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I know exactly what you're suggesting.
Allow occupied settlements, owned by the player, to be claimed through the raid board/desk thingy (I've forgotten what it's called). Previously a settlement had to be unoccupied to be claimed without raiding.
Allow vanilla companions and unique npcs to be added to your squad. Giving them the same benefits/perks/healing.
Make choices matter, it was too easy to play both sides without consequences.
Do you have any other mods that touch raiders?
You have something conflicting, would be my guess, that's causing the settlement to be hostile to your recruits.
I'm no where near there in the quest so can't pull stages for you.
if you run help kgconq 4 quest that will bring up a list of all CQ quests.
You will be able to find and show quest stages from there.
What do you mean by you can't see their role change, the soldier menu doesn't open or their roles are not changing at all?
How are you trying to move them, from workshop mode or through the solider menu?
Conqueror only works with SS1.
It will be integrated into SS2 in the future but that is a while away.
Just stick to the SS1 category when searching for addon packs, etc.
Conqueror cannot be run with SS2, they are not compatible.
It is coming for SS2 though, but it's a while away.
Really looking forward to it myself, I am a raider at heart.
I'm going to assume you use Place Everywhere(if you don't you really need to)
The best way to get away from the rigid type of building style is disable Object/Surface/Grid snapping (F1,F2,F3). It will feel counter-intuitive initially but you need to train yourself to stop allowing the game to...
On your full build, open the console and click on the power armour, then enter this command cqf kgpbp link 00141df5
Then export and remake the .esp following the steps I posted earlier. You don't need to remake the baseline/scrap profile again.
That command links the power armour to the...
1. On fresh save go to an untouched homeplate. Make a save.
2. Export the layout. Go to \Documents\My Games\Fallout4\Logs\Script\User and rename that to WSFWExport_HomeplateUntouched or something like that.
3. Load the save you made earlier and then manually scrap everything that can be scraped...
ScrapThatMisc.esp
RepairSanctuary.esp
Scrap Everything - Ultimate Edition.esp
Your issue is caused by one, all or a combination of these.
There is no good outcome here unfortunately, that save is toast. You cannot disable scrap mods once they've been installed as they create lots of extra...
Homeplate is not a fully functional settlement. So you will need to create Baseline and Scrap profiles to add to the layout creator along with your built layout.
I've time stamped where KG explains how to do both of those here.
If you don't do the main quest (like me) you should make a completely vanilla save and as soon as you leave the vault go and complete one of the DLC. I use a save with nukaworld completed and then start all new games from inside the NW Transit centre. I'm then starting from a well 'bedded-in'...
You need this version from Madmax's mod. https://www.nexusmods.com/fallout4/mods/9103?tab=files
And then this from Thirdstrom's patch. https://www.nexusmods.com/fallout4/mods/17895?tab=files
Load Thirdstrom's patch after Madmax's mod.
Quicksaves and autosaves overwrite previous saves. Hardsaves do not.
Saves with the console are essential for devs/modders and very useful for users because you can name the file to what ever you want.
Save RollBackToHere is an example of something I use in a playthrough if was installing a mod...
If everything else is upgrading you're not doing anything wrong. I have a lot of hours into conqueror and have never encountered this.
Have you scraped the plot and started over?