Patch 4.1.4 - Liberation Immersification

Discussion in 'Kinggaths Latest News' started by kinggath, Sep 20, 2019.

  1. slink_v_0000

    slink_v_0000 Member

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    Thank you for this patch. i am going to try Conqueror again, now. I tried it a while ago as a Liberator with the Minutemen Faction Pack and decided that it was foolish to try to play a good guy in a framework designed for bad guys. This may work out better for me.
     
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  2. slink_v_0000

    slink_v_0000 Member

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    Okay, my report is back. My current Minutemen Liberator playthrough has five settlements. Sanctuary I built myself using my typical Sim Settlement techniques, or one set of those techniques at any rate. Abernathy Farms and Ten Pines Bluff I earned via quests. Red Rocket is my outpost. Sanctuary, Abernathy Farms, and Red Rocket are linked with IDEK warehouses.

    I can't make heads or tails out of the city plan at Ten Pines. There are heaps of building debris blocking all of the available building sites, and I cannot scrap those or access them in any way even after cancelling the city plan. I play with ROTC in my mod list for the building plot layouts, but I don't normally use city plans. I would have to completely demolish Ten Pines in order to be able to do anything with it. I could live with that.

    I then liberated Starlight Drive-In. Having never played this far in Conqueror before I was at a loss for a while as to how to free the settlers after I won the battle with their captors. Eventually they were all walking around free, with no action on my part. However, I still cannot access their workshop to repair their broken items. They are 70% "subdued" and have my five warriors guarding them. I can freely access the workshops of the two settlements I earned with quests. So I saved the literal lives of Starlight but cannot further help them, but the other two groups who were only being raided let me in freely once I smacked down the groups of raiders who were raiding them. This does not make sense to me.

    Starlight sent me material tribute but sent caps to Nuka World. I have not been to Nuka World and have no ties to the raiders there. I am traveling with Preston and have no intention of ever aligning myself with raiders. Was it the 30% who are not "subdued" who sent the caps?

    I did eventually figure out which mods were causing the game to freeze on exit-without-save. Settlements Expanded, Scrap Dead, and my own personal scrapping mod were the culprits. Apparently any mod that touches the settlements in any way causes this with Conqueror/Workshop Framework. I could live without those for the purposes of testing, since the planned cities look like shit anyway. What's a few trash piles and 220-year-old skeletons more?

    Also, HUD Framework was wonky with Conqueror/Workshop Framework in place. It seldom reported accurately. It always has a delay in reporting, but it has always eventually been accurate without Conqueror/Workshop Framework in place.

    Anyway, this version is better than before but I am restarting without Conqueror/Workshop Framework.
     
  3. jpowzy

    jpowzy New Member

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    Can confirm Settlements Expanded will crash your game over time if you leave StartBuildMode active. I use it just for GetBuildMats and no longer touch the buildmode bat.

    If you want to level up at the beginning in a more engine comfortable way, I suggest Warehouse Shelves & Components. You get XP for crafting components, just use GetBuildMats for those component mats.
     
  4. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

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    The City Plans are generally for folks who have no intention of building in those settlements, they are designed to be very lived in, and not have much space remaining for the player to add to them. If you used the default options, they would start at level 1, which will have a very "under construction" feel and still have two upgrades to go.

    If you take a settlement as a Vassal and want to control it, you need to enable that option in the settings. By default, Vassals are just supply settlements that you don't need to repair items for or control in any way, just protect them with your guards.

    Per the NukaWorld tribute, there is a patch for SS and Nukaworld now to prevent that. It's linked in this news post.
     
  5. slink_v_0000

    slink_v_0000 Member

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    Okay, I misunderstood the description of the optional file. It says it improves the relationship between Conqueror and Nuka World, which I thought I did not want because I wanted no relationship at all between the two. It appeared to only suppress the messages about the tribute rather than eliminating it. Thank you for the clarification.

    I had no idea how Vassal settlements worked because I never played as a conqueror. I only want to be a liberator. I did not throw away the saves from the test so I can go back and try changing the settings before I liberate Starlight, and add the patch. If I can control Vassal settlements, and if I don't pay Nuka World any caps, that would help my playing Conqueror a lot.

    I like the idea of having partially built settlements to take over and improve, on occasion. Abernathy Farms left me room to build the IDEK warehouse to tie it into Sanctuary and Red Rocket. Ten Pines Bluff had no room left. I will need to be inventive if I am to play with city plans in place.

    Thanks for the reply, kinggath, and for making this entire system even if it turns out I do not like playing in Conqueror when all is said and done. I do very much enjoy playing with Sim Settlements, without using city plans and with scrapping enabled. I am right now replaying the character I was using for testing, with expanded settlements and scrapping. I love that combination.
     
    Last edited: Sep 28, 2019
  6. slink_v_0000

    slink_v_0000 Member

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    My play-through went until I had four outposts (Red Rocket, Starlight Drive-In, Hangman's Alley, and Taffington Boathouse) supported through IDEK warehouses by three normal settlements (Sanctuary Hills, Abernathy Farms, and Ten Pines Bluff). I had turned off soldier requirements because I could never get any increase in food availability for recruitment, even though I had a large excess in crops as seen by the IDEK warehouses. After I got a message saying that morale was higher because of an especially good result when taking Taffington Boathouse from the Gunners, I went to read up on Morale and Control. When I came back to try distributing my Warriors among my outposts, I discovered that most of them had turned into Workers and I could no longer alter anyone's roles. I am not sure when this change occurred. I came to this forum and found a thread where people were discussing being unable to change roles, and a possible connection with Settlers appearing among the Civilians. I do have those. I did not see any conclusive solution, so I once again set aside the play-through.

    One note, after I took Starlight Drive-In as an outpost, I was able to access the workshop. Then one of the Civilians came to me and asked me to wipe out raiders at Walden's Pond. I did that, and they agreed to join the Minutemen. The game still sees Starlight Drive-In as an outpost, but I do not know if it also sees it as a normal settlement. That may be where the Settlers came from? I do not recall seeing a Settler before that, but it was very shortly after the conquest when the Civilian approached me so I had not looked at everyone.

    Also, every time I entered Starlight Drive-In, visitors run out of the settlement. One or more visitors inside the settlement are screaming and begging for help, but I never find any visitor inside either dead or tied up. The screaming stops fairly soon. I am not sure what event is being triggered by my entrance into the settlement, but it is not pleasant.
     
  7. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

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    The Worker bug should be resolved in the next patch, it's been a thorn in my side since the launch of Phase 2 - think I finally got it!

    Starlight will still be an Outpost, so no worries there. Just the vanilla game's minutemen quest line will make you believe they are becoming regular settlements.

    Visitors running out of the settlement means they are stuck in the "Flee" state from when you originally raided it. I'll add that to my list to investigate. My guess is that once you raid your next settlement those visitors will be freed from their terror lol
     
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  8. slink_v_0000

    slink_v_0000 Member

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    Here's a laugh on me. I am using Settlements Extended, not Settlements Expanded. I was browsing Nexus mods while I was eating breakfast, and stumbled on Settlements Expanded. Now I understand your post. Silly me.
     

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