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Solved New Raider playthrough with Phase 2 - a diary (Spoilers included!)

tot3sch

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As soon as Conqueror 4.1.0 was released, I started a fresh raider playthrough, originally intended just for testing purposes, putting my previous game on hold.
When I ran into some issues, I chimed in on an ongoing discussion about that particular topic here: https://simsettlements.com/site/ind...tial-plots-when-i-return-to-settlement.10603/

Since I got some positive feedback about my reporting I feel encouraged to keep doing that, but I don't want to further lead above mentioned thread away form it's original topic, so I'm making my own thread here.

I decided to put this thread in the Conqueror Help section, because I will be reporting issues and ask questions. If you guys think this thread belongs in the Conqueror General Forum instead, please feel free to move it.
 
Turns out, if you give Jammer a proper gun, he's actually a decent wingman. Which is good, as we have a long road ahead of us. This woman he's hoping to track down better be worth it...
 
So I finally met this woman. Her name is Ophelia. She has quite an attitude.
I think I like her.

(Both quests, A Blast from the Past and Wallbusting, worked like a charm, without a single hickup, on the first try. Which is a first for me. Even the dialogue scenes played out beautifully. This playthrough is truly blessed... ;-)

On returning to HQ I found 16 warriors hanging out there. I am positive there were only 8 of them when I left. They shouldn't be new recruits, because I had no recruitment queued up, and they can't be because most of them are leveled. I'm confused.
Maybe they were still out, partying someplace else, after one of the last raids? I'm starting to loose track. Anyway, it's a nice problem to have and nothing a bunch of more sleeping bags can't fix...

Also found a note to go check out Vault 81 on my raid board. Looking forward to meet the person the note mentioned because this is new content for me.
 
Nearly forgot I had 7 unemployed civilians at Tenpines. Not sure if my system can handle so many additional plots there, so I started by adding 3 commercial since that's my lowest resource.

I wish there were tiny (internal) commercial plots...
 
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I went back to Vault 81 and met Leech. She's hilarious.
And Ophelia proved to be quite sensible by sending Leech to that basement, for obvious reasons...
I did "Doctor's Orders" a couple of times, to the point where I believe I don't see any more updates to Leech's hideout. (There's something wonky with Leech's outfit, around the waist. Minor glitch.)
I'm curious to see what her little project will lead to. And I wonder if I get to meet that ominous Rizzo character at some point...

Some of the captives I put to work in HQ started acting up. Sometimes when I return to HQ they turn hostile on my raiders (or the other way around) - the ensuing fight usually settles down after a few seconds. (This is probably a glitch caused by script lag on my particular setup).
I don't mind my guys beating up captives from time to time, I just wish they would stop throwing around molotovs inside HQ, breaking generators in the process and whatnot. (I will NOT try to fix this issue though - if it is a glitch at all and not maybe working as intended, I kind of like it for roleplaying reasons. Totally makes sense captives would try to stir up a rebellion from time to time...)

And finally I forcefully established a second Outpost in Zimonja (the city plan I found pre-built there is the RotC one, which I love. Suitably "raidery"...)
On returning to HQ I finally got to name my gang. Was about time, since I feel we're starting to become a force to be reckoned with.
I had to go with "Deathbringers" as the name. I just had to.

Did another inspection tour of my vassals after that, and realized control had gone down. This is probably due to a combination of things: plots upgrading inside vassals and me stripping HQ of warriors for the assault on Zimonja (which lowers the control bonus of patrols out of HQ). Will have to remember to keep the warrior count in Starlight high enough, in addition to assigning more patrols, just in case. So it's recruitment time. Easy enough, since I'm swimming in resources right now.
 
