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Question Conqueror - Lazy soldiers when doing assaults

xen81k25

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69
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Does anybody else ever start an assault and only 1 soldier actually follows you and however many others that you sent are just standing around?

Before I started my current playthrough, I tested my entire modlist on a clean save and ran through all of the common sim settlement/conqueror actions and they all seemed to work fine, including assaults. I've been very disciplined with my mod list, and I only ever encounter this issue later in games.

Also I have Baka Scrap Heap and Buffout 4 installed, and my rig has plenty of RAM/CPU to spare. I feel like one of the scripts is probably hung up at some point and I wonder if there is anyway to reset it? Either with ss/conqueror mod menu or perhaps inside the save game file with something like Fallrim.

Any help would be appreciated. I am using the latest version of everything, as far as I am aware.
 
Do have anything that changes Ai combat behaviour?
I use pack attack and that will throttle Ai scripts when there is a lot of script activity which results in them just standing there in the middle of a fight sometimes.
 
Do have anything that changes Ai combat behaviour?
I use pack attack and that will throttle Ai scripts when there is a lot of script activity which results in them just standing there in the middle of a fight sometimes.

When it comes to Pack Attack my advice is to pair it with Buffout 4 version 1.6. It provides rock stability.The versions with memory patches can't still reach the stability that 1.6 provides. I use my heavy mod list for stress test where I would put 5 clones with 100% chance for spawning and I could run in downtown 45 minutes kiling everything in my sight. We talk beetwean 200-300 NPC-s send to Oblivion without CTD.
 
Hey guys, thank for the input. I do not have Pack Attack installed because it was causing a conflict with another mod. I do have the arbitration combat mod installed, although I don't think it has much impact on scripting. I also recently installed Buffout, and it is solving a lot of problems but not this one in particular.

When you say it causes script throttling does that mean that if I removed the offending mod it should clear up immediately? Or will there be a sort of script backlog that has to be cleared somehow before things clear up?
 
You shouldn't be removing mods, it's a sure way to wreck a save.
When the game is overloaded with scripts Ai sand boxing is one of the first things to get stood down while the game tries to work through everything else.

Dismiss any companions and go idle in a quite internal cell for a couple of irl hours, without letting the game pause.
 
When it comes to Pack Attack my advice is to pair it with Buffout 4 version 1.6. It provides rock stability.The versions with memory patches can't still reach the stability that 1.6 provides. I use my heavy mod list for stress test where I would put 5 clones with 100% chance for spawning and I could run in downtown 45 minutes kiling everything in my sight. We talk beetwean 200-300 NPC-s send to Oblivion without CTD.

Yeah I've been sticking to 1.6 myself.
 
For me, it is almost like watch this, as I run in and gun down everything, by the time I have killed almost everyone my raiders have started their assault and are killing some of the ones I have missed and I like that as it feels like I am the hammer and they are the cleanup crew.
 
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