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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.
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.