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Fixed Additional issue with settlement locations not being cleared out properly

-creid

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When starting Conqueror and choosing to have locations with pre-built city plans, some of the existing enemies don't get cleared out. I don't think that's really a new bug, I believe it even happened during the initial Conqueror stream.

I've had this happen in Outpost Zimonja which led to half of the population getting wiped out by the raider crew that normally spawns there (one with a Fatman). While bothersome it didn't really seem too bad of a problem, it was easy enough to get rid of the hostiles and let the system repopulate the settlers that were lost. I also didn't really get into the meat of the Raider gameplay of the mod at this point yet, I was just checking the settlement out for one of Preston's vanilla Minutemen quests, so killing those existing enemies permanently was a possibility. But now that I've started the Raider questline in earnest, I'm in the process of acquiring outposts, vassals and whatnot I've run into something unfortunate tied to locations not getting cleared out properly.

While setting out to turn the Starlight Drive-In into a slaver outpost, the molerats that originally spawn there are essentially turned into "civilians" and can't be killed. Instead they momentarily enter the civilian subdued state then back to hostile, in a cycle, thus never being able to ever capture the settlement. I imagine the solution for my case is to load up a previous save, clear out the location(s) prior to starting assaults then go forward with the quest but I figure this situation may be worth bringing up here, just in case something like this hasn't been reported yet.

I also captured some footage of the perpetually resurrecting molerats just in case. I doubt it was necessary but I can post that here as well if it helps any?
 
Are you still having this issue?
 
Not since these incidents though it may be because I made sure to discover the pre-built cities beforehand and cleared out any lingering enemy spawns before I attempted to take them over while raiding.
 
I can confirm that I've seen the same issue at Sunshine Tidings. I hadn't cleared out the feral ghouls before taking a quest to conquer the co-op, and when I try my gang gets slaughtered by immortal, always aggressive ghouls.

I see the same cycle with the ghouls that -creid describes: they appear as quest targets that must be subdued; dropping them to zero health causes their health bar to immediately refill; once "killed" their quest marker and health bar turns green and they become non-aggressive for a few moments, but then the bar & marker turn back red and they attack again. Repeat ad nauseum until the quest fails.
 
I had the same thing happen to me when I tried to take out starlight drive-in without spawning the molerats before starting the assault. It seems like the best way to work around this for the time being is to spawn them, make sure they're dead, and then attack that settlement.

What I did find was that it's possible to kill the molerats using the executioner perk. It can be a little difficult because you only have a tiny window where they are low enough health for you to use it. From what I experienced it also was only possible with some of the molerats. The rabid molerat did not have the option to execute him so that assault was impossible. Unfortunately I also played on survival and only had autosaves after the quest started so the only option left was to kill the raiders and start again.
 
I haven't figured out how to ensure they are dead before you get there yet, but in tomorrow's (I guess today now...) 4.0.4 patch they will no longer be unkillable.
 
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