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Solved For Minutemen Liberators - Potential Conflicts UPDATED

Slb1

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The last time I played as a Minuteman was before Kinggath and team released Conqueror, and my next game will be as a Minutemen Liberator. In my previous Minutemen games, I used the mod We Are the Minutemen (WATM) plus other Minutemen and Sim Settlements related mods. With all the great improvements to Conqueror, several potential conflicts come to mind:
  1. Previously, you could summon a Minutemen squad with a flare (if I remember correctly this is after the Taking Independence quest). Has anyone experienced any conflict between this and the new Conqueror squad creation feature or can I do both?
  2. How does the Garvey Minutemen settlement help quests interact/conflict with the Conqueror outpost/vassal assault method? At the moment, there are two methods to allied with a settlement: (1) do the Minutemen settlement help quest and (2) snipe/attack the settlement guards per Conqueror. If you do (1) and the settlement is allied to you, I assume that I need to do an assault to make the settlement a vassal or an outpost. If I do (2) first, I assume/hope that doing the settlement help quest will have no effect.
  3. If you help 5 settlements, the Taking Independence/The Castle quest was activated. Does a settlement that is an Outpost or Vassal still count as one of the 5?
Thank you
 
The last time I played as a Minuteman was before Kinggath and team released Conqueror, and my next game will be as a Minutemen Liberator. In my previous Minutemen games, I used the mod We Are the Minutemen (WATM) plus other Minutemen and Sim Settlements related mods. With all the great improvements to Conqueror, several potential conflicts come to mind:


  1. Previously, you could summon a Minutemen squad with a flare (if I remember correctly this is after the Taking Independence quest). Has anyone experienced any conflict between this and the new Conqueror squad creation feature or can I do both?
  2. How does the Garvey Minutemen settlement help quests interact/conflict with the Conqueror outpost/vassal assault method? At the moment, there are two methods to allied with a settlement: (1) do the Minutemen settlement help quest and (2) snipe/attack the settlement guards per Conqueror. If you do (1) and the settlement is allied to you, I assume that I need to do an assault to make the settlement a vassal or an outpost. If I do (2) first, I assume/hope that doing the settlement help quest will have no effect.
  3. If you help 5 settlements, the Taking Independence/The Castle quest was activated. Does a settlement that is an Outpost or Vassal still count as one of the 5?
Thank you

I use these two, they play nice together.
There will be two sets of mechanics.
This is a Fraction pack and uses the conqueror mechanics.
Note dependencies and authors instructions.
https://www.nexusmods.com/fallout4/mods/42069
IMHO, the above is all you need.
https://www.nexusmods.com/fallout4/mods/42069
The below uses the vanilla game mechanics.
https://www.nexusmods.com/fallout4/mods/36780
The faction pack uses some of the vanilla ques but it’s a separate mechanic.
This overlaps some of what Conqueror does.
 
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Applying your comments, if I understand them correctly, the following approach should work for prebuilts settlements with War Option guards:
  1. snipe/defeat Guards which then allies me with that settlement
  2. do the settler quest, e.g. Ten Pines get rid of Corvega Raiders
  3. assault Ten Pines, defeat the defenders and make it a vassal
Hopefully, this approach should not run the risk of resetting a vassal to just allied. On the other hand I may try steps 1., 3. and 2. to determine if the vassal is reset to allied only.

Appreciate the mod suggestion, You and What Army. I will add it to my relative short list of Minutemen mods.

Thanks again

PS: I knew I forgot something - does a Vassal or Outpost count as a settlement regarding the quest Taking Independence?
 
Applying your comments, if I understand them correctly, the following approach should work for prebuilts settlements with War Option guards:
  1. snipe/defeat Guards which then allies me with that settlement
  2. do the settler quest, e.g. Ten Pines get rid of Corvega Raiders
  3. assault Ten Pines, defeat the defenders and make it a vassal
Hopefully, this approach should not run the risk of resetting a vassal to just allied. On the other hand I may try steps 1., 3. and 2. to determine if the vassal is reset to allied only.

Appreciate the mod suggestion, You and What Army. I will add it to my relative short list of Minutemen mods.

Thanks again

PS: I knew I forgot something - does a Vassal or Outpost count as a settlement regarding the quest Taking Independence?


I am trying to be careful with what I say.

Both out of ignorance and to avoid spoilers.

I did a recent run just to test my load order to about level 30 and get acquainted with the actual faction pack I wanted to use.

