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Question Soldiers not levelling up

cosmic-cube-keeper

Well-Known Member
Messages
187
This has been an issue for me since patch 7. My guys won't level up, remaining "Raider Recruits", even with a number of outposts & vassals. Further, some of the guys are missing the actor value "kgConq_SoldierAV_XP". Some of the guys who have this AV, meanwhile, are up over 350.

The save file:
Level 28
Just completed "Backroad Butchery"
Sanctuary is main outpost
Main quest: "Dangerous Minds" started
Status of Preston's crew: dead

https://drive.google.com/open?id=12AOhwIfWhQoovjhOqHXrazaIAXtPpCBE
 
Are there any mods at all that might be modifying / overriding the Conqueror Raider Recruits?
 
JoseCuervo's Raider Overhaul patch for Conqueror does modify the raider pool. However, the issue persists even if this mod isn't enabled.
Was this mod previously enabled on the save? Due to the game not properly supporting uninstalls it is possible that any issue may persist after uninstalling.
 
In a previous play through, the plugin was not enabled. Made no difference.
What level are you at? On my test save at Level 50 it takes a huge amount of XP to level and the amount gained scaled to enemy level which itself scales to the Encounter Zone record referenced by the Location record. There is the console command GetAV kgConq_SoldierAV_XP which shows how much XP a recruit has gained. I do not know exactly how level ups are calculated but I do know the requirement does scale to level and level 50 requires hugely more than level 1, plus XP gains scale to level relative to the enemy killed(killing a L7 gives nearby L50 recruits less than 1 XP). I typically prefer to leave this stuff alone than tracking it closely but may be necessary for troubleshooting.

Starting off the raid with snipe kills can lead to not gaining XP from those kills since recruits need to be relatively close to the killed enemy for XP gain to happen, too far away means no XP so if they're still at the initial area waiting for the player it'll be too far away if the player preemptively snipes enemies. They will enter the battle after any enemy is killed but if you're a great shot or using Jet and killing everybody too fast they might be missing out.

Another possible factor is if you have a very large number of recruits that different recruits may be getting sent out on subsequent raids. For this reason, I tend to keep my initial group and level them up before recruiting more. It's kinda cool & fitting in a way for me for the original batch to go up to Legends.

Also could you post your load order, on the off chance that some other mod could somehow be causing this?
 
Load order of current campaign. Anything un-checked has remained that way since the start of the playthrough, although some items have been added. Graf's security fences is the most recent mod added.

