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Might want to post on the Nexus forums and ask him. Nothing has changed in the code related to that and I know he had it working. Could be a mod conflict most likely. What other mods are you using?
A vassal isn't technically your settlement, so you can't move people to it. They're nominally independent but pay tribute/supplies to you. This can be changed in the holotape settings or MCM to allow normal workshop functions at a vassal.
Your other issue, I'm not really understanding that...
Now see.... when you have something happen like Danse attacking you when you try to vassal a settlement, that is a bug and needs to be reported on the Nexus mod page :blum I had that issue occur early on with the faction pack and corrected it, but no one else has mentioned it since so I assumed...
I just remembered there is a property in the workshopnpc script called bcommandable. This tells the game a NPC can be assigned to work objects, or in SS case... plots. This is most likely the culprit of your robots thinking they are people. The plot assignment script is looking for that property...
I don't know 100%, but I believe the NPC soldiers recruited are treated by the their AI packages as normal settlers... so they will look for a bed to sleep in, etc. The AI package template will probably have to be overridden in the CK so they act like normal robots.
One issue I have recently ran in to that kind makes things difficult, is trying to handle bug reports for XBox users. There are some mods that are XBox only releases, they are not on the Nexus or BethNet for PC, and I found at least two that cause conflicts with my BOS faction pack. The problem...
Wait, people play the game just to play!? I haven't actually sat down to play in months... But in all seriousness (though I was serious), I always thought having more vassals and a few outposts was a better plan. The more outposts/soldiers you have, the more you need to support all of them...
So I will try to address some stuff you have here in regards to mods, my faction pack, and a few others... everything else seems to have been addressed with issues with save bloat and CTDs.
In your load order, I would suggest the following:
- Get rid of Survival Options and get Survival Config...
The settler/civilian NPCs should not be showing up on your assaults or on the menu if you have ranked up soldiers. They are not scripted to be in the pool that the assault picks from.
What the tutorial is saying is that you can have more than just a "settler" named NPC come to your outpost for...
It's an interesting issue that I never tested, but I will look at it after when I start testing my latest version for release. I can't imagine how the desk I created could be bypassing anything though. It's simply a reskin of the Conqueror War Planner Desk with a build requirement attached to...
Not sure I understand.. you have your settlerform and civilianform as the same NPC but you want to use the settler as a soldier in addition to your playerarmy NPCs?
What other packs were you using? Liberator function has nothing to do with whether something shows up or not.
No, that specific line is for attacker/guard forms for raids/defense against settlements that aren't part of the ones you do from the War Planner's Desk. I have the MM pack and looked...
I'm getting there with it slowly but surely! Decorations and general theming is the big WIP right now. Hopefully I'll have something out by Monday for BOS.
Working on custom faction with the toolkit... In all my testing so far, the hired guards at settlements are called Raiders and wear all raider armor. Haven't had time to check it out with Jammer and see if the same thing happens, but I will tomorrow hopefully and see if it happens still.
I'm working on a BOS one at the moment... Going to tie it into the main story quest a bit and working on custom meshes for decorations. I have do many ideas I can't keep them all straight lol