Currently, we cannot replicate about 90% of reported issues with Conqueror when using only Conqueror, SS, and WSFW. Which tells me that most of the issues out there right now are due to two things: 1. Conflicts. Not FO4Edit detectable conflicts, as we don't alter vanilla forms, but things such as other mods altering vanilla forms that we also use, or triggering things to happen in your save that are not compatible. Some examples of things mods could do, would be altering the workshops array, editing the actor forms we use to seed the raider gang, spawning settlers or other NPCs directly, replacing script files from Sim Settlements or WSFW. 2. The startup settlements code is still running, and causing your game to be lagged behind on quest triggers. This second one I can address in the first full patch. I'll be adding a progress meter/messages when you prestart the settlements with city plans. For some users, this will go so quick, it will be mostly done by the time you exit the vault. For people using quick start saves, or alternate start mods, this could literally take hours to complete - and you might want to just park your character until it finishes. If you are continually running into issues, even as new versions come out, it would be very helpful if you roll up a new save with ONLY Sim Settlements, Conqueror, and Workshop Framework, and see if you can replicate the problem. If you can, those saves would be invaluable to solving the issues. If doing that, the issue does not repeat, then you've likely confirmed a conflict, and this will also be useful information, as we can compare your load order with other people in a similar situation and find the common mods to try and narrow it down and solve the conflicts. It's unlikely we'll have many mods that are flat out incompatible, instead, it will just require some slight tweaks to Conqueror to work around these issues, once we identify them. The key is repeat-ability, if we can't replicate the issue, it becomes virtually impossible to fix without risking breaking it for others who are having no issues currently.
(Xbox user) I'm running with; WSFW HUD SS(lite) all 3 of the DLC's put out for it and "remove clutter". I was thinking maybe SS Lite maybe is the issue? I'll run the mod list you have set up and try to see if it works with the bare minimum.
You're correct. Sim Settlements Lite does not support Conqueror and is being discontinued. The 4.0.1 patch for Sim Settlements will strip about 80 MB from the main mod, and about 300 from the 3-in-1, so the Lite version should no longer be necessary. To use Conqueror, you'll need to install the full version of Sim Settlements.
Knock out framework conflict with taking over the vassal farms. With KOF, I was stuck on subdue the last person, uninstalled it reloaded from before attack and it worked fine.
People that play quest mods like that usually tend to also have other quest mods like Tales from the Commonwealth, Fusion City, Oar, Project Valkyrie etc. Maybe major conflicts happen with those kind of mods since im sure they may touch similar things. In my case i got a quest to get stuck after i had to talk to Jammer about killing the raiders at Walden Pond or whatever is called, only mod that might touch npc's i use is Tales from the Commonwealth.
I use these mods without a problem + a ton of Creation Club content with 4.0.1a. Jammer walks, talks like expected. Raids go off without a hitch. Slave collars seem useless to craft as settlers just get up immediately after. They also don't move around even if you've traveled far and wide - they just stand in the same place when you come back. Spoiler Unofficial Fallout 4 Patch.esp TrueStormsFO4.esm GraveDigger.esl PANPC.esm HUDFramework.esm MJC_Brahmin_Slaughterhouse.esl ArmorKeywords.esm SimSettlements.esm WorkshopFramework.esm VanillaDogsAndFarHarborWolvesTransDOGrifiable.esl DogmeatPawSteps.esp Non-Generic VATS - DLC.esp QuietVats.esp UIVatsCriticalExecuted.esp TerrifyerPatch.esp ManufacturingExtended.esp HideUI.esp RaiderFaceVariety_2.0.esp SimSettlements_XPAC_IndustrialRevolution.esp Classic Fallout Music.esp Classic Fallout