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All naturally spawning synths attack Jake & HQ gang

LetsGoTrippin

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I'm trying to do an Institute-aligned playthrough of SS2, but all the synths that spawn outside of mods—like relay grenades and console commands—attack Jake and the rest of the cast at HQ. This is far from a huge issue as I only use the relay grenades very occasionally (and it kinda makes sense as the Institute would probably see Jake as a threat if the current Director wasn't palling around with him), but ideally I'd like to be able to use them without infighting amongst my allies.

What should I do, if anything?
 
The only fix to this would be to edit the NPCs spawned by the relay grenades. Those NPCs are set up such that they very easily become hostile to anything not aligned to the institute in terms of their AI aggression (they are set to Very Aggressive, I believe - so they attack not just anything in factions hostile to them - they ALSO attack anything in a neutral faction, so unless they are explicitly allies of the institute they are going to get shot at), aggro-radius, and their faction disposition. Fixing them requires editing those vanilla NPC records. As a rule, SS2 does not do that. However, some enterprising person who would want to make a patch could certainly do that.
 
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