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Solved Level 29 and never offered Taking Independence

spacefiddle

Well-Known Member
Messages
576
EDIT: Unfortunately it looks like you may need to just console it. Like the posted RayBo refers to, the command
show MinutemenOwnedSettlements
was for me only 1. So the game correctly did not offer me the quest, because it incorrectly decided none of the Preston quests counted as MM settlements.

Of note: Tenpines was prebuilt but not pre-conq and it seemed to count as the MM settlement. Preston gave me Out Of The Fire, and Finch was pre-conq, so I had to assault it and make it an outpost (too far to vassalize) in order to talk to Abraham. After turning in the quest, the settlement seemed to NOT count as a MM-owned. Maybe Conq can be meshed more with the vanilla factions, but unless or until, avoid pre-conq on Minutemen faction packs. (If you're doing non-raider, Liberator-ish gameplay with any other faction, it probably doesn't matter.)
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I have bunches of vassals, and have done several of Presto Changeo's "needs our help" offers; but even if I go and talk to him, it never starts Taking Independence. Using a Minutemen faction pack / Liberator play. Is there any way to trigger this quest? Is the MM questline in Conqueror turned off?
 
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Cool, thanks. I wasn't sure if poking it with the console would cause any sequencing issues.

Liberator play has been extrememely difficult and a little frustrating. Every single pre-conquered settlement has hostile civilians in it. If I hadn't restarted so many times already I would do so again and not set anything pre-conq. As it is, I have to murder my workforce and then struggle against the low happiness and needs to build it back up again. Not ideal.

In two cases I have been able to play games with avoiding the hostile civilians during the assault, and hiding from them in a corner of the workshop boundary long enough for the post-assault scripts to start running, then GTFO and avoid the area for an in-game day or three. This is *sometimes* correctly processed the Civilians to be in my faction, and it's then safe to return. however, sometimes, even after idling in Diamond City for an hour and seeing no active or suspended scripts, i return and the hostiles were never changed and open up on me again.

Unless KG can fix the faction issues present in the base game, I would strongly recommend anyone trying a Liberator run *not* pre-conq anything. As unimmersive as it is, this has been a frustrating experience.
 
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Cool, thanks. I wasn't sure if poking it with the console would cause any sequencing issues.

Liberator play has been extrememely difficult and a little frustrating. Every single pre-conquered settlement has hostile civilians in it. If I hadn't restarted so many times already I would do so again and not set anything pre-conq. As it is, I have to murder my workforce and then struggle against the low happiness and needs to build it back up again. Not ideal.

In two cases I have been able to play games with avoiding the hostile civilians during the assault, and hiding from them in a corner of the workshop boundary long enough for the post-assault scripts to start running, then GTFO and avoid the area for an in-game day or three. This is *sometimes* correctly processed the Civilians to be in my faction, and it's then safe to return. however, sometimes, even after idling in Diamond City for an hour and seeing no active or suspended scripts, i return and the hostiles were never changed and open up on me again.

Unless KG can fix the faction issues present in the base game, I would strongly recommend anyone trying a Liberator run *not* pre-conq anything. As unimmersive as it is, this has been a frustrating experience.

It seems confusing. It was a bit confusing for me too the first time.

The below video has helped me:
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It seems to me as-is if you set-up most settlements without a pre-built city plan and "no settlers occupying it vanilla" and select it to pre-occupied with hostiles then you have to kill them hostiles twice to set-up a vessel.

At the start of the above video you will see how KG selects who is hostile and who isn't. You have to do this carefully at the start of the game or accept it throughout the playthrough.

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You can watch this video below "near the end" to see how I do it in-game and everything is fine.
The correct folks are hostile and the correct folks are not hostile. I play with in excess of 500 mods and do these videos like this to show folks it isn't necessarily a problem with the mod just the understanding of how it all works. This video shows a way to do it.
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Unless KG can fix the faction issues present in the base game, I would strongly recommend anyone trying a Liberator run *not* pre-conq anything. As unimmersive as it is, this has been a frustrating experience.

