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Settlement Guard Posts

drworm

Member
Messages
63
Is there a setting in SS2 or W+ that is causing settlers behave differently when assigned to vanilla resources? I've noticed two recurring issues:

1) Settlers assigned to defense posts and vanilla crops only get assigned to the one that I click on, rather than three (or 6 food, as the case may be) as they always have. In all my settlements.

2) In Sanctuary i cannot get the settlers to stay assigned to vanilla defense posts. I assign them each to a post, and they will assign to that one post just fine, but as soon as I go far enough from Sanctuary for the cell to unload, then return close enough for it to load again they un assign. I don't even need to enter within visual range of Sanctuary, but in my pip boy by defense rating drips and my settler are all frowny. I assign them again, but keeps happening. I haven't really built up any other settlement enough to notice if it's happening consistently in them either.

It could be a load order conflict, but my load order is extensive and I wanted to rule out a setting or a known bug/conflict first.
 
I have had the same issue. Never found a solution. Pretty sure it is the an issue with Workshop Framework itself.
 
Does it resolve eventually, or am I going to be forced to only use SS resources and defense for this run? Ag isn't really a huge issue, but I try not to spam turrets too much, as like to see my settlers involved, and haven't unlocked defense plots yet.

I also like to mix my settlements, with some being fully self built, some being full SS, and most being a blend.
 
Does it resolve eventually, or am I going to be forced to only use SS resources and defense for this run?
While waiting for the other 4 plots types to unlock I assigned 4 people to guards stations. Half of them kept unassigning themselves. I tried liek every setting and then just gave up once the plots were unlocked.
 
I'm having the same issue on a fresh save, its quite annoying to return to all my settlements and everyone has reassigned themselves (preferring plots over guard posts and food items.)

(I've also failed to locate the Martial and Recreational plot types thus far, wondering if its quest-related. This explains why I'm having to use vanilla turrets and guard posts lol)
 
Yes, after the first three plot types, there are 4 other plot types to unlock, all at once, and it is done via the main SS2 quest. And sadly, they made it quite a few hours down the main mission and until then, you are forced to use base game solutions which don’t always work. Farming is a lot easier to manage since it’s unlocked early, power and water work properly but defense assignments really don’t work super well. As others have mentioned turrets seem to be the only real option in the meantime.
 
Going by the text in SS2, auto assignment between SS2 and WF are not playing nice with each other.
Assigning to vanilla posts and plants should work fine if you turn both off. After getting martial you should only turn SS2 assignment on.

PS: Is there still no fix for Codsworth randomly unassigning himself from whatever work you put him to?
 
Going by the text in SS2, auto assignment between SS2 and WF are not playing nice with each other.
Assigning to vanilla posts and plants should work fine if you turn both off. After getting martial you should only turn SS2 assignment on.

PS: Is there still no fix for Codsworth randomly unassigning himself from whatever work you put him to?
codsworth is a vanilla bug nothing to do with ss2 or workshop framework. the only job he will do is running between settlements for supply line.
 
codsworth is a vanilla bug nothing to do with ss2 or workshop framework. the only job he will do is running between settlements for supply line.
Using SS2 mechanics he's not even usefull for caraven duty.
He's my only character at Red Rocket, only has the municipal caravan building, and still unassigns himself.

But that's why I have a mod to build cheap Eyebots.
A fleet of ED-Es roaming the wastes, humming happy tunes, disintegrating everything in their path.

ERR. ERR. Sorry you do not win today's prize.
Even with all auto assignments off they still auto assign themselves and leave their guard posts.
Odd, I remember a time when vanilla guard posts worked.
 
Codsworth seems to like running a trade route so far he has not unassigned him self from that. The all the crafted robots I put on trade routes have all reverted to the default robot you get right out of the bench.
 
Codsworth seems to like running a trade route so far he has not unassigned him self from that. The all the crafted robots I put on trade routes have all reverted to the default robot you get right out of the bench.
You fast travel a lot dont ya?
 
I wonder if the companions you assign as city leaders make a difference. In the Codsworth example I made him leader at Red Rocket and he happily then walked back and forth to Sanctuary as a route runner. Until I did so he would always wander back to Sanctuary to trim the hedges no matter what job I gave him.
 
Is fast travel what does it? I just finished getting into the Institute so of late have been fast traveling quite a bit.
Nearest we could tell, the robots reverting has something to do with fast traveling away before the robot finishing loading or something. So it errors out and reverts them to the default. Those who play survival rarely ever see it due to no fast traveling.

There is a mod on Nexus that does not fix it, but it does change what the default robot is. I think it did like all assaultrons or something (too OP for my tastes.)
 
I've always had success making Codsworth a provisioner, and so far that's working in SS2. I haven't started with the SS2 version of supply lines yet.
 
Using SS2 mechanics he's not even usefull for caraven duty.
He's my only character at Red Rocket, only has the municipal caravan building, and still unassigns himself.

But that's why I have a mod to build cheap Eyebots.
A fleet of ED-Es roaming the wastes, humming happy tunes, disintegrating everything in their path.


Odd, I remember a time when vanilla guard posts worked.
ah i didn't mean a caravan plot i meant the old fashion sending him out by assigning him a rout like from sanctuary to redrocket. he can not be assigned to any other job that's a vanilla bug he can be a follower or used to do trade lines or left to do nothing that's it anything else he will unassign from and then start wandering around. and what's worse is he is counted against the settler amount so you have to have food and bed for him. that's why i normally send him to an unused settlement same with Preston goes to the castle the rest of the concord settlers stay at sanctuary unless i kill them.
 
I use him as my first envoy when I start building a new settlement. Using him as the supply line so I can use the ressources from my main settlement (including asams) until the caravan plot is built. And when I’m done, if I feel nice I send him to greygarden to be with his people and assign him as leader solely for the bonuses (I don’t use city plans).
 
So that's why Codsworth won't stay leader of Sanctuary. I don't usually assign him as a leader, but since I don't have a leaders mod The only option i have for a leader at sanctuary was him. I miss having piles of people and settlers that I can have lead a settlement. Maybe that will come later? Also after finishing my first play through with SS2 I will be skipping using city plans this time mainly because I'd like to see what they all look like fully built first, the lack of variety (I miss my city plan contest packs dearly) and that some just don't work. As for guard posts, I had one at Red rocket and the person stayed assigned until I removed it. I don't fast travel terribly much because I use the Advanced Needs mod which penalizes you for fast traveling with fatigue, hunger, thirst..etc..
 
you dont need a leader mod - just go into workshop mode - pick whomever you want, then assign them to the city planner's desk - hey presto - leader.
 
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