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Conqueror Fans- Looking for input from you!

Not sure if you're still looking for comments.

I will say, while I respected the desire to make a system that worked using the underlying mechanics of Nuka World's conquests, I found them to be more of a hindrance than a benefit. Ultimately, the only thing I wanted out of Conqueror was the ability to spawn faction members as the settlers rather than generic wastelanders (or the specific folks brought in by SS2). I want my playthrough where I outfit some Settlements with Minutemen, or Brotherhood, or Enclave, or whatever ridiculous option gets added by the fans.

As it was, the "conquering" parts were not of immense interest to me. I like the settlement defense aspects well enough, but all of the other mechanics bore me to tears and I find them uninteresting.

I suspect this stands apart from what others wanted out of the system, but I just wanted to manage some settlements with faction members. A thing that should've been in the base game IMO.
 
Sorry for kinda necroing an old post, but I just recently got back into FO4 and Conqueror was always one of the mods I enjoyed the most so yeah.
Anyways, one thing that kinda bothered me was that you had to start a fresh save for the settlement prebuilds. I know there was a command to start it manually, but yeah this time I would like to start it legit. Will that be the case again in SS2 Conq? Also, is there any rough ETA when the new Conqueror will be finished? :grin
 
Sorry for kinda necroing an old post, but I just recently got back into FO4 and Conqueror was always one of the mods I enjoyed the most so yeah.
Anyways, one thing that kinda bothered me was that you had to start a fresh save for the settlement prebuilds. I know there was a command to start it manually, but yeah this time I would like to start it legit. Will that be the case again in SS2 Conq? Also, is there any rough ETA when the new Conqueror will be finished? :grin
It’s coming with chapter 3 not the og conquers story line just the updated and hopefully better running framework to go along with chapter 3’s story line.
 
Not being able to coordinate raids on mod settlements
Not being able to send settlers to occupied outposts
Not being able to enslave most unique npcs
Enslaved behavior in general (but I hope it returns)
 
Been playing conqueror for a bit recently, so I figured I might post my thoughts:

I think the common thing brought up is resource management: the issue for me is that unless you pre-build settlements and risk having your game's performance, the vanilla settlement resources like the farms, water, etc. don't really change the metrics that conqueror relies on (wages, equipment, rations).

If the vanilla farms and water could actually increase rations, that would be cool; just more synergy with the two settlement systems would be nice.

Immersion wise, I always found it strange that when you wanted to take over a settlement that was potentially empty, it would always be gunners or whatnot there. It'd be cool to see in those cases wildlife, or ghoul infestation you have to clear out.

All in all, I really like conqueror's raider questline and characters. It's one of the few Fallout games where I truly felt a Raider; I know it's a longshot and most likely won't happen due to the Conqueror team having moved on, but I would love to see a way of implementing an evil Raider option into SS2, something like where a player can choose Jake OR Jammer.
 
I wanted to like Conqueror but it just did not work for someone playing a "good guy". One thing, though, that annoyed the heck out of me was the faction items that spawned all over your settlements. It seemed like everywhere I turned, I was tripping over another new one. I had to resort to using the console to make clear spots. That may have been a problem with the faction mod and not with Conqueror itself, but I thought I'd mention it.
 
I wanted to like Conqueror but it just did not work for someone playing a "good guy". One thing, though, that annoyed the heck out of me was the faction items that spawned all over your settlements. It seemed like everywhere I turned, I was tripping over another new one. I had to resort to using the console to make clear spots. That may have been a problem with the faction mod and not with Conqueror itself, but I thought I'd mention it.
You can shut those off in the settings so they don’t spawn when a city plan starts up.
 
I wanted to like Conqueror but it just did not work for someone playing a "good guy". One thing, though, that annoyed the heck out of me was the faction items that spawned all over your settlements. It seemed like everywhere I turned, I was tripping over another new one. I had to resort to using the console to make clear spots. That may have been a problem with the faction mod and not with Conqueror itself, but I thought I'd mention it.
oh yeah for sure. if you want to be a good guy SS2 is for you, and you get to benefit from the vast performance and system upgrades.
The way I see it is Conqueror holds the test of time because it offers a unique raider RP that not many other mods provide
 
The way I see it is Conqueror holds the test of time because it offers a unique raider RP that not many other mods provide
A "raider RP" storyline that doesn't obsess over The Oldest Profession is definitely quite a rarity.
 
