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Question Jammer Quest Bug and Refuse Reqcruiting

Ithrian

New Member
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27
Directions said to post bugs here first sooooo...


Okay so this will be a very long one, so I will try to do a TLDR here: If you whack Red Tourette, Tower Tom, and Jared ahead of time, you get the rewards and One-Eyed-Willy quest trigger twice. & My Jammer won't let me do missions until we get more guys, but more guys never show up.


I decided I wanted to play through Jammer's quest as I never had before. I tend to be a good guy in the game, so I wanted to be bad for once. I loaded up an older character around level 40 that using an alternate start has never been to Concord, so I didn't have to worry about quest triggers and the like. I walked up there and started the quest. I don't like Preston, but I don't hate the guy, so I didn't murder the minutemen, I just sent them to Sanctuary to be forgotten, and got into Jammer's quest. I killed the dudes at Walden Pond, and returned. After that I went to the Super Duper Mart to get his supplies and return. In this game I had already whacked all three of the raider bosses, so when I got back, Jammer congratulated me for killing Jared and Red Tourette, gave me caps, and told me about One-Eyed-Willy. I was confused, and then Jammer told me to go kill Jared which I had already done so I talked to him again, and his dialogue started making sense again. We went through all the lines and he gave me caps and the quest for One-Eyed-Willy a second time.


Now on to my second issue. After this we had to claim a place as our HQ, and I chose Starlight Drivein because I play exclusively on survival, and I didn’t want to have to run all the way back to the northeast every time, and I already had my home base in Hangman’s Alley, so I didn’t want dirty raiders scumming up the place. I built a large complex complete with all the needed amenities, defense–plots, beds, and food-plots. I dumped piles of caps, chems, cigs, and booze in the desk to start recruiting, but here I ran into another problem. No recruits are showing up. The value that tracks the stash is over 5000, and expected recruit’s tomorrow are 0. I went to do the One-Eyed-Willy quest assuming that time needed to pass. When I got back after doing his whole quest line, still nothing. Jammer won’t let me run jobs because we don’t have enough psychopaths, but no more are showing up. Jammer asked for a thousand and I gave him five times that and nothing.


Assuming that an old save may have had baggage that screwed something up, I started a whole new character, and repeated much of the same above. I whacked the all three bosses on my trip to the super duper mart so I didn’t have to hoof it back and forth, survival mode lacking fast travel and all. I got rewarded twice a second time, and took Starlight a second time. This time it was getting late and I just plopped a City-Planner’s-Desk to have Jammer build his own town just to be sure I wasn’t missing something important. He did, and I filled up his desk with every red cap I had collected totaling just over 3000, and still nothing. The desk says that tomorrow expected recruitment is 0, and Jammer won’t let me do quests until we get new guys.


I got frustrated and went to bed, after trying all evening to get the plot line to work. Am I doing something wrong, or is Conqueror busted?
 
Why not just turn off auto change role and then make these workers warriors again? They'll still work the plots and produce resources to support and grow your army and they'll be able to go on raids!

So your saying that there is a function in the holotape labeled
auto-change-roles that will allow they to switch between warriors and plot workers depending on needs? cool I will look for it. Thank you very much. You are a community rockstar.

Wait. I reread your post and now I see what you are talking about. Turn this off, and then presumably there is a section in the holotape that allows me to unassign someone, without craping plots. I then use that function, and they won't automatically assign themselves again, thus making them available to be warriors?
 
auto-change-roles that will allow they to switch between warriors and plot workers depending on needs?

To be clear what I am saying is there is a setting: Gameplay Options|Conqueror| auto role change.

When you turn it to off all new recruits will remain a warrior no matter what job they are assigned to. You can change their roles via interacting with them. edit: A recruit's role will only change if you decide to change it yourself.

If you change this setting to off, you will be able to change the role of your current workers back to warriors, if you want.

These recruits will still work those plots, but they will be able, because they are warriors again, to go on raids. The trade off is workers do produce more W/R/or E than warriors do working the same plot. But workers can't go on raids. You have to decide what is more important to you depending on the current situation in your game.

