Game 7, Minutemen Liberator - A New Saga, Update 4

Discussion in 'Conqueror General Forum (Chat Here)' started by Slb1, Jul 19, 2020.

  1. Slb1

    Slb1 Active Member

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    Started a new game (Conqueror - Minuteman Liberator, Survival) incorporating everything I have learned to date and so far so good. After 106 hours, 12 CTDs and 1 freeze - 1 CTD and the freeze resulted from the Commonwealth Conifers mod which was subsequently disabled; and the other 11 are due to unknown reasons, probably due to my impatience, but are easily fixed by reloading the previous save. The numerous CTDs at Sunshine are not included in this total and are described below and in a Help Question.

    1. Red Rocket (Not Prebuilt, Not Pre-Conquered, Outpost)
    • using War Planners desk, made RR my Outpost and HQ
    • built up WRE and recruited warriors
    2. Sanctuary (Not Prebuilt, Not Pre-conquered, Vassal)
    • saved Preston et al in the Museum, and ignored Preston's requests.
    • ignored Jammer
    • successfully assaulted - went well relative to previous games: 8 Gunners versus me, Codsworth and 5 MM. Lost 2 MM due to being out-gunned and "playing with" MM following me or not during the assault. Codsworth was taken out and there was no option to revive, so fast traveled to RR and used the console command to move Codsworth to me. Note: realized later that I needed to use a robot repair tool.
    3. Abernathy (Not Prebuilt, Pre-conquered, Vassal)
    • sniped 2 Raider Guards before assault
    • successfully assaulted - went well relative to previous games: 8 Raiders vs me, Codsworth and 6 MM. Manually upgraded armor and weapons before hand, did not lose a MM.
    4. Starlight (pbenjamin (Level 3) and Pre-conquered, Vassal) - This was a'bit Different
    • approaching Starlight to snipe the guards and found a shootout (apparently) between 15 Raiders including 3 in power armor and 12 civilians. When Codsworth and I appeared the civilians and raiders starting shooting at us also. The chickens and the rabbits also went "red." Became allied to settlement. After looting, there were 2 synth modules, so who knows what triggered the original fight. Also, stored all MGs.
    • then tried to do a vassal assault, but Starlight did not show up on the War Planners Desk board. So remembered more or less, that at least 1 civilian/settler is needed to make it a vassal. Because I was allied with Starlight, moved 1 civilian to Starlight which then allowed a vassal assault.
    • successfully assaulted - went well relative to previous games: 15 Raiders vs me, Codsworth and 7 MM. Manually upgraded armor and weapons before hand, did not lose a MM.
    • removed 4 slave collars using console command "openactorcontainer 1". After hours of real time game play and days of in-game time, there was no change to the status of the slaves. They were set "free" by the disable console command.
    Explored/cleaned out Concord and manually managed the outpost and 3 vassals. Saved Ada. Installed Commonwealth Conifers mod which cause a CTD and a freeze and then uninstalled mod. Cleared ArcJet with Danse and Ada.

    5. Graygarden – (artisanvirgil (Level 3) and Pre-conquered, Vassal) - This went significantly better than my game 6 experience, however, there were 2 minor issues.
    • sniped 5 Rust Devil guards and became allied with Graygarden
    • successfully assaulted and it went well relative to the previous games: 15 Rust Devils who were joined by 7 robots including White, Green and Brown versus me, Ada and 15 MM. Manually upgraded armor and weapons before hand, did not lose a MM
    • The following minor issues occurred: (1) Ada and the MMs had problems with pathing through the front gate, (2) after receiving the notice of a successful assault and fast travelling to/from Red Rocket - Graygarden was not part of the supply chain - added a logistic plot that fixed the issue (may be due to script lag?)
    5. Ten Pines - (yagasin (Level 3) and Preconquered, Vassal) - This went a'bit worse than Game 6, but was fixable.)
    • approached to snipe the guards and the front martial plot turrets were firing at the 5 Rust Devil guards which they eventually eliminated with no assistance from me, Ada and 1 Personal Guard. Shortly, after the guards were eliminated the front martial plot turrets started firing at the back martial plot turrets, and none fired at me. I eliminated the back turrets and fast travelled to/from Red Rocket and there was no more problem.
    • successfully assaulted - me, Ada, 1 Personal Guard and 14 Minutemen versus 15 Rust Devils. Saved immediately after the assault completion notification and shortly thereafter the MM starting shooting me. Reloaded that save and fast travelled to/from Red Rocket and that fixed that specific problem.
    • The following minor issues occurred: (1) again, it appeared my guys had problems entering Ten Pines, but not certain the degree, (2) after receiving the notice of a successful assault and fast travelling to/from Red Rocket - Ten Pines was not part of the supply chain - added a logistic plot that fixed the issue (may be due to script lag?)
     
