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Different problems with State of War

RoBu

New Member
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8
Hi, I've been searching the threads and can't find anyone with this specific set of problems. so here goes:

First, no soldiers show up to my assaults. This is whether planning them at the desk or doing them with the flare gun. I don't get a message saying that no soldiers are available, and if I go via the war desk, I see that maybe 15 are available and 5 will join me on the assault. I have plenty of warriors across numerous outposts. The quest marker shows up for me to join my soldiers, but no-one is there. The first few assaults seemed normal with a handful of warriors, then only one or two named settlers would show, and now no-one at all. In addition, all my higher ranked named soldiers have now disappeared entirely with the exception of one guy I posted to guard a vassal. I've been to all my outposts, settlements and captured territories, used the gavel in settlements/outposts, they don't show. This is a problem because they are my higher-ranked soldiers so I've no-one else I can relocate to HQ (the training facilities seem to do their thing very slowly), especially since no-one is joining the assaults so no-one is levelling up.

So I've been doing assaults alone, the captures/reinforcements have been working. But now I'm having trouble with part of State of War. I'm on the bit where you have to send 45 soldiers to various locations across SE Commonwealth. I already have a fair few soldiers in Murkwater (have a 20 population), but only 3 registered for the quest (3/45 came up as an update). I tried to relocate several more but the quest wouldn't update further even after waiting/playing several hours. I then recruited one settler from Zimonja and the update jumped from 3/45 to 11/45, so I thought maybe I have to recruit new settlers as soldiers rather than relocating. So I recruited another few settlers and again, no update. Murkwater is now getting pretty full so I'm limited in how many more I can send. Are there any specific other outposts in the SE region that trigger the update?

I currently have Jamaica Plain as a vassal not outpost, which I could change (I haven't because there are no outpost plans for Jamaica Plain that I could find, and I'm not a huge fan of building my own places from scratch), and Warwick Homestead is a small settlement (both Castle and Spectacle Island are built up and I didn't want to get myself into another 'triangle of death' situation, which took me ages to sort out with Sanctuary/Abernathy/Red Rocket earlier in the game). I have Boston Airport that i could change, but I don't want to do it unless it counts as SE Commonwealth.

One final bug, not SoW related: I did the research to allow the conscription of captives, but I don't get the option when I try to manage them. Jamaica Plain and Somerville Place are both full of captives, but all I can do with them is release, hold for ransom or interrogate for info. Can I only conscript from outposts?

I'm far too late in the game to be starting again. I do have a heavy load order, I have the UF4Patch and my SS2 is updated to the latest version. Are there console commands I can use to a) update this stage of State of War and b) manually level up warriors so I can recruit them to HQ?

Otherwise, quests seem to be progressing mostly normally (though I did have to use setstage to advance the 'Refrigerator' quest I think because Jake and M were talking over each other so the stage to enter the sublevel didn't trigger.)

Apologies for the huge post.

Edit: I've seen that the 'no soldiers' problem may be something to do with only Freedom Fighters being counted, but I don't know how to solve this (I already have 'any role' selected) and I'm not sure that explains the vanishing soldiers thing?

Edit 2: I tried to convert vassal JP into an outpost but couldn't change it via war desk and couldn't re-assault it either

Edit 3 (sorry for bazillion edits) It's possible that the 'only freedom fighters doing assaults' thing is also at play here, with the recruitment issue, or something similar. Upon further testing, I've found that if I conscript named, unique settlers the count will update, but not if I conscript generic settlers. I just converted the Castle into an outpost, went around recruiting all the named settlers I found there and I'm now up to 20/45. Only problem now is, I'm not sure I have enough named settlers in my other outposts to complete this stage without taking them from HQ, which I really don't want to do, especially since my named soldiers tend to disappear.
 
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Not enough Warriors / Not counting Soldiers for 45 soldiers to various locations across SE Commonwealth
Suggest using the City Manager Holotape to see if these work for you:
Tools > Advanced Tools > Recalcuate NPC counts

Finding your Rank 3 guys and missing NPCs:
Use the Town Meeting Gavel in an Outpost to call Soldiers to their home base. They will after a few minutes start to march back to where they were, but you should be able to spot your named folks and use the Recruitment Clipboard to ask them to work at HQ.