Since Zimonja was the first pre-built I took as an outpost (rather than a vassal), I payed close attention to what was happening, trying to understand what works how and why, and what's different to my previous experience in taking vassals. Here is what I found:
  • 11 people moved in after the successful assault. This probably is because the city plan in use says "population 11", even though there are only 7 residential plots or beds at present.
  • 10 of these new residents are raiders which got assigned to different roles, 1 of them is a settler (she's actually called "Settler", NOT "Civilian"). I can't tell for sure if she's a survivor of the assault (I do believe I killed all the former residents) or if she got spawned in later. Since my attack force had only 10 guys in it, I think all of them survived and the additional settler is just there to fill up the number of residents as specified within the city plan. I'm either going to enslave her or replace her with another raider later on. Not decided yet.
  • Auto-change roles ended up assigning 2 guards, 2 workers, 2 civilians as shown in the Outpost HUD. This corresponds to the numbers in the Conqueror.0.log. Since there is only 1 settler present and all others are soldiers (I double checked), I'll have to try and find out which of my soldiers is counted as a civilian.
  • The 2 guards are correctly assigned to the martial plots.
  • The 2 workers got assigned to agricultural and commercial, while the 1 settler got assigned to industrial. I ended up enslaving her, and switching assignments: enslaved to agricultural, worker to industrial.
  • This should leave me with 6 unemployed. Strangely enough there are none. ASAM Maintenance Software also shows 0 unemployed, but counts 7 factory workers, where it should be 1. Weird. I will leave, save, reload and come back to see if that fixes things. If not, I'll probably manually re-assign.
  • Just realized I could assign a city leader to this outpost. I can't assign city leaders to vassals though, even when I fully control them (settings). This is something I would like to be changed.
 
Back in HQ, Ophelia refuses to call me "Boss". B*tch!
And in the next breath went on to mumble about some side project of hers she'd like my help with.
And somehow I can't refuse to help her...

But first I set up 4 more patrols out of Zimonja. I finally realize that patrols count toward the guards number in the Outpost HUD. Took me long enough! (As a side effect that fixes my above mentioned issue where 1 warrior was falsely counted as civilian). If I can cram some more sleeping bags in, I might start recruiting from there also. Will see.

There is another thing I have to come to a decision about. When I was travelling with Jammer, we scouted out this strange settlement going by the name of Covenant. What am I going to do with this place? It's nicely located at a strategically important spot on my way to County Crossing, where I ultimately want to set up my HQ in the future. (But I also know that Covenant has given me all kinds of savegame issues in the past, leaving me with at least one unattached instance inevitably...)
The people there just rub me the wrong way. Do I kill them? Or turn them into slaves, and be it just to p*ss of Ophelia? Will see.

(I've made it a habit of regularly checking my savefiles in Fallrim Tools, and rather go back a save than clean a save whenever there is errors like unattached instances popping up. Better safe than sorry. I also make sure I have a savefile inside an interior cell every couple of saves, with zero active scripts. Both is part of my personal best practices...)
 
Decided to build a warplanner's desk in Zimonja, set up a couple of more beds and leave some jet there. We can always use a new recruit.
Now on my way to Covenant. Want to take a closer look. Will decide their fate when I get there.
Ophelia will have to wait...
 
So I really want to make use of Covenant this time around instead of just ignoring it.
Since I ran into all kinds of trouble with Covenant in earlier games (and I want to see what happens if I enslave them instead of just killing them all) this is what I came up with:
  • I approached Covenant, careful not to start the SAFE test part, since this reliably gives me an unattached instance in my savefile. Cleaning that has worked before, but also has left me with a corrupted save in some instances. So I try to completely avoid that.
  • Console-move Honest Dan to me, outside of Covenant, which allows me to start the quest "Human Error".
  • Standing close to the gates, still outside, I use the Workshop Framework Tool to unlock Covenant as a settlement. This opens the gates and also turns the inhabitants inside friendly towards me (who otherwise would have opened fire if I tried to enter skipping the SAFE test).
  • Honest Dan on the other hand turns hostile immediately. I let my friends in Covenant beat him down and then execute him.
  • I hack and shut down Deezer, just to keep him safe.
  • Human Error progresses as if Honest Dan was still alive: I talk Penny into slipping her tongue about the compound, sneak into Jacob's office to get it's location, and persuade him to allow me inside the compound.
  • I enter the compound choosing the peaceful option ("I just wanna talk..."), Manny leads me to Dr. Chambers, and I allow her to continue to kill Amelia. Human Error completes and Covenant gets unlocked, a second time.
  • I return to Covenant and speak with Jacob again. This should set all future NPC dialogue within Covenant to the point as if I acquired Covenant as a settlement through normal means.
  • Finally I scrap all existing turrets on workshop mode with extra objects selection enabled, since they tend to cause problems otherwise.
Voilà, a clean savefile with Covenant's original inhabitants alive (besides Honest Dan who is an a** anyway), ready for the taking.
The hoops this games sometimes has you jump through... ;-)
 
I went ahead and took Covenant as an outpost with captives.
It's great to see these smug people wearing collars!
I started to put them to work...