    Last edited: Aug 8, 2020 at 3:18 PM
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  2. Slb1

    Slb1 Active Member

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    6. Sunshine - (yagasin (Level 3) and Preconquered, Vassal - This was worse than Game 6)
    • approached Sunshine to snipe the guards and the front martial plot turrets were firing at the rear turrets. After firing at a raider, everyone starting firing at me, Ada and 1 Personal Guard, except the front turrets. Finally eliminated 12 civilians, the robot and 14 raiders guards. The chickens and the rabbits also went "red." Became allied to settlement. After looting, there was 1 synth modules, so who knows what triggered the original fight. Also, stored all MGs.
    • Moved 1 civilian to Starlight which then allowed a vassal assault.
    • Could not approach Sunshine, tried 7 times including fast travel to Red Rocket to redo the assault quest, and each time after crossing the dam got a CTD going up the hill by 3 different routes. In between my first assault quest and the second assault quest, uninstalled Commonwealth Conifers (previously disabled) and disabled Baka ScrapHeap(?). No success. Try again tomorrow - without an answer/fix game may be unplayable.
    • PLAN B more/less - started at an earlier save on the dam before entering the cell (I assume) and used the console command "tmm 1" which identified all map locations on the PipBoy and allowed fast travel (many thanks to the mod Survival Options). Successfully fast travelled to Sunshine and assaulted the raiders - me, Ada, 2 Personal Guards and 10 MM versus 15 raiders. Three Two issues occurred, and one is easily fixable, hopefully: (1) before the assault move the fast travel marker to a better location so Ada and the 2 PGs do not end up on top of the Sunshine building, (2) before the assault use the console command "disable" to remove the back wall on the Sunshine building, so a raiders does spawn inside the closed back room, well I missed that one - secret bookcase door, and (2) find another console command to reset the map locations to those that I have discovered.
    • PLAN C more/less - find the quest ID and use console command "movetoquesttarget <questID> to move into Sunshine.
    • PLAN D more/less - leave all map markers on and "discover" them as if hidden.
    • PLAN F more/less - planned to use snarkywriter's recovery procedure, see https://www.simsettlements.com/site/index.php?threads/the-settlement-recovery-procedure-instructions-for-recovering-a-problem-settlement-part-1.7125/ but Plan G occurred.
    • PLAN G - WoW - now that was different. After being away for about 1 day, started playing again at my last save which was my third attempt to conduct a vassal assault. Starting at the Red Rocket War Planners Desk save, fast travelled to Abernathy and walked to Sunshine to once again test the CTD location. Because I was expecting a CTD, I had no Power Armor, little ammo and few stimpacks. As I approached there was no CTD and finally decided to conduct the assault which required a more tactical approach than normal. Fortunately, Ada and the 2 Personal Guards were there, but the MM assault force did not arrive until it was basically over. The only issued I encountered which is positive and strange was - my carry weight doubled while in Power Armor. If there is a fix to this, please let me know. Now, I am using T60 power armor with calibrated legs and the carry weight is back to what it should be.
