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Jammer's Walk

@Apex.Panda Can you run

sqv kgconq_raidergang

Then page up and look for MainOutpost and tell me what it's set to? (should be an 8 digit hex code), same with OutpostWorkshops, this should be a comma separated list of 8 digit hex codes.
I’ll be able to do that for you tonight after work if you still need me to. Although I will mention that I moved Jammer(and my HQ) to hangman’s alley for the time being. Things seem to be running normal quest wise. As for self detonating slave collars and randomly dying recruits I’ll just have to wait through that until we find out why that happens. As far as I’m concerned that’s my main issue now and it’s not a huge one, just kind of annoying. I have to assume it’s a mod conflict. Hopefully not a serious one
 
@Apex.Panda Can you run

sqv kgconq_raidergang

Then page up and look for MainOutpost and tell me what it's set to? (should be an 8 digit hex code), same with OutpostWorkshops, this should be a comma separated list of 8 digit hex codes.

4th restart...using your beta code from get go this time

Took over Taffington Boathouse as 1st outpost, after takeover Jammer wandered to the castle
MainOutpost: none
OutpostWorkshops: 00135A90
Looks like MainOutpost isn't being set for some reason?

Some extra info...
took over finch as a vassal then the slog as a slaver outpost
Using jammers change base dialog to move him to taffington boathouse still resulted in main outpost as none, using it again to move him to the slog resulted in it changing to 009B917. Outpost Workshops are listed as 00135A90, 009B917. While the original request to change base to taffington didn't work, after the move to the slog was successful he was able to be moved to taffington (mainoutpost changed to 00135A90).
 
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It shouldn't matter which settlement @Derpy91. I think the point Nosimo made, is that you may have to move Jammer a few times for it to register and correctly configure the MainOutpost.

Interesting that it's taking so many moves, I must have 7 different points in the code where it double checks if a MainOutpost is set and just forces it to be the first Outpost in the list - very odd that none of those are triggering.
 
ok it fixed drive-in but wondering still is a prob got killed by swarm of mosquitoes and muties and now im getting the gunner problem
 
After three separate attempts on different characters since Conqueror came out, my fourth Jammer walked right over and made himself at home! I also was able to take over my first vassal AND Jammer and I fought Gunners as expected. I maintained my mod load from before too with the exceptions of making a bash patch this time for possible level list problems with some of those other mods, and your Nexus posted hotfix version. The two you posted here as tests didn't work for me, but the Nexus version did.

For reference, I took over Red Rocket as my main Outpost.
 
I've done 3 fresh restarts (with the released version) so far and hes gone to a different place each time, it has always been a settlement though, he never wandered off into oblivion or just went aimlessly. I am not using pack attack (never meshed well with sim settlements for me, I assume because of the heavy scripting.). I think the only mod I have that has wandering NPCs would be tales from the commonwealth, I guess we are the minuteman might add some patrols but I'm not sure if they even kick in with no minuteman settlements. Other mods are fusion city, outcasts and remnants, project Valkyrie, unique npcs (creatures and monsters) everything else is clothing, looks, settlement object addons.
It's not tales from the commonwealth or we are the minutemen, so we can eliminate those two. I had those and completely uninstalled them and did a new game because I was positive one of those two were doing it, but I still got the wandering bug.

I've never downloaded any of the other ones listed here, so perhaps we can mark them off as well?
 
It's not tales from the commonwealth or we are the minutemen, so we can eliminate those two. I had those and completely uninstalled them and did a new game because I was positive one of those two were doing it, but I still got the wandering bug.

I've never downloaded any of the other ones listed here, so perhaps we can mark them off as well?
Did your latest attempt use the hotfix version?
 
Did your latest attempt use the hotfix version?
I started another new game with everything uninstalled except for Sim Settlements, the xpacs and workshop framework. I'm working up to Jammer now and will report back here
 
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