fessmods
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Background - Playing the Liberator option. Enclave faction pack. Using Start Me Up mod [dream (ie FO4 start up just a dream), Enclave remnant (start off as someone with different background than the vault dweller), spawn near Vault 101]... the narrative structure is as follows: I'm an outsider with a tie to a powerful faction from a different region (NCR, Enclave, my own god complex faction, etc). I want to come in and liberate settlements from overtly hostile factions (Raiders, Super Mutants, etc). And then, I want to pick and choose what to do with the rest (absorb some, let others be).
Q1 - Dealing with Preston - In the non-Liberator version (as I understand from reading, etc), you can snuff out Preston and crew and be on your merry way (avoiding the Preston rinse repeat madness). Is there a non-lethal way to option out of the Preston madness as a Liberator but still be able to progress in the main quest?
Q2 - Minutemen as rivals - I'd actually like Preston to be the leader of the rival Minutemen. The idea would be that Preston is spared and Sanctuary Hills becomes the settlement/outpost along with some other settlements assigned during start up. If the Minutemen faction pack is added but not selected at war desk, will this happen? If not, is there a plan/thought to enable this?
Q3 - Vanilla settlement trade with outpost - In my current play through, plain settlements are fire walled from the outpost. This appears related to Conquerors leveraging the Nuka World DLC mechanics. I understand that but it doesn't make sense if they are all part of the same faction's holdings. Outside of programming constraints is there a reason plain settlements can't establish a trade route with the outpost? Tried to assign a settlement provisioner to output but no dice; outpost not listed. Can someone explain what I'm doing wrong (if mechanic already exists)? And, if the mechanic doesn't, can some trade relationship be set (developed)? Or, is it too difficult/risky to implement?
Q4 - Start up settlement ownership - I only installed/enabled 1 faction pack. It's unclear to me 'who' gets ownership of the occupied settlements. I was hoping in-game raiders, gunners, etc factions would get ownership. But, that doesn't appear to be the case as all settlements discovered so far seem to be 'owned' by a default friendly owner. All that said, what determines the Conqueror start up settlement occupation? Wasn't clear from Kinggath's intro video.
Q5 - Faction pack NPC spawning - Do the factions replace vanilla factions at their in-game strongholds (eg, Gunners at Gunners Plaza)? Or, just spawn at faction settlements? I have (non-Conqueror) faction overhaul mods (eg Deadly Gunners of the Commonwealth, Deadly Raiders of the Commonwealth mods on Beth.net) installed and just want to know if they will/might conflict.
Q6 - Conqueror AI interaction with other mods - The NPC behavior in FO4 could use some improvement. To that end, others have created mods such as the Settler Sandbox Expansion mod and Pack Attack NPC mod. Is anyone aware of any conflict between these 2 mods and SS/Conqueror?
Q1 - Dealing with Preston - In the non-Liberator version (as I understand from reading, etc), you can snuff out Preston and crew and be on your merry way (avoiding the Preston rinse repeat madness). Is there a non-lethal way to option out of the Preston madness as a Liberator but still be able to progress in the main quest?
Q2 - Minutemen as rivals - I'd actually like Preston to be the leader of the rival Minutemen. The idea would be that Preston is spared and Sanctuary Hills becomes the settlement/outpost along with some other settlements assigned during start up. If the Minutemen faction pack is added but not selected at war desk, will this happen? If not, is there a plan/thought to enable this?
Q3 - Vanilla settlement trade with outpost - In my current play through, plain settlements are fire walled from the outpost. This appears related to Conquerors leveraging the Nuka World DLC mechanics. I understand that but it doesn't make sense if they are all part of the same faction's holdings. Outside of programming constraints is there a reason plain settlements can't establish a trade route with the outpost? Tried to assign a settlement provisioner to output but no dice; outpost not listed. Can someone explain what I'm doing wrong (if mechanic already exists)? And, if the mechanic doesn't, can some trade relationship be set (developed)? Or, is it too difficult/risky to implement?
Q4 - Start up settlement ownership - I only installed/enabled 1 faction pack. It's unclear to me 'who' gets ownership of the occupied settlements. I was hoping in-game raiders, gunners, etc factions would get ownership. But, that doesn't appear to be the case as all settlements discovered so far seem to be 'owned' by a default friendly owner. All that said, what determines the Conqueror start up settlement occupation? Wasn't clear from Kinggath's intro video.
Q5 - Faction pack NPC spawning - Do the factions replace vanilla factions at their in-game strongholds (eg, Gunners at Gunners Plaza)? Or, just spawn at faction settlements? I have (non-Conqueror) faction overhaul mods (eg Deadly Gunners of the Commonwealth, Deadly Raiders of the Commonwealth mods on Beth.net) installed and just want to know if they will/might conflict.
Q6 - Conqueror AI interaction with other mods - The NPC behavior in FO4 could use some improvement. To that end, others have created mods such as the Settler Sandbox Expansion mod and Pack Attack NPC mod. Is anyone aware of any conflict between these 2 mods and SS/Conqueror?
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