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Question Bug: "Outpost with Prisoners" breaks on multiple targets

spacefiddle

Well-Known Member
Messages
576
Heyas, been a while. Fired up everything on a new install, started Conqueror on a new playthrough.
Running on Survival. Chose the holotape preset for Hardmode. Made no other options changes except size and position of HUD. At Conq startup, chose default settings to populate / build the world.
I launched an attack on Starlight using the "take prisoners" option. Two silly things happened:
1. Gunners are Dumb
Civilians were scattered around the city, but every last Gunner was trapped in the workbench shed... since it starts the game locked and it looks like they all spawned inside it. I almost felt bad about nuking them.
2. Civilians are Devious
After every Gunner was dead and every Civilian was in the Downed state, I got the messages for attack success, as well as "you can now use the workshop," xp for the quest, etc and so forth.
However about 10 seconds later, every single Civilian popped up and opened fire again, all at full health, all at once. The attacking Raider force was annihilated (and so was I, giving me the opportunity to test this some more. It happened every time.)
In the chaos it was hard to tell, but it looks like that while I was fighting this sneak attack, the "captive" versions of the NPCs started spawning in. After all the revitalized Civilians were dead, the Captives remained, in their rags, manning the stations as expected and looking generally forlorn.

Let me know if you need more info or files, tho my save is heavily modded and may not do much good.
 
The Gunners spawning in the locked shed is odd.
But the Civilians rising up after the raid is successful and kicking the crap out of you is very troublesome.

So the captives were also present, or at least some were while the fighting was still going on. Hmm. Very odd. The timing appears to be the issue here.

But! Are you running any Faction Packs that may have conflicted or are you running just straight Jammer + Raider Conqueror?
 
I have had this same issue crop up in one of my playthroughs, slave attack on starlight, success, mission complete, then the settlers stand back up and open fire. I did work around this by, as soon as the mission completes, running a good distance away from starlight then heading back.
Although, I have also had another instance where the civilians never were replaced by captives, though functioned as though they were.
 
For the sake of assisting in research, I do use all 3 of the faction packs available on xbox (MM, supermutant, and BoS) though that particular time I was aligned with Jammer's raiders.
 
But! Are you running any Faction Packs that may have conflicted or are you running just straight Jammer + Raider Conqueror?

No faction packs. Using the SimSett 3-in-1, and Conqueror. I do have some plot packs like Wasteland Venturers but I can't imagine they'd be having an effect.

So the captives were also present, or at least some were while the fighting was still going on. Hmm. Very odd. The timing appears to be the issue here.

That's what it seems like. To be specific: the "Captives" didn't appear until after the downed Civilians revived and started blasting away again, so yeah, it looks like it's taking too long for the Captives to replace the Civilians and/or the Civvies are able to revive too soon.
 
So, update:

In the same playthrough, I started an attack on Sunshine Tidings. Chose the "Outpost with Prisoners" options again. Exact same bug happened - and then it got worse.

After the attack, the Civilians and Settlers were all in the Downed state and all the Gunners were dead, and most of my Raiders had survived. Got the quest completion notification - and sure enough, ten seconds later, every downed NPC popped back up again and opened fire all at once. The surviving Raiders were massacred.
At Starlight, what happened is the same up to this point. Here's what was different: before, the "Captive" NPCs in rags spawned in after the revived NPCs were killed. This time at Sunshine Tidings, the Captives never spawned. The Civilians and Settlers had to all be killed, none of them went into a Downed state - they kept fighting until dead, got normal kill XP for them, they are lootable, etc. (Of note: THREE of them turned out to be Synths. o.O ).
They were wiped out to the last man - and the Captives never spawned in.

So, despite choosing "Outpost with Captives," I now have an empty outpost. The 4 surviving raiders from the ambush are sandboxing the place normally. I have left the area, and will return later to see if it populates with Captives... but I suspect not, since it seems that ship has sailed lol.
 
I've consistently seen the same behavior where Slaving attacks complete, a few seconds pass, some or all civilians re-up and counterattack.

I have found a workaround for me. As soon as the mission/quest complete message pops up, fast travel or coc far enough away the attacked cell unloads. Do it before the civilians get up! Wait a few more seconds for stuff to settle down, then save, then coc or fast travel back. At this point all civilians should be walking around normally, but they will not be enslaved in name or attire--don't give up (as I did at first), just wait. Go get a cup of coffee etc IRL. While you're brewing that, Conqueror will work through the civilians, slowly converting them in two steps from civilians first into civilians dressed as slaves, then into proper slaves. While this is happening, turrets and dogs will aggro the civilians being converted, and the fireworks will really kick off. But will only down and not kill the civilians/slaves, so don't mind all the shooting starting up while you're in the kitchen.
 
This scenario happened to me at Greentop Nursery earlier today. Most of the Gunners spawned inside the house; I just lobbed a Molotov through the window, roasted them all to a crisp. The mop-up took a matter of minutes, only lost one of my guys in the fight.
 
There seems to be some minor differences in the results, depending on whether you're making a Slave outpost, versus a "normal" outpost "with captives." I suppose this is not shocking, as the "turn everyone into slaves" and "turn everyone into captives" are probably two different scripts.

So, I am always in Survival: no fast travel. However, I tested an attack on Greygarden.
I just chose to make it a Vassal (I need more food...), but as I suspected, the first part of "all the downed Civilians popped back up and aggroed" still happened.
Sprinting away like a madman works as well as fast travel, turns out, tho I suppose I probably took some additional causalities. As soon as the "completed" popup happened, I ran for the hills (literally, up the hill along the tracks) until I was in the next cell.

I noticed that as I was sprinting away, all the downed farmerpeople did in fact pop back up and aggro to me. You know how I know? 'Coz near the end of every attack, you get quest markers for "Subdue the remaining defenders," right? Well. As I was sprinting away, suddenly there were a dozen-plus angry red markers on my ass xD. The quest for "subdue remaining" was still active, I suppose.

Got far away, waited a bit, moseyed on back: successful vassal.

TL;DR the "Downed civilians pop back up to full health and attack again" issue seems to occur regardless of whether or not they are destined to become Slaves, or Captives, or just be a Vassal settlement.
 
I find the cell unload (aka teleport away immediately) works for all re-up scenarios, but only reliably if the cell is unloaded before the civilians start to get up. I also always play Survival, but even if I didn't I'd probably prefer coc over fast travel as it doesn't advance the clock and travelling half-way across the map and then back to workaround a bug shouldn't move that clock/hunger/thirst.
 
I had the same thing happen. For me, having workshop access enabled and clicking on the workbench as soon as the success message is displayed prevented the downed settlers from getting up and murdering me.
 
You could try toggling control of vassals in the MCM at the start and end of each attack. Unfortunately, the touch-the-workbench workaround doesn't seem to work for me.

Anyway, thought I'd post back here for anyone else wondering about starting a game and thinking these workarounds might be good enough: note that in my game after using the coc workaround, I'm noticing, after multiple in-game days have passed, that a few enslaved are turning into civilians, a few civilians into enslaved, and enslaved are starting to appear as some sort of non-interactive visitor at other settlements where there were neither civilians nor enslaved before. Since it's nearly impossible to get a game going without having used the workarounds, I have no way to guess if that is a side-effect of the workaround or yet another bug.
 
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