Now after restarting I am around level 20 on my real first serious run with Faction Packs so I can follow along with Kinggaths let’s play video series.

I am using the MM as to not mess with vanilla system too much.

I am a little confused myself by some of the general user questions, so this Faction pack run will be good for me.

The main thing I struggle with in user questions is as I understand it is: the Conqueror mechanic of vassals and outposts is essentially a separate mechanic from the normal settlement system.

A settlement is “a settlement”

A vassal or outpost is a “vassal or outpost”

The user selects which system will govern that location.

Thus, I see them as two different systems. As much as I am aware of no change to the vanilla system for the MM other than the main Conqueror story line. I do suggest folks start there for a least a little bit, even if they don’t like being a Raider. Heck, be a good Raider :crazy kidding - kind of :nea

Now, that said each faction pack will have specific settings and “checks” unique for that faction.

So, I will be discovering myself. Thus, cannot respond to how any faction pack handles specific things. That would be a question for a specific faction pack author.

Sorry I can’t be more helpful. Maybe others will shed more light on your questions. Not a lot of threads on factions yet as they have been and continue to be a WIP and understanding is still being vetted – at least in my mind.

My main suggestion is to follow along with Kinggaths let’s play video series.

I think it will be helpful for users to play the different faction pack and come back an share what they discover?
 
The only comment I would say about You and What Army is if you get too many roaming at a time, they can affect fps performance. My experience is if you have very few settlements with huge populations, their numbers swell in one settlement as they have few yo visit.

Other than that, go for it.

I actually use the other version where you can have raiders,, gunners etc with the "all get along patches".

Plus all are ESL tagged esp plugins so basically a "free" feature.

John
 
If your concern regarding spoilers is directed at me, no need, I have completed 3 play throughs (2 as Minutemen, 1 as BoS and numerous partials). If your concern is for others, I understand. Tried the Institute and Railroad and just could not "get into that". What has happened at least twice now - I stopped playing and Kinggath comes out with a great new mod and "boom" start over again. That and the fact that several other games, Fallout 76 for example, did not appeal to me.

Regarding Taking Independence, may have to do it the old fashion way and just play it. But first, I will ask Choice Specs Mawile regarding his faction pack. Hopefully, the steps in my earlier comment will not cause Preston too much heart burn.

Regarding faction packs - the BoS, it appears that Takarazuka is no longer updating his.

My game 5 was going relatively well until I took the side path to install and inspect the different prebuilts, see https://simsettlements.com/site/ind...n-game-prebuilt-settlements.12121/#post-83749. Returning to game 5, I am now having more freezes. In the absence of any details, I am sure MrCjohn did this :this

Anyway, I will be upgrading my PC on Monday and hopefully, most of the lags that try my patience will be eliminated. At the moment, plan to use the following mods (not load order):
Game 6 Minutemen UPDATED
  1. HUDFramework (PC)
  2. True Storms Wasteland Edition – Intense Weather, Sounds, Effects
  3. Armor and Weapon Keywords Community Resource (AWKCR) (PC: No DLC)
  4. Sim Settlements
  5. Workshop Framework
  6. Settlement Menu Manager
  7. Simple Survival - Console Enabled
  8. Simple Ammo Crafting
  9. Fusion Core Rebalance
  10. Salvage Beacons
  11. Survival Options
  12. D13 Synth Spy Detection
  13. Vault 81 Disease Fix Power Armor
  14. Improved Map with Visible Roads
  15. No Moving Parts
  16. Craft Fusion Core
  17. Junkwalls More Snaps
  18. Armorsmith Extended
  19. Weapons Balance Overhaul
  20. Campsite
  21. Ammo Weight
  22. Craftable Castle Wall Patch
  23. Basement Living
  24. Tougher Vertibirds
  25. Durable Vertibirds
  26. We Are the Minutemen
  27. Accurate Minigun
  28. SS Creations by COOTS
  29. Better Power Armor
  30. Settlement Megapack Year 1
  31. Sim Settlements Nobodies Leader Pack
  32. Sim Settlements Industrial Revolution
  33. Sim Settlements Wastelands Ventures
  34. Sim Settlements Rise of the Commonwealth
  35. Sim Settlements Conqueror
  36. Sim Settlements Mega Pack - Year Two
  37. Sim Settlements Conqueror Faction Pack- Minutemen (Liberators)
  38. Minuteman Watchtowers
  39. Unofficial Fallout 4 Patch
  40. Commonwealth Conifers - Seasons
  41. Misty Pines Overhaul
  42. Industrial City Sim Settlements Add-On
  43. Sim Settlements - Ruined Homes and Gardens Add-on
  44. Sim Settlements Wasteland Venturers 2 - Addon Pack
  45. Sim Settlements City Plan Pack - Season 2
  46. Java Sim Settlements City Plan - Warwick Harbor
  47. Sim Settlements – City Plan Pack – Contest Entries
  48. Alternate FC Drain
  49. Pumping Dirty Water
  50. Sim Settlement – City Plan Pack – Contest entries 2
  51. Improved Minutemen Artillery/Smoke/Laser Range
  52. Craftable Artillery Grenades
As always, comments and suggestions are appreciated.
 