(Just started the city plan there, the first few enslaved assigned to the plots nicely, now I'll have to give it some time to let the city upgrade and wait and see how that's going. I've yet to see how the Covenant city plan looks like when it's finished, so I'm excited about that...)
 
Laid my eyes on another city which looks like it would make for a great vassal: Taffington Boathouse. Looks really well built up and rich in resources. And seems to be very well defended: Lots of turrets and walls.
Gonna need Wallbusters for that one...

(Pre-Built to L3 with the RotC city plan, Taffington is way over the build limit, and can give me some crashes when I move in to fast, this I know from a previous game. So I'll have to take it slow and walk/sneak at the beginning of the attack)

The assault was tough, and I lost lots of guys, but succeeded in the end.

The road to County Crossing is finally clear. Yeah!
 
I've been busy.

Originally my plan had been to take County Crossing and move HQ next, but then Ophelia kind of got in the way: She convinced me to check out reports about a particular Super Mutant sighting.
I haven't had a moment of rest since then.
(The quest line progressed back to back, and I didn't want to take the risk of moving HQ in between that, to minimize the chances of things breaking. So I'm still at my old HQ in Starlight, just returned from "Eater of the Pack" and "Mutant's Best Friend" just started. I'm holding of with that, because there have been changes to Special Units announced, and this particular quest caused some trouble in my last play through.)

I also have a broken Ms. Nanny laying around at HQ, I even got Ophelia some spare parts for that - I hope she gets to fixing that damn thing soon!
(I tried to read up about how this particular story is supposed to progress and didn't quite get it. I finished "Mechanized Makeover" and so far nothing more happened. It is my understanding Ophelia should continue with some cut scenes installing the spare parts at some point. I hope she does eventually. If anyone knows if that can happen anytime or only after I'm finished with Maul, please let me know.)

I'd started to grow tired of these Captives in HQ starting fights with my guys on a regular basis. So when two of these idiots actually attacked ME last time, I killed them. No more uprisings since then.
(I'd mentioned my captives starting fights with my raiders in HQ above. Turns out I just had to kill 2 of the 6 captives I had to end the fight. I've had no more occurrences of this glitch so far, but will keep an eye on that.)

Since 4.1.1 probably gets released before I get to play more, I'll make a save file in an interior cell with 0 active scripts running now, then update the mod(s) and continue from there.

If anybody has been following this thread until now, thanks for reading. ;-)
 
More weirdness: One of my patrols disappeared. (I can still prid-select him in the console, but when I moveto him I end up in an empty location. conqueror.0.log does not count him anymore.)

Guess he's dead. Maybe I shot him myself, by accident. (Control in Abernathy, the vassal he was patroling before, does NOT seem to have dropped, though. Strange...)
That is happening to me to is like conqueror is disabled them beacuse i take a patrol and then to move him to abernathy farm and when he is there i put guard to assign it to a martial plot and increase power and then he dissapears in my face and now he is disable and i cant move to player him beacuse he not exist anymore i think what is a bug beacuse they arent dead just disabled.
 
More weirdness: One of my patrols disappeared. (I can still prid-select him in the console, but when I moveto him I end up in an empty location. conqueror.0.log does not count him anymore.)

Guess he's dead. Maybe I shot him myself, by accident. (Control in Abernathy, the vassal he was patroling before, does NOT seem to have dropped, though. Strange...)
Hello Tot3sch yeah is a bug i take a patrol to abernathy farm and then i assigned them to guard abernathy and then he dissapear and i cant movet him to player beacuse he is disabled i think what is a very strange bug and he is disabled but the control increases and not seem to have dropped.
 
I spent the last few days running attacks on Covenant and Taffington. I'd gotten to a point in my game where I wasn't sure which direction to go: taller or wider. So I've been playing things out and rolling back and trying other things.

I'd hoped to take Covenant as a vassal and then move a couple of them to another vassal, but they are tied to Ctown and can't be moved. Bummer.

It was a real joy in my slaver run to see them all in collars and rags.

Ultimately, I think I'm going to off the whole lot. Regardless of how it effects Human Error.

Anyone not working a SS plot in a vassal requires rations, but doesn't produce any. And Covenant has a lot of unassignable characters.
 
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