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Suggestion The Castle - Special Raid quest ?

BelGarion

Member
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106
When you take over The Castle when helping the Minutemen certain scripts (at a guess, I'm a hack when it comes to modding.>.< ) run that clean up the mirelurk nests and stuff. Didn't seem to be the case when I raided it and Preston is a rotting corpse at the Museum. So maybe, as the place is special, have a special raid quest for The Castle if Preston is dead and you have the perk. So you and your raiders go in, kill the mirelurks, mirelurk Queen, and place is now yours. Then you can power up the transmitter and create Raider Radio that will relay Red Eye's broadcast from Nuka World. Or, could blast royalty free music, like heavy metal or something raiders would like to listen to. Then a raider says they'll 'hire' some of the locals to clean up the mess and make it ready. You go away, come back and the mess is all clean and ready for you to start building. Then one of the raiders says they found something in the basement when the 'hired' help was cleaning. This leads to the same basement Ronnie would have shown you if you did this as a Minuteman General. But in this case the tour is self guided and the terminal she enters her password into (after you wipe out Sarge) is accessible for you to hack. This leads to the Armory (and the weapons workbench ) and artillery. The button to open the door is active so you can open it and start setting up artillery and a merchant to buy more artillery smoke grenades. :D

This is just an idea, but, at least I think it's a neat idea.
 
There is a trigger to clean up the Castle, it gets called after "Taking Independence" completes. After clearing out the Mirelurk Queen and the rest of the enemies, claim the workshop. Then open the console, and write: "setstage DN133 10"

That'll get rid of all the crap at the castle.

But, absolutely, it would be awesome to have a proper raider quest to take the Castle... an exclamation point on taking out the Minutemen. However, it would take a lot of scripting, and lots of time. The guys have a lot of stuff on their plate as it is, and Kinggath has said there's lots more coming as far as the raider questline is concerned.

Now to extend the idea though, imagine a further quest to obtain working artillery. A mirror quest to "Old Guns". Just more food for thought, no?
 
Exactly, a raider version of Taking Independance" then "Old Guns" . Yeah, it would be a lot of work. Something to be put on the back burner and worked on here and there. Maybe set it so after the quest where Jammer puts a bullet in Aiden as a finalization to that quest line. The final ! as you say. :D
 
  1. Select any pile of mirelurk stuff in console and type disable, this will give an error saying something like "reference (abc) cannot be disabled bacause (xyz) is enabled".

  2. Type "prid xyz" to select the parent state thing of the mirelurk stuff.

  3. Type "disable" to disable all of the stuff that is normally removed from The Castle.

  4. Disable or markfordelete all the mirelurk eggs (there are a lot, be warned).
i copied this from reddit but it works if your wanting to clean the castle without preston
 
  1. Select any pile of mirelurk stuff in console and type disable, this will give an error saying something like "reference (abc) cannot be disabled bacause (xyz) is enabled".

  2. Type "prid xyz" to select the parent state thing of the mirelurk stuff.

  3. Type "disable" to disable all of the stuff that is normally removed from The Castle.

  4. Disable or markfordelete all the mirelurk eggs (there are a lot, be warned).
i copied this from reddit but it works if your wanting to clean the castle without preston

As Steamcanuck posted above

"There is a trigger to clean up the Castle, it gets called after "Taking Independence" completes. After clearing out the Mirelurk Queen and the rest of the enemies, claim the workshop. Then open the console, and write: "setstage DN133 10" "

And that worked for me. :)
 
Exactly, a raider version of Taking Independance" then "Old Guns" . Yeah, it would be a lot of work. Something to be put on the back burner and worked on here and there. Maybe set it so after the quest where Jammer puts a bullet in Aiden as a finalization to that quest line. The final ! as you say. :D

We're avoiding the Castle, so no promises there. Way too many possible pitfalls we want to avoid outright. The questline will build to a finale for the Minutemen though, don't you worry about that, it's comin'. ...and it will be satisfying.

Also, Aiden ain't dead yet. Play through the newest patch
 
Hmmm. Apparently there was some courier in the Mojave who survived a bullet to the skull, too... so anything's possible... right?
 