I don't agree with this statement that KG needs to fix it. I do agree that not doing the bit "pre-conq" is good advice for most users as it can be done in-game and is less confusing that way for locations that are not populated with settlers to start.

In my own game, I plan on making many very lite-settlement layouts for all the locations I want " pre-conq " to resolve what you are saying and pre-populate them much as I did in the
Waushakum Pond and Conqueror Spotlight video that I demonstrated above.

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All this said. I maybe formulating a future suggestion which I will post separately.

This is as far as I have gotten thinking it through and writing it down:

Yet, there seems to be a category that I would like to see. A “colony or satrapy” basically just a conversion of a Liberator version of a vassal.

This is not an assault driven conversion but a way to pull non-hostile, player built – settlements of the player faction into the vassal – outpost system.

Another variant – if you pre-populate an empty settlement with another faction at the game start without a prebuilt “so just a hostile faction” Then, “attack and kill them “this is not an assault”” and there are no NPC’s there “starlight as an example.” Then the player needs to drop in an NPC into that settlement go back to an outpost so that it appears as a valid “assault target” to bring it into the Conqueror Mechanic. I hope I got that right.

This I think seems odd to some players? Still, thinking through this myself. Not sure it is suggestion ready.
 
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It seems confusing. It was a bit confusing for me too the first time.

I did all that. Four times. With different variations on which places were populated, which were pre-conquered, which had city plans, and which were vanilla. There are glitches and bugs, is just how it is. The race condition causing Stockholm Settlers (KG's phrase lol) is an engine limitation, altho he implied that he might be able to eventually rework what's causing it.

Once I worked out how to save the hostile Civilians, so that each Vassal doesn't start out in an understaffed negative-morale death spiral, it got a lot easier. It also helps to realize you need to take the HUD data with a grain of salt.

Part of the issues have turned out to be, I think, with some of the city plans themselves. Every time I visit RotC Abertnathy, the Guards have unassigned themselves from the Martial plots and the Martial plots are unmanned. Also, the Martial plots are all flying the generic USA flag - whereas Martial plots I place myself are flying my Minutemen flag. This implies faction issues, I believ.

I can assign a guard to one of the City Plan martial plots at Abernathy, and a couple other place; wait about 30 seconds; and it will have unassigned itself again, with me there, watching it, doing nothing.

Faction in the game engine is a messy tricky system, and KG has done wonders with it, but even wizards have limits to what they can do with Bugthesda. There's also a limt to how integrated with base game systems we can get. Not just the "Minutemen Owned" mechanic, but the issue of balancing Radiant targets with pre-populated or owned locations.

On top of that, consider this at startup: do you know what balance of WRE each City Plan author has given their plan? To really balance the system, you'd have to micro the placement and selection of each plan such that your first Outpost would have a guaranteed source of surplus of each, and not, say, be stuck somewhere where all the City Plans have focused on a lot of Industry and not a lot of food, or no Commercial, or whatnot. You could get painted into a corner.

I solved this, this time around, by not playing Conqueror as soon as I wanted to. Not ideal, but extremely effective: I built up Sanctuary as a normal settlement, with SS plots, until every plot was at least level 2. Then when I converted to an Outpost, I had the resources I needed to build my first army and take my first Vassal.

All that (and more!) said:

I am playing on almost pure Hardcore settings in a heavily modded Survival game. I am sure I am an edge case, and therefore I am finding weird interactions on the fringes. I like building stuff and being involved; those who focus on other aspects of the game are likely to not run into this stuff as much. And if you're not using WRE, you won't run into it hardly at all. On top of that, if you're not playing Liberator and just stomping your way across the 'Wealth, you likely don't care or even notice that the civvies in the defending Vassal are hostile - hell, they probably would be! I'd rather be extorted by Gunners than the plaything of the Disciples...
 
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