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Helping with Solving Issues

kinggath

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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.
 
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.
 
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.

Then that was my problem! Thank you so much!
 
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.
 
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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.
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
 
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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.
 
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
 
HUDFramework should be above SimSettlements
 
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.
 
(Xbox user)
Not sure if it's been fixed or not but when I tried to take over Sunshine trading the ghouls was marked essential which had them standing back up to keep fighting. I solved it by loading an earlier save then going and killing said ghouls then going back to conquer the settlement. Similar with molerats at starlight drive in with one said beastie teleporting across the map to another undiscovered location.
 
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