in a cruel world.

Maybe, I should have run to forums screaming bug. But like I said I thought it was cool. Maybe her sour attitude predisposed her to turning raider just like having my baby stolen sent me down the path of conquest.

In fact, now, when planning out Outposts I'll admit I've stopped even considering that any of the Quincey Four and my raiders might not get along.

Anyway, I get the point @Phil_T_Casual so succinctly makes. It doesn't make much sense that Marcy or the others wouldn't put up a fight or even be targeted during a settlement assault.

But also understand completely where @Otherwhere is coming from. If it doesn't crash or break something, you get used to playing the way the game lets you...until it doesn't.

However, I think that if this was something that was fixed or changed in patch 10 it should have at least got a mention in the patch notes. I don't recall ever seeing this addressed in any of the patch notes. (If I missed them, I'll gladly be corrected.) Was it something that was actively fixed? Did it just sort itself out? Might it be something that will pop up again?

I also imagine that those of us who plan on keeping at least 4 of the Quincey Five around in our Conqueror plays, if we want them to get on with our raider hordes, should consider slapping slave collars on them from here on out to get in line with the way the game is supposed to work.
 
Sorry, all. It seems to be a weird anomaly. I went to anther character also using NW Raiders and had Sturges as my city Leader and no problem.
No idea what caused the one with them attacking him, but it isn;t happening regardless of save/character -so something is different or glitched in that particular playthru.
@bullyrook Thank you! Yes, MY point was that this had not been an issue until version 10. Suddenly it was acting different right after the latest update. I did have an unfavorable reaction to "end of story" but walked away. People who use that simply don't want to spend more time on things, so why invest any more energy in debating with him? I trusted that there are others who would look at this and might be more helpful.
 
Also, re: Sturges and Raiders vs MM: They aren't supposed to attack any of the Quincy people (other than Preston, I suppose) because when you take over Sanctuary with a NW gang, you'd never be able to claim it since Sturges et al are immortal. You'd have a continual standoff between Raiders and Quincy survivors going on indefinitely!
The Quincy folks usually just go down during teh fight, and when teh attck is over they;re cool with whomever is now in charge.
 
I actually haven't touched any of the NW raider stuff with Conqueror's changes - so any oddities with those factions I'm uncertain about. Jammer's raider gang will definitely go hostile on Minutemen, but I've never tried sticking them next to Sturges before.... so I don't recall how that plays out.
 
in my minds eye, i see a load of raiders beating the crap out of the king - that's wrong on so many levels!!
 
@bullyrook FYI, I keep very detailed patch notes as I'm developing, so it's very rare that I don't include a change in the patch notes (for example, I don't include the specifics of my code changes for the patch, just what the expected end result will be from the player's perspective).

Faction stuff is a real pain, as sometimes seemingly innocuous changes will cause a lot of issues, which we saw with the Visitors during the early phases of RotC... So I could definitely see triggering a bug in Factions without realizing it.

As always, just keep giving me data guys, and I'll keep patching it!
 
@kinggath That was what I thought at first, that this was like the Visitor issue waaay back. FYA: I am not using Conqueror - too many crashes (those battles killed my XBone), so if there were a change it would in the 3in1 or the Workshop. But it could just be the buggy Bethesda engine, how it recognizes allies, etc.
 
Almost every change I made outside of Conqueror was script only - and none of those scripts would be touching vanilla NPCs or Nukaworld raiders. I'll check for wild edits though, occasionally you can just look at something in the CK and it gets flagged as changed...
 
The very best part is that I have had ZERO settlement crashes. Regular bugthesda crashes from too many hours with closing the game but.. I am enjoying the skin changes as well - it really feels, well, lived in now. So hey four thumbs up!

Super mutants as a faction?? What would that look like I wonder?
 
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