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Settlement failed to defeat gunners bug

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154
Is this a bug ?
That quest that has gunners attack a settlement seems very buggy to me. Each time they attacked the settlement I had to fight off 50 or so gunners. And if I failed to defeat them, the quest would fail & all the gunners stand around in the settlement peacefully. I can attack them & kill them, but they don't go hostile. It's really weird.
 
Weird. There's only meant to be ~20 of them, and they're not meant to go back to non-hostile like that.

Could you do me a favor and post your mod load order?
 
Load order
**************************************************
unofficial fallout 4 patch.esp
workshopframework.esm
hudframework.esm
homemaker.esm
ss2.esm
ss2_xpac_chapter2.esm
cwss redux.esp
retex_skeletons.esl
cbbe.esp
+ allsetsextended.esp
crimsomrider's unique furniture.esp
g2m_workshop_nexus.esp
rrtv_robotmodelkits.esp
settlementmenumanager.esp
simhomestead2.esp
ohsim_sim2_settlements_scrappers_addon.esp
thekite_charredvaultsuit.esp
ss2walledgardensandmore.esp
thekite_vts.esp
eff.esp
v's scavver art.esp
woodyswastelandstuff.esp
wdp-pc.esp
ym_homeimprovement.esp
xnjguyfilledmods_aio.esp
workshopplus.esp
ss2wastelandreconstructionkit.esp
v's stylish decor2.esp
thekite_militiawoman.esp
thekite_caitset.esp
thekite_scoopdigger.esp
simsettlements2_addonpack_apocalypticadditions_sirlach.esp
ocdecorator.esp
ocdecoratordlc.esp
nwm_house.esp
morecolorfulharvest.esp
kuro.esp
dinoshelf.esp
haia with crafting.esp
ss2caravansnatex.esp
ss2extended.esp
snappy_housek.esp
ss2_fdk_tinyliving.esp
cvc dead wasteland 6.esp
cvc dead wasteland 6 dlc3.esp
ss2wastelandventurers.esp
[ss2 addon] simsettlements superstructures.esp
ss2_simpdddd.esp
ss2_ruined_simsettlement_addonpack.esp
ss2_addon_r2r.esp
regsprefabs.esp
junktowntwo.esp
nairaecozyscavver.esp
ss2-prarandomaddon.esp
ss2_addon_fhe.esp
ss2addon_ms_bareessentials.esp
cvc dead wasteland 6 dlc.esp
creativeclutter.esp
buildableburningcampfires.esp
scrap everything - ultimate edition.esp
 
Weird. There's only meant to be ~20 of them, and they're not meant to go back to non-hostile like that.

Could you do me a favor and post your mod load order?
This has been happening every time since chapter 2 was installed. I thought it was crazy that I had to fight 50+ gunners every time. And when I failed, they just all stand about passively & let me kill them.
 
This has been happening every time since chapter 2 was installed. I thought it was crazy that I had to fight 50+ gunners every time. And when I failed, they just all stand about passively & let me kill them.
Quite a few people have reported it doing that with the Gunner Attacks, and I've never managed to trace back what's causing it to do that - as I said, it's only meant to be 15-20 of them. I don't see anything in your load order there that should even be touching Gunners or settlement attacks (there was a couple of mods in particular I was looking for), and you said in the other thread we were talking in that your SS2 is all up to date... I've really got no idea here.
 
Quite a few people have reported it doing that with the Gunner Attacks, and I've never managed to trace back what's causing it to do that - as I said, it's only meant to be 15-20 of them.
With Patch 2.3.0 it has been adressed:
During the portion of the Chapter 2 questline where gunners are attacking settlements, they are now capped at a max of 20 attackers in a single attack. Previously, the number of attackers would increase over time and there was no cap, so players who didn’t progress the main quest far enough could end up with extremely high enemy counts.
And the cap works. if you have attack quetss running prior intallation of patch the attackers will be 50+. But all new ones will have max. 20.

And if I failed to defeat them, the quest would fail & all the gunners stand around in the settlement peacefully. I can attack them & kill them, but they don't go hostile.

The Quest Failure i think is when you need to loong, too many enemies reach Workshop or you move to far away from the attacked settlement. I had that too.

The standing around non hostile thingy i never had. Because of fog and good sneaking skills they had hard time to detect me and i some tinmes stood next to them but on detection they went agro.

you tried to walk past them or even interact or wait around an amount of time to check if scripts had time to catch up?
has for the load order: are you sure homemaker desn't fiddle with workshop framework?
other question would be did the gunners agro on another playthrough with thoes mods in combination?
 