    7. Covenant - (not prebuilt and not preconquered, Outpost) - Went as expected
    • instead of doing the "50 questions" exercise, eliminated the doctor in the sewer
    • eliminated the Covenant attackers
    • did an outpost assault - me, Ada, 3 Personal Guards and 10 MM versus 15 raiders
    • placed a logistics station (industrial plot) to link the settlement logistics
    8. The Castle - (not prebuilt and preconquered) - Outpost - HQ - suggest The Castle is not preconquered unless you recognize the problem, see below.
    • started the Taking Independence quest by standing near Preston and using the console command "setstage 0003a457 0"
    • tested a preconquered Castle - approaching the meeting point with Preston, could hear gunfire in the Castle. PLAN A - After answering Preston's first question, he and the other MM, immediately left to engage either the mirelurks or the gunner guards, but I was stuck in the dialogue loop. As I approached the Castle, I could not draw my weapon only heard my dialogue. PLAN B - as Preston started talking, but before the first question, left the building and headed to the Castle. At that point, Preston and the MM also left, so we engaged the Mr. Gutsys and gunner guards, and the remaining mirelurks. Regarding looting - Mr Gutsy and gunner guard disappeared at/after the Queen appeared, so reloaded a save before the Queen appeared to loot the guards.
    • placed a War Planner Desk and made the Castle an outpost
    • placed a logistics station (industrial plot) to link the settlement logistics
    9. Hangman - (ndcowdy (Level 3) and preconquered) - Vassal - went reasonably well considering the pathing difficulty in these tight spaces
    • approached to snipe the guards - me, Ada and 3 Personal Guard. Eliminated 5 Mr. Gutsy and 4 gunner guards. The civilians and turrets did not participate. After looting, stored all MGs.
    • did a vassal assault - me, Ada, 3 Personal Guards and 12 MM. Eliminated 11(?) civilians and 15 gunner guards, and lost 2 MM. Because the settlers kept getting back up after being shot by my MM, I had to shoot them. Reloaded the save immediately after receiving the notification of a successful assault and fast travelled to Oberland to test if I could save some of the settlers. Walking back to Hangman encountered/engaged the remaining settlers. Fast travelled to Sunshine and moved 4 settlers to Hangman.
    • placed a logistics station (industrial plot) to link the settlement logistics
    10. Oberland - (vikingbaggins (Level 3) and preconquered) - Outpost - HQ
    • approached Oberland to snipe the guards and the southern martial plot turrets were firing at the raider guards. After getting close enough the raider guards and civilians then engaged me, Ada and 3 Personal Guard. Eliminated 13 civilians and the 15 raider guards including 3 in power armor. The chickens and the rabbits also went "red." Became allied to settlement. After looting, there was 1 synth module and stored all MGs.
    • performed an outpost assault
    • placed a logistics station (industrial plot) to link the settlement logistic
     