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
WorkshopFramework.esm=1
HUDFramework.esm=1
SimSettlements.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
NAC.esm=0
Snap'n Build.esm=1
NQAS - BoS Fire Support.esl=1
NQAS - All DLC.esl=1
NAC-FarHarbor.esl=0
NAC-NukaWorld.esl=0
ImmersiveTeleportation.esl=1
Yagisan_SSSL_Red_Rocket_Settlements.esl=1
Yagisan_SSSL_Quick_Fill_Settlements.esl=1
[OmniX] SimSettlements_VIS_Patch.esl=1
ImmersiveTeleportationVis.esp=1
SettlementMenuManager.esp=1
TransferSettlements.esp=1
WorkshopPlus.esp=1
SKKFastReunions.esp=1
The Eyes Of Beauty.esp=1
Lots More Facial Hair.esp=1
Lots More Male Hairstyles.esp=1
F4NVServiceRifleRedux.esp=1
F4NVServiceRifleRedux_MergedPatch.esp=1
Unique NPCs - Creatures and Monsters.esp=1
AA Lots More Settlers and Enemies.esp=1
RaiderOverhaul.esp=1
MoreSpawns_Medium_Brandy_123.esp=1
[OmniX] RaiderOverhaul NPC Fixes.esp=1
[OmniX] LMSE Male Only.esp=1
TrueGrass.esp=1
HoloTime.esp=1
Armorsmith Extended.esp=1
Mercenary.esp=1
WastelandFashionBandanasBlindfolds.esp=1
LooksMenu.esp=1
LooksMenu Customization Compendium.esp=1
MagicSyringesMod.esp=1
PortableCloningDevice.esp=1
FO4_Subjugation.esp=1
RestorePAFrames.esp=1
PowerArmorCollection.esp=1
AdvBubbleTurretSet (script injected).esp=1
BloodMoonRaiders.esp=1
BarnAdd.esp=1
Contraption - Composter.esp=1
CREAtiveClutter.esp=1
DLC05 Equipment Sorter.esp=1
g2m_Workshop_Nexus.esp=1
GrafsSecurityFences.esp=1
JunkTown.esp=1
ManufacturingExtended.esp=1
ManufacturingExtended - BodyDecomposer.esp=1
MJC_Sim_Settlements_Addon.esp=1
MoraelinManufacturingInc.esp=1
ohSIM_Sim_Settlements_Scrappers_Addon.esp=1
ProjectBlueprint.esp=1
ProjectBlueprintCOBJs_Sim.esp=1
ruined_simsettlement_addonpack.esp=1
ruined_handmadeturrets.esp=1
SettleObjExpandPack.esp=1
SimSettlements_MegaPack_YearOne.esp=1
SLR.esp=1
Snappy_HouseK.esp=1
SS_AddOn_CbC_AIO.esp=1
Thematic and Practical.esp=1
WareHouseExt.esp=1
WorkshopRearranged.esp=1
WVSimSAddon.esp=1
ZebrinasWorkshopDevices.esp=1
SimSettlements_XPAC_Conqueror.esp=1
MJC_RO_SSCon_MergePatch.esp=1
SimSettlements_CityPlanPack_ContestEntries.esp=0
Stm_DiamondCityExpansion.esp=0
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1
ValdacilsItemSorting - Raider Overhaul TAGS - AE.esp=1
Scrap Everything - Ultimate Edition.esp=1
VIS-weightless-junk.esp=1
SE - Ultimate - FormID Edits.esp=1
Yagisan_SSSL_Red_Rocket_Settlements_Generic_Patch.esp=1
[FO4] Omnibus.esp=1

I should also note, I tend to group workshop plugins together for organization purposes. Likewise, mods which do similar things (weapons, clothing, etc.) are also grouped together.
 
H
What level are you at? On my test save at Level 50 it takes a huge amount of XP to level and the amount gained scaled to enemy level which itself scales to the Encounter Zone record referenced by the Location record. There is the console command GetAV kgConq_SoldierAV_XP which shows how much XP a recruit has gained. I do not know exactly how level ups are calculated but I do know the requirement does scale to level and level 50 requires hugely more than level 1, plus XP gains scale to level relative to the enemy killed(killing a L7 gives nearby L50 recruits less than 1 XP). I typically prefer to leave this stuff alone than tracking it closely but may be necessary for troubleshooting.

Starting off the raid with snipe kills can lead to not gaining XP from those kills since recruits need to be relatively close to the killed enemy for XP gain to happen, too far away means no XP so if they're still at the initial area waiting for the player it'll be too far away if the player preemptively snipes enemies. They will enter the battle after any enemy is killed but if you're a great shot or using Jet and killing everybody too fast they might be missing out.

Another possible factor is if you have a very large number of recruits that different recruits may be getting sent out on subsequent raids. For this reason, I tend to keep my initial group and level them up before recruiting more. It's kinda cool & fitting in a way for me for the original batch to go up to Legends.

Also could you post your load order, on the off chance that some other mod could somehow be causing this?

How much XP are we talking about? I'm at level 72, none of my soldiers ever leveled up. Is modav my only option now if I want a level 5 soldier?
 
20190707221512_1.jpg


This guy's level 14. 1630XP. I'm still thinking something was changed between patch 6 and patch 7 for the math, because when this feature was first released, I had no trouble getting levelled soldiers. Nowadays, I'll be lucky to get 1 or 2 prospects. Not seen veterans since patch 6.