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I am your father, Luke...

Wait... feel the force Luke...

Wait... what did I do? :) hahaha. My pre-builds are the basic requirements - it's all your other stuff!!!!

John
 
If you want to do an inspection - grab the Master's Tour with the "Surprise" … that is all the Master (3) winners at the settlements - its a showcase of the 3... would give you a good view.... and probably the most system intensive builds.

John
 
Thanks

A long time ago, I learned to research first and ask second. I found the answer to my Taking Independence question on ChoiceSpecsMawile Nexus posts;
  • Ill (ChoiceSpecsMawile) look into fixing the MM owned settlements thing, since the minutemen in this faction pack arent a part of the actual MM faction from the vanilla game, it makes sense the settlements you capture wouldnt be a part of the MM once claimed. The no radiant quest thing has nothing to do with this mod (when you take a settlement via conq if its a radiant target the game probably never registers it, thus never resolving the radiant, and WATM only allows for 1 radiant quest at a time). As a fix for now id suggest taking 4 settlements the normal way, then taking them over as outposts. I just tested it in my game and any settlement youve previously owned-then-converted into an outpost remains claimed by the vanilla MM.
  • I (ChoiceSpecsMawile) dont have a workaround on my end, other than of course making sure youve taken 4 the normal way and not via raids (afaik completing quests given by residents in pre built settlements does contribute toward this)
Based on this, I will try:
  1. snipe/defeat Guards which then allies me with that settlement
  2. do the settler quest, e.g. Ten Pines get rid of Corvega Raiders
  3. do 4 or 5 settlement radian quests and then Take Independence
  4. go back and assault the settlements to make them vassals/outpost
 
So @Slb1 to be clear, you can have pre-conquered settlements that have nothing built, but you can then snipe/defeat the guards - and then claim that settlement?
 
Now I am in trouble - direct answer - I was not clear. I do not know - never tried that, but I have (1) successfully sniped/attacked numerous preconquered/prebuilt settlements and they allied with me, (2) used the City Planners Desk to change the city plan, and (3) come back later to vassal assault the settlement with its different city plan. My "immersion" rational, the bad guys came back after I took out their guards. :grin

In ChoiceSpecsMawile responses to several questions - he recognized that there are two separate and distinct mechanics (vanilla Minutemen and Conqueror), and the only way to get the Taking Independence quest was to perform 3 Minutemen radiant quests so there are 4 settlements that join the Minutemen including Sanctuary, here https://www.nexusmods.com/fallout4/mods/42069?tab=posts&BH=0

In my two BoS Conqueror games, I play both the vanilla BoS quests and the Conqueror outpost/vassal assault quests, however, with the BoS it is much easier because the only settlement related quests are for Proctor Teagan who can be ignored.

For the Minutemen, I plan to:
  1. use Conqueror to prebuild most of the settlements as discussed here https://simsettlements.com/site/ind...-to-prebuild-and-those-to-not-prebuild.12130/ (probably just start at Level 3), and apply the War Options to these settlements,
  2. save Garvey et al at the Museum of Freedom and build up Sanctuary
  3. establish my first Outpost at Red Rocket with settlers and Minutemen
  4. snipe/attack the guards at Ten Pines, Abernathy, and Sunshine to make the settlements allied to me, one at a time,
  5. talk to Garvey or the settlers at these 3 settlements to activate and then perform the associated Minutemen radiant quests, one at a time (hopefully using the console command mentioned by ChoiceSpecsMawile this will all track)
  6. after verifying the Taking Interdependence quest is activated, assault the four settlements to make them vassals (my "immersion" rational is - the bad guys come back in strength to recapture what was lost - works for me)
  7. then use Conqueror as normal to move toward the Castle
That is the plan at the moment. Hopefully, my new PC will perform significantly better and script lag is significantly reduced so my impatience threshold is not challenged.

