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Patch 4.2.0 - War, War Always Changes

kinggath

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Patch 4.2.0 is now live! It includes updates for Sim Settlements, Three in One, Rise of the Commonwealth, and Conqueror. The City Planner's Toolkit was also updated for you designers - which includes the first buildable prize items from Season 2 (Project Blueprint > Decorations > Signs > Painted)!

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- Added War Options to the Conqueror start-up wizard. This allows you to start any number of settlements pre-controlled by various factions. By default Conqueror supports control by Gunners, Raiders, and Minutemen. Any Faction Packs that are configured correctly with guard NPCs will also be available to use during the start-up wizard.
- All RotC City Plans in RotC and Sim Settlements 3-in-1 have been compacted, reducing their script data usage and number of items. This will result in faster build times and improved performance. Compacting script was added to the City Planner's Toolkit so other city plans can take advantage of it.

Conqueror Patch Notes
Sim Settlements Patch Notes
 
do you need to start a fresh play through for the war options to take effect or can it work with an existing play through by usin g the city managers holotape at a terminal?
 
If one sets up for hostile conqueror, with raider factions, are the raiders in the settlement "vanilla" raiders with the standard raider factions, hostile to the player, or are these just new conqueror "raiders" with new prescribed changes etc.

I had watched the you tube video and was a little confused about this and what it meant by enemies.

Thanks.
John
 
They are vanilla raiders, and they will not be hostile to you in the settlement they control.
The ones you meet around the map will still be hostile.
 
They are vanilla raiders, and they will not be hostile to you in the settlement they control.
The ones you meet around the map will still be hostile.

So when generated they are vanilla with modified faction. I just have other raider generators (like skk feral replacer) keeping faction straight is helpful. You and What Army other factions has raiders in PC faction as well.

This would have been nice in making child of atom NPCs for Longfellow's.

:) thanks Phil.
 
I’m hoping that at some point the fine control will get to the point of picking which settlements can be random & which one’s can be assigned. Also the option to have no faction for any given settlement.

That way I can have the settlements closest to the Glowing Sea be one who care less about radiation, you know like they are more likely to be based on what nearby environment or in game faction wise.
 
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Watched KGs video and plan to start a new game (BoS Liberator) with pre-built settlements and the war options.

With the war options, there appears to be three ways of making a settlement a vassal:
  1. snip/one man commando and then place a Field Command Desk
  2. snip before the assault and then follow-up with the vassal assault
  3. launch a vassal assault?
I have missed anything?

Thanks
 
I am inclined to "Yes", because I have not tested this "mechanics." There are 3 potential Minutemen mechanics - (1) vanilla, (2) generated pre-conquered faction, and (3) playing as the Liberator Minutemen using a faction pack such as
https://www.nexusmods.com/fallout4/mods/42069 .

There are differences between the "vanilla" Minutemen and the Liberator Minutemen mechanics that effect game play. For example, after taking the Castle, the "vanilla" Minutemen are counted as Civilians for morale purposes, the shooting range will not increase their level, and they can not be moved to another settlement.

If you are interested in a "wall of words", my current game as a Minutemen Liberator is here - https://simsettlements.com/site/ind...inutemen-liberator-a-new-saga-update-4.13153/ and my previous game is here - https://simsettlements.com/site/ind...nutemen-liberators-a-new-saga-update-4.12227/ .
If you decide to "test" the Conqueror mechanics, please let me know.
 
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