    Last edited: Aug 8, 2020 at 3:31 PM
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  3. Slb1

    Slb1 Active Member

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    11. Jamaican – (not prebuilt and preconquered) - Vassal - went relatively well with an odd problem
    • eliminated 6 raider guards including 3 in power armor
    • sent 1 settler from Sunshine to allow a vassal assault - game added 2 settlers
    • assaulted Jamaican Plains - me, Ada, 3 Personal Guards and 12 MM versus 21 raiders
    • placed a logistic plot (industrial)
    • odd problem - the MM assault force were stuck at Jamaican Plains - fast travelled to the Castle and back - no change. Then slept at the Castle and summoned all the Castle warriors and they arrived. Did back to work and they disappeared. Summoned all the Castle warriors and they arrived and this time I waited while they drifted away - that worked.
    12. Egret - (ndcowdy (Level 3) and preconquered) - Unknown At The Moment - Outpost
    • approached Egret and there was shooting, but it was not clear who was doing what. As Ada, the 3 Personal Guards and I got closer, we engaged/eliminated 4 Rust Devil robots, 8 Rust Devil Guards, 10 tinkers, and 9 turrets (good shootout). The martial plot turrets were not firing at anyone @kinggath.​
    • eliminated Phyllis and became allied with Egret​
    • On my first approach, the screen shaking got unbearable, but there is a Nexus mod to stop the shaking - https://www.nexusmods.com/fallout4/mods/20126 . So replayed with no camera shaking.​
    • 3 tinkers survived, but the War Planner Desk at the Castle only shows an outpost assault is possible. Fast travelled to Hangman and sent 1 settler to Egret - that did not work. Tried the console disable command for the 3 tinkers - that did not work. Eliminated the 3 tinkers with my laser - that did not work. At the moment, the only possibility, is to make Egret an outpost and not a vassal.​
    • PLAN B - did not work: reloaded a save right after getting assault completed message, eliminated the 3 remaining tinkers and Phyllis, fast travelled to Sunshine and sent 1 settler to Egret, fast travelled to the Castle, and the War Planners Desk still shows only an outpost assault.​
    • PLAN C - worked: reloaded the save after becoming allied with the settlement and scrapped the entire settlement - back to vanilla. Then successfully conducted an outpost assault. Unfortunately, 4 of the Rust Devil spawned inside the Egret main building - fortunately, my tesla Power Armor fixed the problem. Again, the logistics were not linked, so placed a logistics plot (industrial) and everything is connected.​
    • ISSUE: An infrequent, but recurring issue occurred - shortly after receiving notification of a successful assault, my Minutemen started shooting me. Reloaded the save immediately after the notification, fast travelled to/from the Castle and no issue.​
    13. Vault 88 - (not prebuilt and preconquered) - Vassal
    • eliminated the raiders in the quarry and those at the vault door
    • listened to some of Barstows dialogue, but did not open the door
    • returned to the Castle and initiated a vassal assault
    • returned/approached the door and heard gunfire - raiders versus the ghouls
    • opened the door and had a good confined shootout - me, Ada, 3 Personal Guards and 12 Minutemen versus 22 raiders
    • at first, the terminal did not unlock the access doors, however, saved the game and reloaded and the doors were unlocked
    • approached Barstow and her dialogue/quest started as appropriate
    • fast travelled to/from the Castle for refit etc
    • cleared the vault and built a settlement
    • Again, the logistics were not linked, so placed a logistics plot (industrial) and everything is connected.
    1. Boston airport – not prebuilt and not preconquered
    2. Bunker hill – not prebuilt and preconquered
    3. Coastal cottage – ausplat (Level 3) and preconquered
    4. County crossing – rotc (Level 3) and preconquered
    5. Dalton farms – rotc (Level 3) and preconquered
    6. Croup manor – ndcowdy (Level 3) and preconquered
    7. Echo lake lumber – ndcowdy (Level 3) and preconquered
    8. Finch farms – beloopieda (Level 3) and preconquered
    9. Greentop – ausplat (Level 3) and preconquered
    10. Kingsport – ausplat (Level 3) and preconquered
    11. Longfellow – MrCJohn (Level 3) and preconquered
    12. Murkwater – pbenjamin (Level 3) and preconquered
    13. National park visitors center – ndcowdy (Level 3) and preconquered
    14. Nordhagen – ndcowdy (Level 3) and preconquered
    15. Nuka world red rocket – not prebuilt and not preconquered
    16. Outpost zimonja – ndcowdy (Level 3) and preconquered
    17. Somerville – ausplat (Level 3) and preconquered
    18. Spectacle island – xmoridarx (Level 3) and preconquered
    19. Taffington – xMoridarx (Level 3) and preconquered
    20. The mechanist lair– not prebuilt and not preconquered
    21. The slog – ndcowdy (Level 3) and preconquered
    22. Warwick – nick (Level 3) and preconquered
    23. Nuke World Red Rocket – not prebuilt and not preconquered
     
    Last edited: Aug 8, 2020 at 3:40 PM

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