We're avoiding the Castle, so no promises there. Way too many possible pitfalls we want to avoid outright. The questline will build to a finale for the Minutemen though, don't you worry about that, it's comin'. ...and it will be satisfying.

Also, Aiden ain't dead yet. Play through the newest patch

Working on the newest patch, had to finish up the Maul quest line first and get his doggies. Could you guys at the very least put in a clean up script after Assault the Castle to auto get rid of the mirelurk eggs and stuff as well as open the West Bastion so the work benches are accessible? I'll prefix this with "I'm not a programmer so my expectations could be off " before I say that it doesn't seem like it would be too hard, for a programmer that is, to add a check to see if Preston is dead (so you know there is no way, short of a miraculous resurrection or a seance, that Taking Independence will ever be an active quest) and The Castle is now an Outpost (since Outpost with Captives and Vassal wasn't options when I setup the raid) and if both conditions are met then run a script that would clean up the junk and open the West Bastion with, say, non removable rubble to block off the doorways (both sides) to the basement to prevent any other problems. Having 'disabled' the West Bastion door (to access the workbenches inside ) I know the plans for artillery aren't there, just the parts.
 
Hmmm. Apparently there was some courier in the Mojave who survived a bullet to the skull, too... so anything's possible... right?
not him...NOT.... HIM!!!!

about the OP, sure, can be cool, but meanwhile i'll be okay with console commands....Oh, and the filthy minuteman emiting Nuka world radio would be magnificient, especially if you have installed Boston pirate radio
 
not him...NOT.... HIM!!!!

about the OP, sure, can be cool, but meanwhile i'll be okay with console commands....Oh, and the filthy minuteman emiting Nuka world radio would be magnificient, especially if you have installed Boston pirate radio

Yeap! Just to intimidate the unconquered settlements. :D
 
Yeah but I wanted captive Minutemen to really grind their nose in it. :D

Oh, and I do that, too. "Attack MY Outpost, will you? I have a very special collar with your name on it. That's after I kill you, dismember you, then resurrect you..."

(I have a mod which lets me craft syringes that resurrect people, restores their bodies to whole and functional)
 
Without mods, you're not able to build artillery at type 2 settlements (outposts & vassals). However, there's nothing to stop your gang from using it if it's somehow present at the settlement originally. And yes, the flare gun still works. So again, only limitation is being able to build artillery in the first place--it's a flag set on the constructible object in the Creation Kit.
 
Well, as a non programmer, my expectations might be a bit off, but it doesn't seem difficult to add an If/Then , if Preston is dead (and no chance, short of a seance, of the quest Taking Independence / Old Guns ever becoming active ) then do the Raider equivalent of those quest to take the Castle for Raider use (clear out the mirelurks and mirelurk queen, leave so the game can run it's clean up script to remove the eggs and nests ) and, later, a Raider version of Old Guns where, say, Ophelia uses her Brotherhood knowledge to fix up and provide artillery for the Raider settlements? If Preston is alive then none of that happens since it is possible for those two quests to become active and interfere with the raider quests.You know, umm, gate the Raider ones behind Preston's life, like the old movie plot of having a trigger wired to the heart so if the person dies a nuke goes off, in this case, if Preston dies the Raiders can easily (relatively speaking) take over the abandoned structure of The Castle and setup Raider Radio to intimidate the locals. :D
 
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the 2x2 martial plots has Artillery buildplans in one of the building packs.
IIRC its Braes defenses
and yes they provide artillery support. the problem is getting the flares.
(please provide us with something more logical than flares, like a set of binoculars)
 
the 2x2 martial plots has Artillery buildplans in one of the building packs.
IIRC its Braes defenses
and yes they provide artillery support. the problem is getting the flares.
(please provide us with something more logical than flares, like a set of binoculars)

Flares were used to mark the spot, if you had Minuteman radio on, you would get a message letting you know if you were going to get artillery support or not. So to me, that actually made sense for the game. Basically the artillery needs some kind of beacon to know where to aim, and a physical beacon (smoke) made sense because it could be seen for miles.
 
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