Music NukaWorld.esp Classic Fallout Music Far Harbor.esp WorthlessMod.esp SanctuaryJunkTown.esp IndustrialCity_Sim_Settlements_Addon.esp RaiderOverhaul.esp Boston Natural Surroundings.esp VIICastle.esp PollutedClimate.esp TrueStormsFO4-FarHarbor.esp rrraidertentsandtarpsNWFH.esp AA HotC - Standalone - SE - WE.esp slevins_chemVFX-Light.esp th1nkEyebot.esp th1nkEyeBot-FarHarbor.esp th1nkEyeBot-NukaWorld.esp th1nkEyeBot-DLC03DLC04Addon.esp SettlementMenuManager.esp AWKCR - Color Swap Mod Slot Hider.esp FactionFlagsRedux_SimSettlementsAddOn.esp FungusFarm.esp SimSettlements_CityPlanPack_ContestEntries.esp ImprovedSolarCannon.esp HN66Fo4_SteamPunkHats.esp cc-powerarmorai-infinite-ammo.esp AmazingFollowerTweaks.esp Radiation Protection Ring.esp 3DNPC_FO4Settler.esp SimSettlements_XPAC_Conqueror.esp SimSettlements_AddOnPack_AwsomeTown.esp SS_AddOn_CbC_AIO.esp SimSettlementsAddOnPack - RaiderRefugees.esp JunkTown.esp ruined_simsettlement_addonpack.esp WorkshopPlus.esp PlagueDoctor.esp MJC_RO_SSCon_MergePatch.esp BloodMoonRaiders.esp ohSIM_Sim_Settlements_Scrappers_Addon.esp SimSettlements_MegaPack_YearOne.esp WVSimSAddon.esp RaiderClutter.esp MJC_Con_Cells.esp ss_addon_pbpp.esp 5 Factions.esp GOT.esp Bashed Patch, 0.esp
I'll probably start a new game with 4.0.1 with just SS and WF without Conqueror to help test but it'll be painful without Scrap Everything. Garbage everywhere! :-p What about Workshop Plus and SS addon packs?
Both should be OK. I added some new log dumping to SS in 4.0.1, so that if addons are causing crashing, we can identify them easily.
Wicked Good Idea. I assume the host of Conqueror minions that report issues will be able to provide this log report to the team and or post on the forums. Yeah, that's wicked clever.
So lets say I start a new game and pick up the holotape. I load the holotape and click ok then a message pops up saying pick up computer or pip boy not found. how do I fix that
Usually accessing any terminal, exiting the terminal, and then loading into your pipboy will fix it. If that doesn't work, you have one of two issues - either SS is not installed correctly - or you have a mod conflict. On PC, Nexus Mod Manager is the usual culprit of a failed install, you can fix that by doing a manual install. HUDFramework used to cause this issue, but shouldn't any longer. Just in case though, you can try disabling that mod, then testing again with loading the holotape. After it gets past that OK screen successfully, you can save and re-enable HUDFramework. If none of those work, you'll have to juggle your load order to find the one that works.
You're an absolute god thank you so much I 100% would recommend this mod to anyone that plays fallout 4
When I killed Red the quest mark over her head never disappeared and the quest is stuck uncompleted, could I use the quest ID to set the stage of the quest and finish it in the console like in skyrim? (edit: as a result Jammer will accept donations for recruits but none will appear)
no progress bar new install no ini edits f4se no vsync load order *SimSettlements.esm *WorkshopFramework.esm *HUDFramework.esm *SimSettlements_XPAC_Conqueror.esp Bashed Patch, 0.esp
Oh!!, a talented modder who reply to me.Thxs It doesn't change the visibility of the progress bar, but now i've 200 mods installed. Sorry. Could we have detailled informations of how the questline should evolve, to know if the progression is stuck by a bug, or other conditions we don't aware off. ex : After the gunner attack, i couldn't talk to Jammer. I thought it was a bug, but after reloading, and loosing less recruits, he gave me others choices : farm hand, recruit, trade, change outpost. This is an example of a bug that is not a bug, but a normal conditions that is not met.(1st gunner defense = 4 recruits left = stuck, 2nd gunner defense= 10 recruits left = don't stuck) I can trade with Jammer only one time, after he don't want to talk anymore, same if i choose to recruit, he take me 750 and nothing else seems to happen. I think there's a lot of bug reports that are only failures of the mechanics, questline.Have a nice day. Thxs for yours mods.