the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Question Raiders ignore town gavel, cannot be assigned, & disappear

Lizardo

New Member
Messages
12
So my gang, uh, had some issues with not getting decimated. I was down to precisely one warrior and a few workers. I go into the mess hall of Sunshine Tidings (my main base) and I discover a few things:

1) Every unique NPC I've met and sent to sunshine tidings has disappeared (Sarah, the one who asks you to sign his knife, and Torque). Side note -- I met Phineas in one of my vassals, Oberland Station, and keep trying to send him to my non-raider settlement at Red Rocket but he's still stuck at Oberland.

2) There's like five raiders in that mess hall who ignored my town meeting gavel. I can only "'scuse me" them, no option to trade or assign them a role. I don't think they're considered civilians because the HUD says there is only one civilian (presumably Jammer).

all raiders born after 2270 know how to do is wear sack hoods, ignore town gavel, skip work, and lie

Edit: Corrected name of NPC
 

Attachments

  • ScreenShot646.png
    ScreenShot646.png
    3.7 MB · Views: 129
Last edited:
There will be raiders of various types who show up as visitors to your outposts, they are not part of your gang and not assignable/ recruit-able. They are basically just there for decoration.
 
Thanks, that does help clarify things a bit. But is there any reason for Torque and all the others disappearing?

For reference, I only have one outpost (my main base) and two vassals, so I sent all of them to said outpost. But they're gone now. Town meeting gavel does not bring them to be. They do not appear to be in my vassals either.
 
Last edited:
Thanks, that does help clarify things a bit. But is there any reason for Torque and all the others disappearing?

For reference, I only have one outpost (my main base) and two vassals, so I sent all of them to said outpost. But they're gone now. Town meeting gavel does not bring them to be. They do not appear to be in my vassals either.
Sorry, that I don't have a clue about. Another thing to try though might be to go the wardesk and see if they show as options if you try to assign a leader to one of your settlements.
 
Thanks, that does help clarify things a bit. But is there any reason for Torque and all the others disappearing?

For reference, I only have one outpost (my main base) and two vassals, so I sent all of them to said outpost. But they're gone now. Town meeting gavel does not bring them to be. They do not appear to be in my vassals either.

May have to return to where Torque and others were met. It may the vanilla bug where they get reset and return home. Not saying this is the case, but I have encountered the bug before.

Also, if you have mods that have different scripts going on, an npc can get stuck. I add companions added that get stuck and cant do anything with them such as assigning a job plot. I have to dismiss them then re-recruit them so they get "reset".

I can't remember if Phineas is Recruitable Settlers or Settlers of the Commonwealth. Some of those NPCS have issues. There is also a 2nd npc ar Oberland and one ar the doctor in Diamond City which are definitely bugged. Phineas I have never had a problem with.

John
 
May have to return to where Torque and others were met. It may the vanilla bug where they get reset and return home.

The problem is, I met Torque, Sarah, and That One Knife Guy in the same settlement that I'm currently in. These are conqueror leaders who spawn in your base. My base is Sunshine Tidings, and I never moved it, so I'm already where they spawned.

Also, if you have mods that have different scripts going on, an npc can get stuck.

How can I check if I have such a mod? I have Better Locational Damage which I know uses scripting for headshots, but I don't know of any mod that might be heavy on the scripting. I looked at the save in Resaver/Fallrim Tools and it said had 126 running scripts, but all of them were either Conqueror or the Workshop Framework mod that Conqueror runs upon.
 
Top