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Question Can't Launch Assaults

AxeloftheKey

Member
Messages
86
In a new save file with the most recent version. Killed Preston and Jammer and took Sanctuary for the Gunner Faction (using a modded Faction Pack). I have recruited a ton of people and built up the city. I have more than enough Warriors to launch an Assault, but no matter what kind of Assault I do or which Settlement I target, I get a failure message when I try. I've met everyone's needs (I also have Use Soldier Needs set to Off) and yet I still cannot claim any Outposts or Vassals.
I've attached three screenshots showing the message in the corner popping up each time.
20190721224104_1.jpg
20190721224210_1.jpg 20190721230126_1.jpg

Update: Made Red Rocket an Outpost, completed some quests. I'm wondering if being permanently in the "Tutorial" is affecting things? Still can't start an assault. Might try ending "When Freedom Calls" and other loose quests. Could killing Jammer cause this?
 
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That's just an assumption. I could be wrong.

You did push an update for your faction pack right? I am tracking it that's why I noticed, did it work tho? I kinda wanna know what you did now to fix the faction pack im currently using, I tried reading the faction toolkit and re assigning the quest packages but I reached a point where I was just creating a whole new Faction Pack on top of the one im using, so I just left it, lol..

EDIT: Okay, Faction Leader's Toolkit got an update, missed that, I was using the outdated one, sigh, I'll give the new one a read..
 
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You did push an update for your faction pack right? I am tracking it that's why I noticed, did it work tho? I kinda wanna know what you did now to fix the faction pack im currently using, I tried reading the faction toolkit and re assigning the quest packages but I reached a point where I was just creating a whole new Faction Pack on top of the one im using, so I just left it, lol..

EDIT: Okay, Faction Leader's Toolkit got an update, missed that, I was using the outdated one, sigh, I'll give the new one a read..
Yes, the update is available now. What I did was, I added functionality support for the special units. Making them able to be used as Warriors, Patrols, ect. Apparently, I had to add those features to get the game to register they exist. Although, I can't seem to assign them to settlements. So by default, they're warriors. I'll keep examining the guide more for a solution.
 
What I did was, I added functionality support for the special units. Making them able to be used as Warriors, Patrols, ect. Apparently, I had to add those features to get the game to register they exist. Although, I can't seem to assign them to settlements. So by default, they're warriors. I'll keep examining the guide more for a solution.

Yeah as soon as I opened the last pdf I was already scared, I know how to use the geck in pretty much every way except when it comes to papyrus scripting, I hate that s**t lol, everytime I give them a try the compile fails, not even going to bother trying :'( feelsbadman.
 
Yeah as soon as I opened the last pdf I was already scared, I know how to use the geck in pretty much every way except when it comes to papyrus scripting, I hate that s**t lol, everytime I give them a try the compile fails, not even going to bother trying :'( feelsbadman.
Scripts are very sensitive, I tend to stay away from that level of modding.
 
It appears latest build of Sim Settlements is specific the with new content. Meaning earlier builds of faction pack won't work properly unless the authors upgrade their packs as it seems.

This is highly unusual. New Conqueror updates are being designed so that former add-on content doesn't get messed up. It makes sense, otherwise add-on creators would have to wait for updates and then race to get their packs updated as well (with players breaking their playthroughs along the way). I believe that KG mentioned in his 4.1.0 video that all existing faction packs would work for the update as is... but I might be putting words in his mouth.

It seems to me that the issue is creating enough smoke to report it to they-who-know-best @kinggath @uituit
 
As Tyeeozalee mentioned, so far I've NEVER released an update that required updating to keep things functioning. I've added new features that addons would have to update to support, but I always work towards backward compatibility with existing addons.
 
I still don't get it tho, if no updates were needed for faction packs to work, why is the updated gunner pack the only one that is working atm? (for us)
 
I still don't get it tho, if no updates were needed for faction packs to work, why is the updated gunner pack the only one that is working atm? (for us)
Yeah that is very rare maybe the guy of the gunners pack know something about and with his information maybe the other factions packs can be fixed.
 
Yes, the update is available now. What I did was, I added functionality support for the special units. Making them able to be used as Warriors, Patrols, ect. I had to add those features to get the game to register they exist.

He did mention what he did ^ that's why I didn't finish understanding, ELI5 here, is an update for every faction pack needed, Yay or Nay? @uituit , @kinggath , sorry for the tag spam :P
 
He did mention what he did ^ that's why I didn't finish understanding, ELI5 here, is an update for every faction pack needed, Yay or Nay? @uituit , @kinggath , sorry for the tag spam :P

It doesn't sound like it. From my understanding of Kinggath's post, the bugs introduced with the special units might be causing the issue? We're just going to have to wait until Kinggath releases 4.1.1 and pray it fixes this.
 
Update: Took a few Vassals and another Outpost past my first, and now I can no longer declare Assaults once more! Soldier Needs are off and were ignored before, so that's not it. A few times I would notice my assaults failing if I had soldiers being added or reassigned, but then it started happening even when that wasn't going on.

In short, I think things are still potentially a bit unstable.

(Unrelatedly, I was once again reminded that no matter how many attempts I make at making this mod perform well, having these big cities with tons of NPCs always makes my PC chug and freeze up playing this game. Oh well.)
 
Figured as much... that is engine related actually, I mean SS being the beast it is does help with the freezes but the game engine is just too crappy to be taken seriously, in fact, kinggath has done godswork getting this beast up and running in the Creation Engine , the only mod I've seen that pushed the limits as far as Sim Settlements was Operation Mirai back in FO3, that mod was and still is a scripted beast
 
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