Other City Manager Holotape settings to try:
Options > Gameplay > War > Dynamic Assault Soldiers: Set to "Any Role"
Options > Gameplay > War > Planned Assault Soldiers: Set to "Any Role"

For this:
One final bug, not SoW related: I did the research to allow the conscription of captives, but I don't get the option when I try to manage them. Jamaica Plain and Somerville Place are both full of captives, but all I can do with them is release, hold for ransom or interrogate for info. Can I only conscript from outposts?
There may be an Ideology Policy to set at the Terminal in the Meeting Room in HQ that allows the conscription of enemy captives.
Unfortunately, I don't have all of the Ideology Policies documented on the Wiki yet. Since you have unlocked that through research, there should be a policy to set.
 
Hi

I had already tried the gavel and the 'any role' solutions, neither of which worked. Unfortunately neither did recalculating NPC counts. I did manage to hollow out my settlements of nearly all unique settlers and reach the number that way, though. Haven't tried setting policy at HQ, will give that a go next time I'm there. Thanks for trying to help :)
 
Your issue has been previously reported by a few players, but I don't see a resolution anywhere for it.
You should be on current versions of all SS2 and other mods. See Current Issues - listed under "News".

If you are on current versions:
For research purposes, can you post your Loadorder or plugins.txt and modlist.txt?
Please use the spoiler tags OR attached the files, OR provide a link to them so that we can view them on google drive or drop point.
 
I'm on current versions of all mods except the Feral Ghouls Expansion Pack and Mutant Menagerie (which were basically replaced by new mods and I didn't want to mess with my modlist which by and large runs with relative stability), I check for updates regularly. Sure, I've attached my load order - warning, it's not small! Couple of things - I have a couple of script heavy mods in there aside from SS2 like Nac X and Better Locational Damage; however the effects of these have all been disabled in the MCM for quite some time. Not saying they can't be part of the problem, but neither is 'active' in gameplay, I just didn't want to risk disabling them in MO2. In case it matters, I don't use lots of texture replacements, enb or reshade.

Edit: I took a look at the current issues page - yes it does sound familiar, I don't know how I missed that last time I went to that page! It might be worth pointing out that in terms of recruitment, any named settler seems to work (at least for me), not just SS2 ones. I've successfully recruited named vanilla settlers (like Jake Finch and the Oberlands and Wiseman from the Slog), and those from Tales of the Commonwealth, Fourville and a couple of others.

Ehhh, I should also mention another mildly disturbing glitch that may point to a conflict with other settler mods. When I woke up in the hangar after Resurgence, about half of the HQ scientists were children, in their underwear ... they sound like the scientists and I'm presuming the underwear is because they obviously can't equip the scientist outfit. But yeah, the weirdest Fallout 4 glitch I've experienced so far.
 

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Just info gathering at the moment. I was hoping to see a mod that stood out as being responsible for your issue.

You may wish to also report your issues with the StoryWealth Collection folks - since we don't have a way to look under the hood for their Collection.
I am not able to determine if you have added to their Collection or not.
Usually we recommend that the Workshop Framework Seript Override is at the bottom of your load order.

The Children appearing in HQ would be a mod conflict and yes, there are no HQ Outfits for Children.
 
The only active thing that's below is Synthesis (everything below that is unticked, it's just stuff I can't remove because they came in FOMODs, and the bashed patch which I must have done wrong because it seemed to cause more problems than it solved) - to be honest Synthesis, PRP, LOD and workshop override all confuse me a little bit because they all want to be at the bottom, so I just winged it there. Happy to place it below Synthesis if it's better there, as the only Synthesis patch I have is one that relates to LOD anyway.

I did check xEdit for conflicts between my child settler mods and SS2 and nothing flagged up, so I'm not sure how to proceed there.

I didn't use Storywealth - my modlist is heavily based on that collection as I think it's largely great, but there were a few things of theirs that I didn't want (Depravity etc) and some things I did want that they didn't include (CBPC and other cc stuff, a few armors). But I have used some of the patches from the collection where they were appropriate.
 
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