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With Patch 2.3.0 it has been adressed:

And the cap works. if you have attack quetss running prior intallation of patch the attackers will be 50+. But all new ones will have max. 20.



The Quest Failure i think is when you need to loong, too many enemies reach Workshop or you move to far away from the attacked settlement. I had that too.

The standing around non hostile thingy i never had. Because of fog and good sneaking skills they had hard time to detect me and i some tinmes stood next to them but on detection they went agro.

you tried to walk past them or even interact or wait around an amount of time to check if scripts had time to catch up?
has for the load order: are you sure homemaker desn't fiddle with workshop framework?
other question would be did the gunners agro on another playthrough with thoes mods in combination?
I have tried to interact with the gunners (ie talk, attack), but they remain unresponsive & non-hostile. Sometimes the attacks can ctd due to the sheer number of gunners. I also had similar amount attack Concord as well. That was long drawn out attack which required a lot of sniping & the addition of 2 companions helping me. Otherwise I would fail every time.

How does Homemaker fiddle with Workshop framework ?
 
I can't tell in particular but it's a Settlement Mod. I am just wary about Settlement Mods when Workshop Framework does alter the Workshop and its Scripts. As i started SS2, i removed all settlement mods directly.

you also may try their optoinal file "Workshop Framework Script Override" and put it at the bottom of your load order.
Homemaker does not add settlements. It only adds craftable objects for use in settlements.
 
Homemaker does not add settlements. It only adds craftable objects for use in settlements.
OK, sorry for the bad wording then. I used Homemaker myself, so i know that. but i hope you got my point. everything settlement related or settlement objects related i tossed out of my load order before beginning a playthrough with SS2.

the otherway around is easy enough too. if we got someone having homemaker and ss2 with ch2 in the load order not having this issue, we can tackle the next mod ;)
 
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I have this problem too except the passive Gunners part. I arrive at the settlement and a lot of gunners attack, I have not counted but I think it's 30 - 50. The frame rate drops to a crawl. The quest always fail after 20 seconds because they are so overwhelming. Then I still try to kill them but they always kill me. I am at level 92.

Edit: So I just tried again, this time in Finch Farm, before I tried to defend Covenant.
I am not kidding, there was close to a hundred gunners. The fight lasted for 45 minutes until i died.
And the worst part, it has to be a bug, the gunners were set as protected, so my settlers and turrets never killed them.
I have mortal settlers, so all the settlers got slaughtered, I had only 4 named settlers left that continued to fight.
This is the last time I try to defend any settlement. Now I have to rush to get the main quest done.
This sucks.
 
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I have this problem too except the passive Gunners part. I arrive at the settlement and a lot of gunners attack, I have not counted but I think it's 30 - 50. The frame rate drops to a crawl. The quest always fail after 20 seconds because they are so overwhelming. Then I still try to kill them but they always kill me. I am at level 92.

Edit: So I just tried again, this time in Finch Farm, before I tried to defend Covenant.
I am not kidding, there was close to a hundred gunners. The fight lasted for 45 minutes until i died.
And the worst part, it has to be a bug, the gunners were set as protected, so my settlers and turrets never killed them.
I have mortal settlers, so all the settlers got slaughtered, I had only 4 named settlers left that continued to fight.
This is the last time I try to defend any settlement. Now I have to rush to get the main quest done.
This sucks.
Yes, this happens to me. The battle can go on for 30 minutes before the quest fails (unless I luckily defeat them), then they become passive (unlike you) & then I murder them one by one. It completely wrecked the game. I couldn't see the point of defending the settlement only to fail & then I had no idea what the outcome of losing a settlement to the gunners had anyway.
 
Yes, this happens to me. The battle can go on for 30 minutes before the quest fails (unless I luckily defeat them), then they become passive (unlike you) & then I murder them one by one. It completely wrecked the game. I couldn't see the point of defending the settlement only to fail & then I had no idea what the outcome of losing a settlement to the gunners had anyway.
It's weird because for me the settlement is not lost when I fail, the only thing that happens is a happiness penalty and I guess resources get stolen, but I am not sure about that.
Have you tried the latest version?
At least the numbers of gunners was solved with that. That is the new attacks, the ones from before I already had as a quest was unchanged.
 
It's weird because for me the settlement is not lost when I fail, the only thing that happens is a happiness penalty and I guess resources get stolen, but I am not sure about that.
Have you tried the latest version?
At least the numbers of gunners was solved with that. That is the new attacks, the ones from before I already had as a quest was unchanged.
Yes I had the latest version. I don't know if the settlement is lost as I can still stuff in it, but all the surviving gunners just stand around.
 
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