I don't think Conqueror can ever work as settlement control campaign as FO4's combat system isn't suitable.
1) I'm stronger than 50 even 100 enemies if I carry enough stimpaks and ammo.
2) The other dipsticks in my faction are useless and get killed straight away.
3) Garvey still sends me to settlements to rescue settlers kidnapped by raiders. What? It's a raider settlement. How does that work?
4) For some reason when I attempt to free a settlement, the settlers fight me too, just like it happens with scavengers. It's like they are all Taxi Drivers. You lookin' at me?`
5) I took 5 soldiers with me. Did they live or die? 2 are still alive, where are the other 3. There needs to be a way to recognise individuals.
6) How does one tell an enemy from a settler when they all look the same?
7) The UI tech that the game gives a dev to work with is pitifully inadequate.
8) I never knew if I freed a settlement or not. Everybody is dead. Is this freedom?
9) Settlements can be too hard for the npc AI to navigate.
10) Tactics? They ain't none. The concept of seeking cover, eliminating defenses and strongpoints, fire teams etc just doesn't apply.
11) The resource management system just doesn't work.
etc
 
I don't think Conqueror can ever work as settlement control campaign as FO4's combat system isn't suitable.
1) I'm stronger than 50 even 100 enemies if I carry enough stimpaks and ammo.
2) The other dipsticks in my faction are useless and get killed straight away.
3) Garvey still sends me to settlements to rescue settlers kidnapped by raiders. What? It's a raider settlement. How does that work?
4) For some reason when I attempt to free a settlement, the settlers fight me too, just like it happens with scavengers. It's like they are all Taxi Drivers. You lookin' at me?`
5) I took 5 soldiers with me. Did they live or die? 2 are still alive, where are the other 3. There needs to be a way to recognise individuals.
6) How does one tell an enemy from a settler when they all look the same?
7) The UI tech that the game gives a dev to work with is pitifully inadequate.
8) I never knew if I freed a settlement or not. Everybody is dead. Is this freedom?
9) Settlements can be too hard for the npc AI to navigate.
10) Tactics? They ain't none. The concept of seeking cover, eliminating defenses and strongpoints, fire teams etc just doesn't apply.
11) The resource management system just doesn't work.
etc
1. conquers is more than challenging if you play it from the start when you are level 1-5 and not start playing when level 40 plus.
3. Kill Preston conquers allows you to kill the concord 5 so there is no chance of a settlement needs your help.
4. Why free a settlement the point of conquers is the raider play through and that’s conquering settlements not freeing them.
6. It’s pretty easy to tell gunners from settlers/raiders unless you have armor packs that change faction looks.
8. Again why free a settlement
9. Use more basic settlements the rotc settlements are way to complicated for npc ai but basic smaller city plans work perfect for me

as for the rest npc ai is dumb conquers does what it can but it can’t work magic it has to use what the game gives. the resource management indeed needs major reworking, and tactics are also not the best or even there again this is a Bethesda game you work with what you got.
 
oh yeah for sure. if you want to be a good guy SS2 is for you, and you get to benefit from the vast performance and system upgrades.
The way I see it is Conqueror holds the test of time because it offers a unique raider RP that not many other mods provide
There were a couple of mods that tried to make it possible to play a militaristic good guy, called playing in Liberator mode. But the terms used throughout the mod felt inside out for a liberator, and the occupants of "liberated" settlements still behaved as if you had conquered them. I did not hold this against the mod. It is too much to expect a good playthrough as a liberator from a mod designed to role-play being an enslaver. I just wish the faction items had not been so liberally scattered throughout the settlements. And yes, I know I could have turned them off, but spontaneous displays of loyalty pleased me. Just ... not so many, please. laugh
 
2) The other dipsticks in my faction are useless and get killed straight away.
Yeah I think that seems to be a well agreed upon issue with Conqueror, and something I also experienced myself.

