Conqueror FAQ
The Trailer shows the player killing Marcy Long in what appears to be the Museum of Freedom while the teaser showed the death of Preston, presumably permanently closing off the Minutemen questline. Are raider replacement quests included? For example, if I take the Castle with raiders after killing the Quincy survivors, is a discount Ronnie Shaw ex-minutemen raider going to turn up to unlock the artillery guns for me? Will there be a raider who can decode the relay schematics so I can get into (or blow up) the Institute if I refuse to work with the Brotherhood of Steel or The Railroad?
No, there are not Raider replacement quests - BUT, you don’t actually have to kill Marcy, Preston, etc. It’s an optional objective for people who want to go hard down the raider path.
Will raider settlements work like re-skinned standard settlements or will they have their own mechanics? Will they behave just like the NukaWorld raiders with vassal settlements and complain if I ask them to do any work?
Long-term they will have their own mechanics, there is a detailed plan for offering an optional new style of gameplay with settlements. In the name of making the system ultra-moddable, those features will be rolled out throughout patches, as we want to be certain the features will work with other factions if a modder wants to take the time to build support for them. At launch, they are largely just re-skinned standard settlements.
Will non-raider leaders work with raider settlements or will they require their own set of leaders? If the latter, have raider leaders been added or is Gage going to be a very busy boy?
For now, they will work. With the long term plans of alternate mechanics, there will end up being restrictions in place based on the character’s faction affiliations and temperament. Like everything in SS, though, you will have control, and add-on authors will be able to create alternatives. So while we may restrict Preston from running a raider settlement, you could turn off that restriction.
If I establish a raider settlement before starting Home Sweet Home, will I simply be able to assign them to one of the gangs, or is Shank going to make me conquer them again?
Shank would likely make you conquer them again. We didn’t alter any of the NukaWorld quests, as we did not want to add a dependency, and doing so through scripts can be a daunting task. That said, we are hardly finished. Just like with previous Sim Settlements expansions, we will continue to improve the experience based upon feedback over the following year.
Is skipping the opening a feature of the mod?
Skipping the opening is not a feature. In fact, it is encouraged that you go through it, as Conqueror can use all of that time you’re doing the slow opening sequence to run the massive amount of startup code it needs to prepare everything.
If I build up a city plan with one faction and then conquer it with another, will bringing in a new mayor (presumably the old one was killed in the assault) cause the settlement to restart from scratch?
No. Taking over a settlement results in that faction capturing all of those plots, turrets, and the settlement at large to re-purpose them. Various settlement assets (crops, turrets, generators, etc.) may be damaged during a conquest and will need to be repaired, just as if they had suffered from a regular settlement attack.
If I claim a settlement without a faction quest/conquest assault (for example I clear Kingsport Lighthouse and activate the workbench) am I going to get a popup asking me what faction I want it assigned to, or is it going to be more complicated than that?
It’s more complicated than that. At launch, we have a raider quest, and a character that gives you the opportunity to claim settlements for the gang (similar to NukaWorld). Once we see add-on packs with more faction support, we’ll likely introduce some sort of menu system so that the add-on pack authors don’t have to assemble mod teams to put together complex quests and characters of their own.
If I complete Power Play for perks and loot and then decide to do Open Season will the NukaWorld Red Rocket plan update to reflect the removal of the raiders?
No. The entire City Plan is pretty heavily raider themed. Presumably, we’ll see some minutemen themed City Plans coming out of the January city plan contest, so you’ll have more options to switch to if you decide to kill the gangs.
If I go the raider route before encountering Preston and his gang of misfits will he just be hostile on sight, closing the possibility of being a reformed raider General, or will killing them be a quest from a raider NPC which I can accept or reject?
He will not be hostile on sight. You can actually still do the Minutemen play-through while secretly being a Raider as well. While it’s less immersive, the goal was to give you as much room to roleplay as you’d like. So if you find it un-immersive, then don’t do it.
Will Conqueror be compatible with other NukaWorld/Raider Mods such as Minutemen Take Nuka-World or Skip Raiding Your Settlements?
Yes. Conqueror is completely independent of NukaWorld’s story content. We simply tap into a few of the assets if you have it installed, but it is not required, nor does it interfere.
Will Conqueror add radiant quests? If so, how many different kinds?
It essentially adds one radiant quest to capture settlements. Long term, it will add multiple ways for you to play out your character’s life as a raider - and some of those will probably be radiant style.
Is there a rough estimate on the size of the file?
At launch, it will be about 60 MB, long term, it will probably end up around 100 or so.
I've always wanted to have settlements not joined to the Minutemen, and instead tied to different factions that make sense, like the Brotherhood and Boston Airport, coming across these cities and towns naturally in the game and being able to ally with them and build on their spots or attack the settlements and kill everyone there. Will any of this be possible through Conqueror?
All of that will be possible in the future. The initial launch will see a Raider focus. Once we release the Builder’s Toolkit update for adding support for other factions, we should see lots of new content to allow players to engage in settlement wars from their favorite factions.
Will Conqueror be save-compatible, or will I have to start a new game for this expansion to play as raiders?
Theoretically, you could pick up from an existing save for the Raider questline. Since you will have already cleared many of the locations in the initial part of the quest, those quests will be completed to start.
Will the settlements start pre-built or will I have an option for them to auto-build?
You will be presented with a series of options at the start of a new playthrough that will let you determine whether or not you want the Cities to start pre-built or not. You have a lot of control over which settlements, which City Plans, and how developed the Cities will be.
Will a new game be required/recommended for starting playing Conqueror?
A new game will not required to do the Raider quest, but will be required for the pre-built cities. If you just want to take advantage of the new Building Plan skins and Heavy Agricultural plot, you can just load up with an existing character and continue to play like you would after any normal SS patch.
Will you have raider city plans for other settlements?
No. Rather than City Plans, we’ve created raider skins for all of the core Sim Settlements building plans, as well as a faction theme system that triggers when you Conquer a settlement.
"Is there a console command to get the conq startup going if it dosnt self start?"
There is - but doing it that way basically guarantees that save is screwed. If things don't start up on their own - they have a load order problem to fix. The most common problem is lacking WorkshopFramework or SS at the correct versions. Next most common would be that need to switch WSFW and SS positions in their LO. After that, it's probably a script being overwritten - either a loose workshop script, or if they have Unofficial Patch loading after WSFW instead of before.
"Is there a way to add my own settlement designs to the list of Conquest pre-builds without creating a full City Plan?"
Yes. You can export your settlements from a playthrough, make them into single level city plans, and use them with Conqueror to make a super fast way to start new games with all of your settlement work intact. This would solve the problem of crashing due to overexertion of the system, because you know what your system can handle and so can just use the settlement designs that weren't too much for it from previous saves. Take any TS blueprint - and stick it through this: https://www.simsettlements.com/tools/cpmaker.php If you don't understand the options, you should just leave them as default and you're good to go.