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[CH3] Art Of War, and beyond - Only Freedom Fighter NPCs considered as units when adding units to an assault.

Pesky Fox

New Member
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22
So I'm trying my best to get through the quests, but trying to assault a location, be it Egret or otherwise, tells me I don't have enough troops. Going to the desk of a nearby outpost says I have 33 soldiers available, but when trying to assign them (Add max etc) to the assault, it assigns none of them. Really infuriating.
None of the classic symptoms of corruption are showing (Can't assign to plots or move settlers etc etc. All are working fine.) and not even the bug where plots would have classes missing depending on where you placed them, is present.
So I don't know if this is a save file corruption and I'll need to start a completely new run, or if it's a genuine bug?
I'm expecting the worst, but I still have a bit of hope.
In a previous bugged run (Where the missing classes bug happened) it took several tries having Sal guide me, but it did eventually work, despite having a similar issue with this particular assault, so I'm not sure what's going on this time.

Any help is appreciated, even if it's just "Your save is corrupted."
I just want to play this awesome mod.

Update: Figured out the actual issue. Turns out the system refuses to use actual conscripted settlers, and instead ONLY uses the Freedom Fighters. The one assault that I had work was only the Freedom Fighters with me. When I next tried to do an assault after turning on allowing injured soldiers to join me, I had one soldier join me, going to manually check with the "Add units" option, it was a Freedom Fighter soldier.
 
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Oh, well idk about mass pike interchange. I'm still struggling on liberating egret. Idk whats going on but the fact that no one else has this issue makes it seem pretty hopeless
 
I also have this issue. Skipped Salvador leading edget assault. Set my own outpost in range. Assigned warriors to outpost. Tried arrange assault from war planner desk, which said 14 warriors available. Tried to set assault, no soldiers were showing in the trade menu when trying to add them to the assault.

You guys aren't the only ones with this problem.
Hopefully this patched up soon.
 
Well I got this issue now too, on my " full" load order but I'm fairly sure its a mod conflict. Doesn't happen on either testing profiles.. but the way you spawned them may matter
 
Hi. Just to let everybody know in my attempts I definitely didn't spawn any npcs or people, they were generated with people showing up and I conscripted them.
Also I tried using the 'preparing for war' for holotape which guided me to provide an amount of ammo at the work bench, did that after building two armoury martial plots and donating ammo which showed as received
Followed the prompt to go to an outpost and fire the flare.
Went to the marina, fired the flare and 'no warriors available for assault' message pops up
Also tried to organise through war planners desk.
Again nobody showing on the soldier list to add.
I am going to have a look through my mod list and see if I have any mods which affect settlers.
Will try to make updates but don't have a lot of free time.
Good luck everybody.
P.S. glad to hear to it worked in testing profiles, that gives some hope :)
 
I don't think anything changed from when I first went through it with minimal load order (hotfix H or something) and now. If you (and others here who got this) could post your load order, that could potentially help.
Since many completed ch3 already it's definitely doable (especially since it's a core mechanic of ch3 so you do it a lot). Which makes it extra unfortunate to run into this issue :/
 
list below is via vortex

mod configuration menu 1.39
MS spefical zapper
Mechanist Omega - An Antagonist Quest Mod
Immersive Cell respawn -ESL
Enclave X-02 Power Armour 0.401
Sim settlements
West Tek Vit-O-Matic Sensors
West Tek Tactical Optics v2.01 (minor update)
Sim settlements 2: Chapter 2
Workshop Framework Script Override
Buffout 4
Baka Scrapheap - Script Memory Limit Expander - Baka ScrapHeap
Address Library
Fater workshop 1.1
All settlements extended - ASE 2.0.0 No Bunker Hill or HAangmans Alley
Camp Cochituate - Custom Settlelement Location 2.0
Lakeview Terrace
4k Plasma Guns
Sunshine Hive (Sunshsine Tidings Co-op) - Sim settlments 2 City Plan - Sunshine Hive
Workshop Framework
Altairps Animal FARM - Add-on for Sim settlements - AAF Slocum Joe patch
RASIER gang Extended NPC DLC Compatinility
Companion Infinite Ammo and Unbreakable power armout - Single
Stash boxes for Fallout 4 - (Optional) Stash Container - DLCs
Stash boces for Fallout 4 - Stach Container Main Files
Minutemen Takeover - Nuka world
Immersive Vendors
Snapple Vault Wall lights
Enough about settlements Already Preston
Better settlers v 2.0 DLC Master fomod
Eli's Armour compendium Vanilla BODY - 1.5
RemoveArt
Cattle feeders Immersively filled - Cattle troughs
Solar Panels - Solar Power Version 1.3.1
Tougher Vertibirds 1.11
Companion Infinte Ammo - SIGNLE
Tina De Lca Voiced as a Settler (Dependency Revisisited) v1.3
Gauss Shroud retexture 2048
Uncapped Settelement Surplus
DD_Stackabke_concrete_blocks 2.0
IncreasedSettlerPopulation50
Manufacturing Extended
Enhanced Blood textures - EBT_Standard WIP V 101 pdate 5a
Scrap Thsoe Red Rocket Pump arms
Vertical Wall Mounted Conduits
Full Dialogue Interface - All languages - NMM Installer - Beta12
Huge Settlement Budget 1.3 Nexus Mod Manager