If you run with any kind of anti-bullet sponge mods, your raiders just get wiped out so easily, and thus failing the objective. So effectively the quests became more like "protect your raiders!" rather than "take over this settlement". I found myself in a race to essentially kill the NPCs before my own raider minions would die.

I'm not sure what they have planned, but maybe making the raiders protected in these battles, but post-mission they can still sustain injuries which prevents them from being used in the future and even dying (something I've seen in MGS5 with how they handle your soldiers sent on Ops).
 
But that’s not Conqueror’s fault…
True, but i've heard even Kinggath say the first thing he downloads in Bethesda games is an anti-bullet sponge mod. And i'm sure tons of others think the same.
There's a reason why there's so many skyrim combat mods and why mods like locational damage is popular.

Just sayin, I think it's a mistake to ignore such a large portion of the mod community
 
1) A version slimmed down for console with nothing mut the SS2 framework and the Conqueror quest content

2) Guards in Vassals that stay assigned to their plots! I don't want to warp to a settlement every single time and have defense on 999.

3) A way to transfer my scavenged weapons and armor to an armory plot or special container that will directly equip those to soldiers. It would feel super immersive to raid Gunners Plaza with my personal guards, then hall everything back to the nearest outpost and dump the armor/guns into a locker (on something akin to a battlefield scavenger or logistics station plot?) and see that EXACT SAME GEAR get distributed to my gang, piece by piece. I mean, if I've outgrown Spray n Pray, I want to just dump it into a locker and see one of my veterans using it on the next raid. I'm sure that MANY of us have been ocd equipping our guys with specific gear, but there must be a conceivable algorithm to equip out soldiers in some customizable way.

Just my 2¢

Much love to KG and the crew for making this awesome free content!
 
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I know exactly what you're suggesting.
Allow occupied settlements, owned by the player, to be claimed through the raid board/desk thingy (I've forgotten what it's called). Previously a settlement had to be unoccupied to be claimed without raiding.
Yes, exactly. If I already own a settlement, and I'm the boss of a gang, I should just be able to roll my guards in and make it a vassal. It's the only immersive way to do it. There shouldn't need to be a battle.

On my current playthrough, I left Red Rocket unbuilt since I heard it was the most glitch-free HQ to use. When I got dogmeat as a companion I guess I opened up the workbench. Then when Jammer says let's go take someplace by force, it goes through the whole battle dialogue. This was ultimately to take Red Rocket, just up the hill, that I had just claimed. Maybe instead, first Jammer asks the player if I already have a place for the gang to make an outpost (or a dialog option where you can say "I already have a location for an outpost"? I mean, if this was actual organized crime they definitely wouldn't have a battle for no reason and risk losing guys if there was already an owned settlement waiting to be HQ.

Maybe happiness and control could take a big hit or something when a settlement is changed into a vassal, for the sake of balance and immersion. That way you couldn't just run all over the map and claim unbuilt settlements just to transfer them into the Conqueror system.
 
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Yes, exactly. If I already own a settlement, and I'm the boss of a gang, I should just be able to roll my guards in and make it a vassal. It's the only immersive way to do it. There shouldn't need to be a battle.

On my current playthrough, I left Red Rocket unbuilt since I heard it was the most glitch-free HQ to use. When I got dogmeat as a companion I guess I opened up the workbench. Then when Jammer says let's go take someplace by force, it goes through the whole battle dialogue. This was ultimately to take Red Rocket, just up the hill, that I had just claimed. Maybe instead, first Jammer asks the player if I already have a place for the gang? I mean, if this was actual organized crime they definitely wouldn't have a battle for no reason and risk losing guys if there was already an owned settlement waiting to be HQ.

Maybe happiness and control could take a big hit or something when a settlement is changed into a vassal, for the sake of balance and immersion. That way you couldn't just run all over the map and claim unbuilt settlements just to transfer them into the Conqueror system.
Would love the ability for a non hostile takeover of owned settlements, always hated the nukaworld way of doing it.
 
Not being able to send settlers to occupied outposts
TLDR: Although it would be nice to have the flexibility to send settlers to outposts, I don't feel like it would be immersive or balanced to simply lift that restriction entirely without implementing a more complex system with limits. Otherwise, the current system where we can send slaves to outposts is the better option.

