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Question Phantom "workers" after assault on prebuilt + conquered tenpines [xbox]

BurlyTurnip4184

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Hey folks! Continuing my first conquerer playthrough. As others have documented, some funny interactions between preconquered places and Minuteman quests (the conqueror faction I chose). Not sure if that's the source of the problem. I saw some stuff in patch updates about fixing bodies clearing, and searched the forums, but didn't find anything quite like this.
  1. Get "first step" from Preston, it sends me to Tenpines, which is prebuilt (all RotC standard city plans).
  2. Tenpines is...
    1. pre-conquered by gunners. I have to kill most of them before I can talk to the settler to continue the quest without getting killed mid-dialouge (funny, not a bug afaik).
    2. A mix of "Settlers" and "Civilians." I figure at least 2 of those are the secret essential settlers that start at Tenpines. Probably not a bug?
  3. I solve their problem, turn in the quest, am told I get access to the workshop. Forget if I checked if this was true or not, because their was a Mr. Gutsy that kept wrecking me if I hung around.
  4. Set up War Desk at Red Rocket and make it my HQ for my Liberator (?) Minutemen. Get my first 5 recruits.
  5. Start an assault on Tenpines to make it a vassal.
    1. New Gunner guards have spawned. That's normal I think.
    2. Some settlers/civilians are hostile and fight back. A bug?
      1. They die-die, not drop like a conqueror faction taking a vassal. A bug?
    3. All but 1 of my troops die. I give myself a promotion.
  6. After the assault:
    1. My 1 surviving Minuteman becomes a guard (per my preferences where survivors join the settlement they attacked).
    2. The settlement reports and population # also show 4 workers, which shouldn't even be able to be at a vassal, right? Also those guys died. They don't show up to Town Meetings, bell ringing, etc. Their corpses remain where they fell. A bug?
    3. I give the settlement a Codsworth-mayor. When it reaches its plan limit of 10 (?) settlers on paper, including the four dead/phantom workers, it asks permission to upgrade. Which implies the phantom workers are working plots, which produce resources and upgrade? I haven't counted plots and done calculations to see if the conqueror resource generation adds up.
    4. I'm shown as using Conqueror resources as if I had more troops than I do, but still recruit. E.g, right after the assault, when I definitely only had 1 living soldier, I was shown as overdrawn on wages (none to spare) and the recruit HAM on the desk told me I wouldn't get more recruits. More recruits still show up, though.
  7. All of this remains true after hours of real time and days IG of letting it settle, resetting Tenpines building plan. Corpses are there, phantom workers in the Conqueror reports, etc.
I was more worried at first, because maybe I would never get up to 5 real live soldiers to assault another settlement, but maybe it's just an error in how data is being displayed (i.e, the dead troops aren't drawing wages, actually).

Playing on xbox, therefore necessarily a short mod list . (nothing that seriously interacts with settlements besides SS?):
Unofficial patch
WSF
Three-in-one
Conqueror
HUD framework
Adjustable UI volume sliders
Start me up (did not use alternate start)
More Realistic Cats
Everyone's Best Friend
Stronger DogMeat
Moddable Robot Settlers*
Quick Player Respec
Full Dialogue Interface
Minuteman Faction Pack
Strength-Based Bash Bonus

*This is here because spouse wants them and they're a pain to enable/disable every time we switch, but I haven't used them in this playthrough -- not even level 15 yet!
 
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uituit

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TRy rebuild local data in the holotape Tools>Config Tools>rebuild local data.
could also be script lag ,try waiting in diamond city or other internal space for at least 30 mins(maybe longer) and do nothing while waiting.
 

BurlyTurnip4184

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TRy rebuild local data in the holotape Tools>Config Tools>rebuild local data.

Alright, I tried this and, alas, no effect (you don't get progress messages like you do for resetting a city plan, right?)

I tried shuffling the settlers and civilians around to a not-conqueror settlement, and found a) that two of them are not moveable, presumably because they're the original 2 buddies from Tenpines, b) when everyone but those two, Conqueror displayed Workers: 2, Civilians: 0, so both of the original settlers are subject to this problem, c) when I sent everyone back to tenpines, the worker:civilian count became 4:6 again, so the settlers or civilians marked as "workers" retained that when bounced in and out of the Conqueror system.

Unles there are other suggestions, my next step is probably to just do the math on how many actual soldiers I'm supporting vs resources I'm producing. If it's just a UI bug I'll just remember that I have 40 more wages and rations than the UI tells me. If those civilian "workers" are actually drawing a soldier's pay, I might have to have some executions for embezzlement, I guess? But given how many soldiers I have I don't think that's true.

The other problem, possibly related or possibly not, with civilians-fighting-back-against-liberator-Minutemen, seems to have been experienced by other people using this mod. It's the only Minutemen available on Xbox, but seems to not be being updated (life happens!), and someone on Nexus seemed to think one of the conqueror updates broke it. Alas. I can live with it if I have to.
 

uituit

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Conqueror updates shouldnt break teh older faction packs ,Kinggath has set it up so everything should be backwards compatable.

Which faction pack are u using? https://www.nexusmods.com/fallout4/mods/37996
or https://www.nexusmods.com/fallout4/mods/42069
The 2nd got a update in october but not sure if thats teh one u use and the other is older and has lots of problems. i assume thats wat u are using? looks like its broken for many players and teh author is MIA. Dosnt look like the FP will be fixed anytime time soon :( You can try and reach out to teh author with a personal message and hope u get a reply from him.

 

BurlyTurnip4184

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8
I might try that, but I wouldn't be the first, so I'm not getting my hopes up (it's OK, life happens, even to mod authors!). Sadly, it's the only Minuteman one on Xbox (as far as I know, Beth Esda's mod search functionality is bad). I ran the numbers and it does seem like just a UI bug, so as long as I don't mind calculating my resources vs soldiers by hand a little (and gunning down a few implacably hostile settlers) I can continue this playthrough -- nothing game-breaking!

I might get farther asking the person who does the other Minuteman faction to port it to Xbox... Follow up question: if that does happen, or if this bothers me enough I decide to go Gunner or Brotherhood or something, can I switch Conqueror factions mid-game without breaking my game? Is there a way to "leave" a conqueror faction (yielding all the settlements they control so they become regular settlements) and then claim one as an HQ for [new faction, whether more-updated Minutemen or another]?

Thanks for the help!
 

uituit

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You could play another faction at the same time and claim seperate settlements for them. But attacking ur old faction may cause problems as there is no way to leave a faction unless u uninstall it but uninstalling mods mid save isnt a good idea.
How many settlements have you claimed with ur current faction?
You could try attacking urself :P and see what happens but make sure you have a save you can get back to just in case it all goes bad .
 
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