And it's not because I don't run a lot of raids; my last campaign, I had 7 outposts and a bunch of vassals. All of my raids were started from the main outpost.

I think what would be awesome, is if the level-up difficulty were adjustable either through the City Manager holotape, or the MCM. AS it stands now, the formula's hard-coded in the script.
 
View attachment 5768

This guy's level 14. 1630XP. I'm still thinking something was changed between patch 6 and patch 7 for the math, because when this feature was first released, I had no trouble getting levelled soldiers. Nowadays, I'll be lucky to get 1 or 2 prospects. Not seen veterans since patch 6.

And it's not because I don't run a lot of raids; my last campaign, I had 7 outposts and a bunch of vassals. All of my raids were started from the main outpost.

I think what would be awesome, is if the level-up difficulty were adjustable either through the City Manager holotape, or the MCM. AS it stands now, the formula's hard-coded in the script.

I did a test with a lvl 42 save. It takes more than 15000 xp to level up to the highest rank... The formula is broken
 
Can confirm at player level 42 and all my raiders are still recruits.
 
Found out what's causing this today as I have been having the same issue.

Raider Overhaul matches raiders level with the player level, so your gang will take a huge amount of XP to level up as they are already very powerful.
 
Hmmm. So now the question, do I do some FO4Edit surgery & strip out those changes RO makes... potentially making my guys a bunch of fluffy bunnies... or leave it as is, and ignore the level-up mechanic? Guess I could roll a patch to try it out...
 
Found out what's causing this today as I have been having the same issue.

Raider Overhaul matches raiders level with the player level, so your gang will take a huge amount of XP to level up as they are already very powerful.

I also have raider overhaul. But I did also play the minuteman faction pack. Same crazy XP needed. I don't have any other minutemen related mod installed. So I don't think it is because of the raider overhaul mod
 
I also have raider overhaul. But I did also play the minuteman faction pack. Same crazy XP needed. I don't have any other minutemen related mod installed. So I don't think it is because of the raider overhaul mod

Similar, I haven't even touched Jammer this gameplay for the most part, didn't even get to make the errands for him, I've been playing with the Forsaken faction instead, and they're not leveling up either
 
What level are you at? On my test save at Level 50 it takes a huge amount of XP to level and the amount gained scaled to enemy level which itself scales to the Encounter Zone record referenced by the Location record. There is the console command GetAV kgConq_SoldierAV_XP which shows how much XP a recruit has gained. I do not know exactly how level ups are calculated but I do know the requirement does scale to level and level 50 requires hugely more than level 1, plus XP gains scale to level relative to the enemy killed(killing a L7 gives nearby L50 recruits less than 1 XP). I typically prefer to leave this stuff alone than tracking it closely but may be necessary for troubleshooting.

Raider Overhaul matches raiders level with the player level, so your gang will take a huge amount of XP to level up as they are already very powerful.

I take it that the logic here is that any mod, like RO, but not only RO, that increases faction recruit level or scales faction recruit level to player level would make the conqueror leveling/ranking system harder and slower.

The question then might not be as simple as are you running Raider Overhaul, but are you running any mod that increases faction recruit level.

Or am I not seeing this clearly?
 
@bullyrook it looks like you've got it.
Thanks for the info everyone. I don't think they really need to level up as I rarely lose even one when I'm attacking a settlement. I put perk points into armorer and weaponsmith and load out every raider in the best I can make / find for them.
 
I take it that the logic here is that any mod, like RO, but not only RO, that increases faction recruit level or scales faction recruit level to player level would make the conqueror leveling/ranking system harder and slower.

The question then might not be as simple as are you running Raider Overhaul, but are you running any mod that increases faction recruit level.

Or am I not seeing this clearly?

I don't know for certain but here's my take on it. Any mod that buffs factions that can be used by Conqueror would have the same result as RO. Militarized Minute Men for example buffs the shit out of MM so anyone using that or similar mod would find their crew ranking up slowly.

It makes total sense though, attacking settlements would just become way too easy if NPC's were getting buffed beyond the player level.
 
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