Sorry if this is in the wrong section, the following is less about fixing issues with Conqueror, and more just a random idea I was having for the mod.

At first it bothered me that you can't send regular settlers to outposts. However, you can send slaves there. I typically send 1-2 slaves to each outpost to work an essential industrial plot or two. I don't think it would be immersive to be able to send a bunch of "square" citizens to a raider outpost and expect them to play nice.

Picture this: You fast travel to your Outpost at Zimonja and walk up the hill into the settlement. There you find 10 or so raider soldiers of various rank, stationed at martial plots and hanging at recreational plots. You have one captive working a power/industrial plot. Then, you walk into a dusty post-apocalyptic bar to buy a couple Gwinnett Stouts and some Psycho from an NPC named "Raider Affiliate".

I think the only immersive and balanced way to send settlers to outposts would be to add another settler type, like "faction ally". A citizen settler who is not a "made" member of the gang, but who is more trusted by the gang and feels at home in an outpost, and can therefore work the same plot types that a regular settler can work in a vassal.

Here's a potential mechanic for that:

Only allow 1 or 2 settlers max into an outpost (based on a ratio thing, like 1 settler per 7 soldiers?), with a BIG production penalty at first, maybe the same as when you change a soldier to a "worker". Over significant time, when the settler/citizen has spent enough game days (weeks?) in an outpost, the settler can "rank up" to "faction ally" ("raider affiliate", "minuteman sympathizer", etc.).

Once a "faction ally", the settler now produces as much as a happy settler would produce in a vassal. Let them work any plot in an outpost besides a martial plot (now outposts can have bars on commercial plots!). For "ranked up" settlers, take away the ratio restriction, so that when you take a new outpost, you can send 2-3 of your "faction allies" in to boost production and build up the new place. Allow them to be moved freely between outposts/Vassals (for this reason they would need a special category in "soldier tracking" for the map, and in the settlement reports at the war desk). You can even make it so that if placed in Vassals, they boost morale so that less control is required.

But- don't make it easy to rank them up. Just like a citizen getting in closer with some mobsters, it should take a while before trust is built on both sides. Regular citizens DON'T WANT to hang around criminals because they're scared. Before the settler is ranked up, there can be a probability (based on the happiness/morale of the outpost?) that the settler will either run away or even get killed by one of your soldiers (imagine some petty dispute about "respect" lol). In other words, you can send a settler to an outpost if there are at least 7 soldiers, but if happiness/morale is lower than 80%, you're taking your chances! For average game play, if you start out with a settler in your first outpost, that settler shouldn't rank up to "ally" before you get your first rank 3 soldier or so. The mechanics should be set up so that for average game play, as the campaign progresses, you have no more than 1 "faction ally" per 10 or so soldiers. This way, outposts will always be distinct from vassals, and any unbalanced "loophole" where you can just spam outposts with settlers is avoided.

All of this was me just spit balling. The above would probably be a ton of work to implement, and there are probably bigger priorities, and undoubtedly cooler ideas out there. Even though at first it was a little confusing and frustrating, I have grown to like how it works where besides soldiers, only captives are allowed in outposts. I can only think of two issues with the current (old) Conqueror "no settlers in outposts" thing:
1) If I enslave a settlement to make a new outpost, then I get a bunch of slaves. Maybe I just want one or two. So, I have been only starting with one "take captives" attack, until I have taken enough outposts to use all of those slaves... Then, if I want to take captives in another raid, I get a large number of slaves again. I have tried just slipping a slave collar on a random settler and sending them to an outpost, but when I have tried to assign them to a plot, I get an error message about not being able to assign the plot to a "non-settlement NPC". (Maybe this was a unique NPC and I didn't know it?)
2) (Not important) I would like the aesthetic of having somewhere alcohol-specific in the outpost. It would feel immersive to have a crusty biker-esque bar in my raider outpost, but currently (since captives can't work commercial plots) I would have to change a warrior to worker mode, and soldiers aren't bartenders. Being able to send in at least one settler per outpost could be one solution to this. So would lifting the restriction on captives working commercial plots in outposts.
 
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