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Question Could workshop flags be causing a radiant quest problem?

jtzako

Member
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46
I'm having an issue where Minuteman Radiants are bugged in a way I havent seen before and wonder if a 'workshop' addon such as this one could be causing it.
If I get a radiant quest from Radio Freedom or Preston it sometimes points me to a settlement that I dont own and is currently occupied by hostiles (like insects, ghouls or raiders). However it tells me to talk to a 'settler' at that location. When I get there the marker is on one of the enemies so I obviously cant talk to them.
Then if I kill them (even if they attack first) the quest will fail.
I have no addons tied to minuteman quests so I cant figure out what is causing this beyond workshops somehow being flagged as owned when I do not own them.
 
I have just experienced this myself. Preston told me to go talk with the settlers at Outpost Zimonja - and I'm not running a Conqueror game, don't even have it installed. (IE this is not pre-built nor pre-conquered.)

"Raider Troubles at Outpost Zimonja":
20200626185722_1 (Large).jpg
I can "Track Items" through a scope, on a raider in Power Armor:
20200626192630_1 (Large).jpg
This raider who was pumping water a minute ago - he's the "settler" that I'm supposed to talk to:
20200626192806_1 (Large).jpg
I killed him. Quest failed - go talk to Preston:
20200626193553_1 (Large).jpg
The game is less than 10 hours old. I've done the first quest (for Tenpines), this is the second quest given by Preston.

Attached is my plugins.txt file.

@kinggath the "Track Items" alternate activation - I know that is a WSFW feature. This is why I'm raising it here and tagging you.
 

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There's always been a strange thing Bethesda did with settlements, they mark settlers the same way they mark the enemy that you kill to mark a location clear, known as the Boss. This makes it easy for enemies to be incorrectly considered the settler spokesperson. For example, early in Conqueror's life before I figured this out, when you'd use the prebuild you could end up with the Kidnap quest grabbing Molerats or Feral Ghouls.

Likely some condition in the Minuteman radiants that would normally be not true is suddenly true in your setups. Looking over the requirements of these quests, the most likely thing that is occurring, is some mod has set the WorkshopRatingPopulation stat on an NPC type or something is adding a settler before the game starts (any sign of a settler when you arrive) as in order for these radiants to select these locations the population must be greater than 0.

There's also a chance a mod in your LO has altered the requirements of which settlements can be chosen by a radiant.

I have not made any edits to conditions, but if you used the prebuild, there's definitely potential for oddities to occur that I didn't account for. I would likely need to see specifics, such as whether you used prebuild/war options, which settlement, which radiant, and possibly even look at the save.

@Whisper Your issue is specifically related to the WorkshopRatingPopulation, something is setting that to > 0 in Outpost Zimonja or is editing the conditions of that radiant.

If it's the former, you should be able to select the workbench ref in console before you start killing people and run getvalue 12723E if it reports 0, than you have a mod altering the conditions, otherwise if population is greater than 0, try running that command on any NPCs you find in Outpost Zimonja to find out who is causing the population rating.
 
Going through this, there are 4 raiders at Outpost Zimonja:

Workbench: WorkshopRatingPopulation >> 4.00

Boomer: WorkshopRatingPopulation >> 1.00
Raider: WorkshopRatingPopulation >> 1.00
Raider Psycho: WorkshopRatingPopulation >> 1.00
Raider Psycho: WorkshopRatingPopulation >> 1.00

I have for a long time used CMRQL, which deals with Minutemen quests. I don't think that has caused the problem, though I have the source code and can try looking through it.

I have recently installed Encounter Zone Recalculation - saw it on one of your Lets Play videos. I will try uninstalling that and reverting to an earlier save, see what happens. Though it might require a complete restart to test properly.
 
It looks like I'll need to start a new game to test this properly. It'll be a couple of days - I have real-life stuff to do.
20200627073735_1 (Large).jpg
@WetRats I'll have a quick look into the CMRQL source-code now.
--edit--
I've gone through the CMRQL source-code. It doesn't touch the workshops, only alters the MinutemenCentralScript regarding limits to the Minutemen quests - mostly around Preston.
 
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I dont have CMRQL but I did have "Disable Annoying Minuteman Quests" which I have used for years with no issue. I started a new playthrough without that enabled and also without Workshop Framework and Workshop Plus and SKK Workshop Ownership Utilities and ran through until I could start getting radiant quests. And managed to get several of the commonwealth (nonDLC) settlements unlocked the correct way. No enemies marked as settlers etc.

I tthen re-enabled the Workshop Framework and Workshop plus and got more radiant quests with no issues so far.

Then I re-enabled the Disable mod at that point and so far havent got a new radiant for the last couple of settlements but if it happens again I know which mod did it. (though it hasnt updated in a long time and never did this before)
 
New game.

Outpost Zimonja again (Boomer is the person that I should be talking to):
20200628165751_1 (Large).jpg
20200628170202_1 (Large).jpg
 
Running WSFW 1.2.0d - Oberland Station, which I'd expect.
20200628184745_1 (Large).jpg
 
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