Helping with Solving Issues

Discussion in 'Kinggath's Lastest News' started by kinggath, Jan 23, 2019.

  1. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

    Joined:
    May 8, 2017
    Messages:
    3,249
    Likes Received:
    2,319

    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.
     
  2. Delta1296

    Delta1296 New Member

    Joined:
    Dec 29, 2017
    Messages:
    7
    Likes Received:
    4

    (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.
     
  3. snarkywriter

    snarkywriter Well-Known Member Patreon Supporter Community Rockstar Vault Librarian

    Joined:
    Jan 7, 2018
    Messages:
    264
    Likes Received:
    491

    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.
     
    RayBo and Delta1296 like this.
  4. Delta1296

    Delta1296 New Member

    Joined:
    Dec 29, 2017
    Messages:
    7
    Likes Received:
    4

    Then that was my problem! Thank you so much!
     
    RayBo and snarkywriter like this.
  5. snarkywriter

    snarkywriter Well-Known Member Patreon Supporter Community Rockstar Vault Librarian

    Joined:
    Jan 7, 2018
    Messages:
    264
    Likes Received:
    491

    Anytime!
     
    RayBo likes this.
  6. Fobbadabalaba

    Fobbadabalaba New Member

    Joined:
    May 12, 2018
    Messages:
    3
    Likes Received:
    0

    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.
     
  7. Porthosl2fx

    Porthosl2fx New Member

    Joined:
    Jan 26, 2019
    Messages:
    15
    Likes Received:
    1

    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.
     
    Last edited: Feb 5, 2019
  8. Ain't Much

    Ain't Much Active Member

    Joined:
    Jan 15, 2018
    Messages:
    250
    Likes Received:
    53

    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
     
    Last edited: Feb 5, 2019
    RayBo likes this.
  9. Cranky Cat

    Cranky Cat Active Member Patreon Supporter Community Rockstar

    Joined:
    Sep 16, 2017
    Messages:
    316
    Likes Received:
    134

    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?
     
  10. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

    Joined:
    May 8, 2017
    Messages:
    3,249
    Likes Received:
    2,319

    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.
     
  11. Rudy

    Rudy Active Member

    Joined:
    Aug 28, 2018
    Messages:
    117
    Likes Received:
    241

    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.
     
  12. aliascc

    aliascc New Member

    Joined:
    Feb 9, 2019
    Messages:
    2
    Likes Received:
    0

    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
     
  13. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

    Joined:
    May 8, 2017
    Messages:
    3,249
    Likes Received:
    2,319

    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.
     
    aliascc likes this.
  14. aliascc

    aliascc New Member

    Joined:
    Feb 9, 2019
    Messages:
    2
    Likes Received:
    0

    You're an absolute god
    thank you so much
    I 100% would recommend this mod to anyone that plays fallout 4
     
  15. MrMcdangles

    MrMcdangles New Member

    Joined:
    Feb 10, 2019
    Messages:
    1
    Likes Received:
    0

    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)
     
  16. glucoz

    glucoz New Member

    Joined:
    Jan 27, 2019
    Messages:
    7
    Likes Received:
    0

    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
     
  17. uituit

    uituit Secretary ;) Staff Member Moderator Support Team Verified Builder Wiki Contributor

    Joined:
    May 24, 2017
    Messages:
    2,106
    Likes Received:
    1,396

    HUDFramework should be above SimSettlements
     
  18. glucoz

    glucoz New Member

    Joined:
    Jan 27, 2019
    Messages:
    7
    Likes Received:
    0

    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.
     

Share This Page