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Solved Customization of your gang

Akeeper

New Member
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4
Hi, I recently started playing Conqueror and want to ask: is it possible to customize my gang? And more specifically:
1) Is it possible to change the relationship of other factions to their own (From conquerors to liberators and vice versa)?
2) Is it possible to choose a set of conversational replicas of your gang members?
3) Is it possible to choose equipment (armor, weapons) for your gang, which is automatically configured for all members of the gang(new arrivals and old)?
 
Is it possible to change the gang name after the initial question from Jammer?

Radhounds where fun for a while but the constant silly howling of my raiders is starting to get annoying.
 
1. This will add a whole new layer to the CQ initial setup which is already fairly involved. KG has talked about it and it is something he's interested in. But if you are asking can it be done on the fly in game, then no that won't happen.

2. Massively time consuming to create so unlikely.

3. Again, very time consuming as Conqueror would require it's own LL and then there would need to be a way for the player to inject into that on the fly. Which is technically very difficult. Maybe with the new clutter systems introduced with WSFW something might come along to do this.
 
Simple you say?
Throw it together there and I'll test it for ya?
I was not taking about the in game way the player interfaces with it, I'm taking about the technicalities of how you allow the player to inject into the pool (LL) that npc's pull from when they are spawned.
 
lmao two years later and here I am again. Googled this issue and found my own question. As the kids say, RIP
Literally same deal - I have 6 settlements and 'lia has started tracking down Maul, but Jammer never brings up naming the gang.
Since google search for this issue comes here, I'll document anything i find that might fix it. In theory I know more now than I did 2 years ago....
ofc anyone else who knows this, plz snd halp thx

Update for the curious in 2022:
Found the logic in the code that's supposed to trigger this. The quest stage to kick off Jammer telling the player to pick a name is 500. The player having picked a name sets 501. Quest stage 500 is supposed to trigger a scene with Jammer; it, in turn, is set the first time the player conquers an Outpost (not a Vassal).

Since 500 is set in my game (and 501 is not), that script logic is valid. Therefore something broke, or is blocking, the scene from triggering when i talk to Jammer - he only gives the normal chat about "what next boss" with options for raid, recruitment, etc.
 
Last edited:
FIXT

Thanks to llamaRCA for answering all my n00b questions about scenes and topics, wherein he let me know that the topic list is processed top-down.
The "name the gang" topic was next to last on the list, lol.

Since its conditions are hyperspecific to a single quest stage that lasts about 45 seconds, i moved it to the very top of the list.
Loaded the game. Activated Jammer. It fired instantly.
So for those whom it worked - they must've spoken to jammer right after the stage was set, early in the game, before the couple dozen items ABOVE it in the list had their conditions met. I must've missed that window, and now his MainLoop always takes priority.

TL;DR make a patch or edit the conq .esp, the quest is kgConq_RaiderGang, go to Misc, go to the next to last entry ("Hey Boss, me and the gang were thinking...") and spam left-arrow until it's at the top of the list.

whew
 
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