This benefit will require you to designate role changes via interacting with recruits instead of merely assigning them to plots. But the default will now be all new recruits start and stay a warrior until you decide otherwise. You need/will have many more warriors than other roles. So manually making a few into guards or workers (later) won't be as much of a headache as not having any warriors.

After a recruit is assigned to a martial plot, then change her role to guard yourself, if you want.

After a recruit is assigned to a work plot, then change her role to worker yourself, if you want.

Or let everyone stay a warrior and see how that plays out. For science! You already know what happens when everyone is a worker. Raiding is more fun.
 
To be clear what I am saying is there is a setting: Gameplay Options|Conqueror| auto role change.

When you turn it to off all new recruits will remain a warrior no matter what job they are assigned to. You can change their roles via interacting with them. edit: A recruit's role will only change if you decide to change it yourself.

If you change this setting to off, you will be able to change the role of your current workers back to warriors, if you want.

These recruits will still work those plots, but they will be able, because they are warriors again, to go on raids. The trade off is workers do produce more W/R/or E than warriors do working the same plot. But workers can't go on raids. You have to decide what is more important to you depending on the current situation in your game.

This benefit will require you to designate role changes via interacting with recruits instead of merely assigning them to plots. But the default will now be all new recruits start and stay a warrior until you decide otherwise. You need/will have many more warriors than other roles. So manually making a few into guards or workers (later) won't be as much of a headache as not having any warriors.

After a recruit is assigned to a martial plot, then change her role to guard yourself, if you want.

After a recruit is assigned to a work plot, then change her role to worker yourself, if you want.

Or let everyone stay a warrior and see how that plays out. For science! You already know what happens when everyone is a worker. Raiding is more fun.

Thank you very much.

I sign up for Sim Settlements for what I can only imagine was the original intent, "I am tired of all these damn settlements needing my micromanaging." I get a place, assign a leader and never return. I can retake the commonwealth one settlement at a time without needing to tell every idiot which patch of dirt to plant which crop and where to sleep. I am the freaking general; I have people for that. I never dug deep into the minutia, so my first foray into conqueror wasn't successful. Apparently I need to dive deeper.

I really appreciate your taking the time to explain what I was doing wrong and ways to fix it. I didn't know what it was that I didn't understand, so sending me to a wiki to get information sandblasted into my face wasn't helping. You are awesome. I will take more time managing who works and who raids. Now I want to make all raiders warriors, and manage all needs via slaves. Go Evil or Go Home right?!
 
It didn't work.
Last night I didn't get to the game, so I couldn't test it, but I did tonight and your suggestion didn't work, but I think I know why. When I set up the settlement, I assigned 6 of the raiders to work. 4 on food and 2 as guards. the tool-tip still thinks they are working, so there are only 2 warriors available. I scrapped all four of the food, and the game didn't update it still thinks they are working. I made other plots to assign them to and that didn't work. I put down 4 recreation plots since they can also be warriors and assigned them, and nothing. The game still thinks I have those 6 workers. I slept until additional dudes showed up from either the recruit beacon or Jammer, and it counts them. I saved and shot one of them, and the number ticks down how many warriors, not workers. I am going to see if I can enslave some fools to come work jobs to see if that moves more dudes to warriors. *shrugs* The bugs are stacking up here.
 
When you walk up to them, there should be 2 options: talk and whatever role they are. If you click on role, you should be able to to change them.

Unless you have quicktrade. There's a workaround for it somewhere, but I have no clue since I never used it.

If there is no role option and you don't have quicktrade, then you have deeper issues with the game.
 
OK.
That is the root of the issue. Some of them have two options, but most don't. I stopped using any mod which affects settlers. I am going to look through my mods again to see if I missed something. Do you know if that issue has been reported?
 
I found a mod that I still had that added many new settler faces to the mix. I think its entirely cosmetic, but maybe the way in which the two mods touch, any of these new ones don't plug into SS. I will disable and try that.
 
okay so that is likely my problem. I don't care for a fix. I can lose pretty settlers to get functional settlers. I like being surrounded by hot chicks in my post-apocalyptic nightmare, but that isn't a priority per say.
 
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