ALso have via the mod list within Fallout 4
Sim settlements chapter 3
Sim settlements extended
 
list below is via vortex

mod configuration menu 1.39
MS spefical zapper
Mechanist Omega - An Antagonist Quest Mod
Immersive Cell respawn -ESL
Enclave X-02 Power Armour 0.401
Sim settlements
West Tek Vit-O-Matic Sensors
West Tek Tactical Optics v2.01 (minor update)
Sim settlements 2: Chapter 2
Workshop Framework Script Override
Buffout 4
Baka Scrapheap - Script Memory Limit Expander - Baka ScrapHeap
Address Library
Fater workshop 1.1
All settlements extended - ASE 2.0.0 No Bunker Hill or HAangmans Alley
Camp Cochituate - Custom Settlelement Location 2.0
Lakeview Terrace
4k Plasma Guns
Sunshine Hive (Sunshsine Tidings Co-op) - Sim settlments 2 City Plan - Sunshine Hive
Workshop Framework
Altairps Animal FARM - Add-on for Sim settlements - AAF Slocum Joe patch
RASIER gang Extended NPC DLC Compatinility
Companion Infinite Ammo and Unbreakable power armout - Single
Stash boxes for Fallout 4 - (Optional) Stash Container - DLCs
Stash boces for Fallout 4 - Stach Container Main Files
Minutemen Takeover - Nuka world
Immersive Vendors
Snapple Vault Wall lights
Enough about settlements Already Preston
Better settlers v 2.0 DLC Master fomod
Eli's Armour compendium Vanilla BODY - 1.5
RemoveArt
Cattle feeders Immersively filled - Cattle troughs
Solar Panels - Solar Power Version 1.3.1
Tougher Vertibirds 1.11
Companion Infinte Ammo - SIGNLE
Tina De Lca Voiced as a Settler (Dependency Revisisited) v1.3
Gauss Shroud retexture 2048
Uncapped Settelement Surplus
DD_Stackabke_concrete_blocks 2.0
IncreasedSettlerPopulation50
Manufacturing Extended
Enhanced Blood textures - EBT_Standard WIP V 101 pdate 5a
Scrap Thsoe Red Rocket Pump arms
Vertical Wall Mounted Conduits
Full Dialogue Interface - All languages - NMM Installer - Beta12
Huge Settlement Budget 1.3 Nexus Mod Manager

ALso have via the mod list within Fallout 4
Sim settlements chapter 3
Sim settlements extended
Yours and mine seem wildly different lol. Aside from some nitpicks (faster workshop is not needed with Buffout, WSFW should be above SS2 and script override near the bottom overriding everything, huge settlement budget not needed with wsfw) and load order placement... what about f4se plugins, I guess all of them are listed? I thought it might be SKK combat settlers but turning it off via its holotape didn't change anything. Better settlers probably not. I'm amazed but the only thing we share aside from SS2 is Buffout and Special zapper.
Oh and Animal Farm is an addon for SS1, Superstructures add-on for SS2 has it converted.
 
lol. I am pleased to be an agent of chaos, to illicit 'wildly different' :)
I do have the f4se plugins
changed the load order, but still the same result
Also, if you are using city plans you may want to look at this from the wiki.

All Settlements Extended

  • You should avoid loading All Settlements Extended for any settlement you want to have Sim Settlements 2 build automatically using a City Plan. The other features should work fine.
I don't see a lot of city plans in your load order so probably not an issue, but just in case.
 
Hi. There's another thread that's been raised 'Zero soldiers No matter what'
I posted a reply to let Stuckon SS2 know about this thread and asked that they post their mod list on this thread.
Hopefully that can help with tracking down where the mod conflict or other issue is.
 
You definitely have no F4SE plugins that aren't shown in that modlist? (I'm thinking Rename anything maybe..) Cause if you look at only that, we don't share anything that could cause it. So likely no mod conflict. But it kinda doesn't look like script lag either.
 
I do have some additional mods loaded up via the Fallout 4 mod system which are adding weapons, furniture and characters (ellen the cartographer and Casery Kessler at WRVR). Nothing that renames anybody I think.
 
Just wanted to add some extra information on how this bugs presented
When I go to the war planners desk I select a location to assault from
the next screen is

Coordinate assault
Available warriors: 13

then I select the option below of 'start assault'

Select goal
Establish outpost

I see the message coming up of gather forces
next screen shows goal and target with a soldier count of zero

I select change assault force

Next screen shows
civilian conscript count at 0
additional available at 13

I use the option of add units
Trade menu comes up, but nothing listed in in trade list.

What controls the warrior being in the list?
I know that the warriors I have are not injured, they are armed and they have warrior role.

Should my trade screen after choosing add soldier say something other than my inventory as the title in the left list?

 
Just wanted to add some extra information on how this bugs presented
When I go to the war planners desk I select a location to assault from
the next screen is

Coordinate assault
Available warriors: 13

then I select the option below of 'start assault'

Select goal
Establish outpost

I see the message coming up of gather forces
next screen shows goal and target with a soldier count of zero

I select change assault force

Next screen shows
civilian conscript count at 0
additional available at 13

I use the option of add units
Trade menu comes up, but nothing listed in in trade list.

What controls the warrior being in the list?
I know that the warriors I have are not injured, they are armed and they have warrior role.

Should my trade screen after choosing add soldier say something other than my inventory as the title in the left list?

That's exactly what I had yeah. "You have warriors, except you don't" kinda thing.
 
Antoine. Would a warrior npc have a quality set on them i.e. the character object that needs to be set to show on the inventory menu for 'adding' a warrior?
 
Antoine. Would a warrior npc have a quality set on them i.e. the character object that needs to be set to show on the inventory menu for 'adding' a warrior?
Sorry, I have no idea what any of that means. But I imagine something needs to be different for them. A keyword or something like that, so they show up in the trade window, get summoned for assault... Even though the game knows we have warriors and shows the correct number but then decides not to pick any of them. I'm not that smart with the technical side of it so I'm really at a loss.
 
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