Thanks for your question, it made think this thru.

PS: might be really interesting to go after the Queen with Garvey and his squad plus my other squad. Normally, I just use a Fat Man
 
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So @Slb1 to be clear, you can have pre-conquered settlements that have nothing built, but you can then snipe/defeat the guards - and then claim that settlement?
Yes - that is correct. Just tested it by:
  1. reloaded an old unmodded save at the vault elevator and allowed the mods to take effect (fortunately not the bathroom scene :happy)
  2. in the Conqueror Settlements menus, specified Sanctuary, Red Rocket, Abernathy, Sunshine and Ten Pines as no prebuilt
  3. in the Conqueror War Options menus, specified Sanctuary, Red Rocket, Abernathy, Sunshine and Ten Pines as preconquered
  4. Waited for the Conqueror mod to work, left the vault, walked to Sanctuary and there were 2 Minutemen as guards
  5. Walked to Red Rocket and there were 5 Gunners
  6. after getting killed, reloaded save and added BoS fatigues and alien blaster
  7. engaged the Gunners and ran back to Sanctuary with the Gunners following to the bridge and the Minutemen went on alert
  8. reengaged the Gunners and took them out, Dog Meat and the molerats did not engage
  9. after the Dog Meat/molerate engagement used "kah" and killed 1 more Gunner hiding by the computer, and then activated the Work Bench
  10. walked to Abernathy, took out 1 Gunner Raider, avoided Blake and activated the Work Bench and allied with Abernathy
 
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O
Yes - that is correct. Just tested it by:
  1. reloaded an old unmodded save at the vault elevator and allowed the mods to take effect (fortunately not the bathroom scene :happy)
  2. in the Conqueror Settlements menus, specified Sanctuary, Red Rocket, Abernathy, Sunshine and Ten Pines as no prebuilt
  3. in the Conqueror War Options menus, specified Sanctuary, Red Rocket, Abernathy, Sunshine and Ten Pines as preconquered
  4. Waited for the Conqueror mod to work, left the vault, walked to Sanctuary and there were 2 Minutemen as guards
  5. Walked to Red Rocket and there were 5 Gunners
  6. after getting killed, reloaded save and added BoS fatigues and alien blaster
  7. engaged the Gunners and ran back to Sanctuary with the Gunners following to the bridge and the Minutemen went on alert
  8. reengaged the Gunners and took them out, Dog Meat and the molerats did not engage
  9. after the Dog Meat/molerate engagement used "kah" and killed 1 more Gunner hiding by the computer, and then activated the Work Bench
  10. walked to Abernathy, took out 1 Gunner Raider, avoided Blake and activated the Work Bench and allied with Abernathy
That is so awesome. I asked in another thread - no answer was given. That opens up the whole pre-builds for me.

Thanks, brother.
John
 
It also worked at Starlight with some intermediary steps:
  • there were 3 Gunners and 1 Mr. Gutsy, so tried running thru the west side next to the screen to get the molerats activated - to late, saw they were already dead - I got killed
  • decided too much firepower for a Level 1 with no armor, so used "kah", lock picked the door, accessed the work bench and it became allied to me.
This creates another interesting scenario which I may try next week, as a Minuteman (some "immersive" logic can be conjured up):
  • make Red Rocket no prebuilt but preconquered
  • set up a basic base at Sanctuary
  • sneak around Red Rocket - this time no alien blaster
  • do the Garvey et al Museum quest and escort them back to Sanctuary - will there be a big shoot-out trying to pass Red Rocket?
Your welcome

Sid
 
You can also take out the guards, claim the workbench, THEN build a war desk and claim it as an outpost. That works for liberators. But yeah, you can't do that to get a vassal.
 
You can also take out the guards, claim the workbench, THEN build a war desk and claim it as an outpost. That works for liberators. But yeah, you can't do that to get a vassal.
Should be able to decide whether subordinate, tribute-giving (vassal) or higher, tribute-receiving (outpost)

Currently, killed off enemy faction troops at multiple settlements. Without vassal as a option, this enables the founding of many outposts. Having so many outposts and so few vassals (eg 0-2 vassal per outpost) undermines the notion of a vassalage/tributary economy. If there were some differentiation among multiple outposts such as HQ, it’d be better. But, that’s not an option
 
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