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I'm not sure if this is related, but it's awfully strange and something I've never seen happen in all of my years playing bethesda games. After the latest slew of SS updates the AI combat is borked inside of interior cells. Worldspace seems fine, but as soon as you initiate combat in interior...
You can try to reload before the assault. Then visit the location of the area you plan on assaulting. Kill everyone there that is a hostile, but try to leave the settlers alone if they aren't hostile. Use the kah console command to make sure you got everything. Then head back to your outpost...
As far as I know it still completes. The only reason I know this is I got a notification for a plot that gives alternate means of recruitment being completed after becoming a bit impatient during stage 4. Had a ctd on a bad alternate start location load and had to reload the save so the UI went...
Pretty amazing what he's done for fallout 4. Bethesda should hire him to develop systems for fallout 5 and elder scrolls 6. Only reason I still play this silly game is because of the mechanics he's implemented.
I give up. Several Tenpines tests again, fail. So it seems random, or I'm just an idiot. Maybe both. Time to put the liberator playthrough on the back burner. Having to reload over and over again in hopes that the assault won't bork out kind of kills the fun. Back to raiding.
Completely agree. The Liberator stuff isn't working super great for me at the moment either. Just tried 'liberating' Tenpines and ended up with a stuck assault quest...again. And I never visited it until the assault. Curious, is everyone using just RotC city plans or are the assault issues only...
I think you're dealing with two different issues here.
The quests out of order or delays in assault messages is probably due to script lag. In my experience it's a bunch of soldiermanager scripts that take too long to go away. Slows down the entire conqueror system. Setting soldier type...
Just because there are bug reports doesn't mean they are bugs. Many of those can be attributed to pebcak errors. UCF hasn't been updated since 2017 and there is no bug forum. The comments there are filled with bug reports. As is the forum.
This isn't a hill I'm going to die on, and to each...
Further testing. This time sunshine tidings. Visited settlement, had raiders, raiders attacked. Killed the ones that attacked. Left. Started vassal assault with Atom's Glory Liberators. Returned to sunshine, carried out assault, subdue maker popped up, killed all marked defenders, quest did not...
AFT has worked perfectly for me. Through multiple playthroughs. It's the most rock solid companion mod out there. Can't see how it could possibly cause ctds around settlements. Unless you're using the camp functions somehow in settlements? Making settlers with that mod doesn't work with sim...
Just encountered this issue at Abernathy. Using Atom of Glory Liberator mod. However, I was able to fix my issue in a very weird way. I happened to pass by the settlement previously, and killed many of the defenders/conquerors as they were rust devil faction and immediately aggro'd me. Later...
I've seen the companion behavior as well. But only during assaults. It always went away. Attributed it to the fact SS/RotC/Conqueror are doing things to bethesda's engine that the developers could never have imagined and sometimes things go bonkers.
Thought I read somewhere frozen AI was due...
Some more trial and error results and observations during my second playthrough.
Average scripts running is 3-5. Occasional spikes when all the sim settlement and conqueror scripts fire off. Those quickly resolve and then it's back to the 3-5 average. The only time this is not the case is when...
From my experience if a conqueror quest goes off the rails you have two choices.
1. Load a save from before the quest, or from a save where a quest is still functioning properly. NPCs wandering off means it's probably hosed. No amount of waiting or fast travel is going to fix a NPC wandering...
Settlers will only consume farm related food consumables out of your workshops so that sweet, juicy deathclaw meat doesn't get munched on by the common folk. They'll just eat things like tatos, mutfruit, corn, etc.
Huh. Noticed something just like this at Oberland Station using the default city plan. Just on the northern end of the settlement in a couple of spots. Like walking through a spastic gray plane. Always attributed it to random gremlins. Never caused crashes or game breaking bugs, so I never...
I can't imagine why either, but I just tested two more times using the same save. When the AGLFP mod is enabled and you go through the eater of the pack mission Maul does not show up. With mod disabled, Maul showed up. Tested without facegen mod enabled and it still occurred with the AGLFP mod...
Ah. Found the conflict. You actually pointed it out in a previous comment and I missed it.
It's Atom's Glory Liberator Faction Pack. Could be the face gen files for that mod as well. Removed both and Maul is there again after restarting mission. Must be something they did in their last update...