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Questions: Game Crashes

b0x

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I am trying to wrap my head around all of the new conquerer stuff. I am coming back after around a year away.

I want to try out all of the new city plans I have missed (especially the contest ones), but I also want to try out all the new conquerer stuff. I will also throw in that while I have nuka world, I barely every played it.

Right now I have like 6 normal settlements, minutemen stuff, with city plans going, etc etc.

I started another settlement, realized I only had the bas ROTC city plan for it, and thought it would be a great choice for my first raider outpost. I had control over it just like any other settlement, progressed throught the jammer quest line far enough to take my first settlement, so we went over and killed everyone, and took it over (Zimonja). I then took over greentop nursery, which I hadnt had contact with yet, as a vassal colony. I have not progressed any further into conquerer mechanics or features, or any further down Jammer's questline.

So, now, I have a few questions.

1) Is it viable to run some normal settlements, and also have some raider settlements (immersion concerns notwithstanding)?
2) After I declare a settlement as an outpost, can I install a city plan and have it build up like just like a non-raider settlement does?
2b) If the answer to 2) is yes, how are city leaders handled if I make more raider outposts?
3) If I take a colony as a vassal colony, do I have any control over what they build there? I added some randomness in the conquerer prebuilding, and it just so happens greentop has no city plan, just the normal vanilla settlement. Am I able to install a city plan and have it grow organically even as a vassal colony?
4) I installed some extra faction packs, will they appear organically? or is there something I have to do to make use of them
5) Not conquerer specific, but I'll throw it in. I have a number of settlements that won't add new plots after they are initially constructed as new settlers arrive. I have a number of plots at like 6/2 or 10/8 capacity while I know their are designed to have plenty of capacity. Specific city plan issues? So bad options I have set? something else? Is total capacity locked to a lower number at L0, then increases as the city levels? Or are all plots available to be inhabited from L0? (Or does it depends on the city plan)
 
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1) yes. But do note that they won't be linked provisioner wise. And if you use ideks, your minutemen provisioners will be attacked in raider outposts.

2) I know there's a setting in the holotape that will allow your vassals to keep upgrading and give you control build wise. I honestly don't know if you can then start a city plan.
2b) I don't know, I have never used any leaders.

3) see 2 above

4) supposedly faction packs can help change the dynamic of who you go up against, but again my knowledge here is limited. What I do know (if you so desire) is that you can clear settlements and claim them for whatever faction you have a pack for (and unlocked).

5) city plans have a specific number of settlers they were planned for at each stage of development. I usually build a small shack at the edge of settlements with 5 or so sleeping bags to handle overflow.

Hope I have helped
 
Just to expand more on point 2.
There are two settings under conqueror in the holo that involve vassals.
One setting is to take control of them, you can then build a desk and select a city plan and it will build. But you will be responsible for the settlers needs and making sure they have enough materials to upgrade.

The other allows them to keep upgrading even though you are not allied to them. You can not enter workshop mode in these vassals. If you want to add a city plan to these you can craft a portable city managers desk and deploy it in these vassals and select a city plan from that.
 
Thanks for the replies. Rather than clutter things up with new threads, I will just add to this post.

I have one outpost, and one vassal colony right now. My vassal colony was recently taken over by gunners, but I took it back. I am not grasping what I need to do to keep it under control.
1) Do I need to manually move raiders/soldiers from my outpost to the vassal colony?
2) Do I need build my own defense structures at the vassal colony (be they turrets or martial plots).
3) Do I just need to set up patrols between the two?

I am also not sure how recruiting works. I have given jammer about 1500 caps, with nothing to show for it. I still have the original number of raiders in my crew after the first time I took an outpost. It has been multiple days, and I havent see anything. I will admit I have seen some "friendly" raiders (not raider recruits, like normal raider enemies, just not hostile) in my outpost on occasion, but they never seem to be there after I leave and come back.

1) Is more than money required? I can see that my gang likes alchohol, cigarettes and chems. What kind of balance between caps and materials is most fruitful?
2) Like I said I have given around 1500 total, with the single largest donation being about 750, yet every time I look at the report it says "potential recruits tomorrow: 0" What am I missing?
 
Bullyrook will probably be better at breaking it down for you, but you need to take care of warrior needs. Bottom right bar graphs. Those need to be full before any more recruiting can happen.

As far as vassal, you will need to influence control. This is done by having guards at the vassal and a patrol or 2 wouldn't hurt either.

Again, Bullyrook is better at breaking that down.
 
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2) Like I said I have given around 1500 total, with the single largest donation being about 750, yet every time I look at the report it says "potential recruits tomorrow: 0" What am I missing?

Assuming you have soldier's needs on: Every 100 Caps donated can get you 1 new recruit but only if your W/R/E bars are full and you have an available bed. Each new recruit uses up 100 donated Caps, 10W/10R/10E, and a bed. You need a surplus of each to get multiple recruits. If you run out of any of just one these: no more recruitment!
 
Thanks for the clarification rites and bully. I dont think all my bars are full.

As far as protecting my vassals, I see the option to assign a recruit to a new outpost through the role screen, but my vassal settlements dont come up as options. I can just "move" a recruit through the normal workshop means (like you would any other settler), but I don't know if thats going to work the way I want.

I think I have recruiting figured out.

One more followup: As far as resource generation goes, (wages/equip/rations), do interior plots generate the same as normal plots?
 
One more followup: As far as resource generation goes, (wages/equip/rations), do interior plots generate the same as normal plots?

Yes.

As far as protecting my vassals, I see the option to assign a recruit to a new outpost through the role screen, but my vassal settlements dont come up as options.

Change outpost will do just that. To get a recruit to a vassal, first switch her role to guard. Then it should prompt you to specify where you want her to guard. You should be able to choose any of your outposts/vassals.
 
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Ok, thanks for the help. I set two of my raiders to patrol, and 2 more as guards sent to my vassal colony. I built some martial plots there, and they eventually showed up, manned them, and built them up. So far so good.

However, it has led to more questions.

1) The 2 raiders I set to be guards miraculously changed into workers at the vassal colony. They are still manning their martial plots though. Doesnt make sense to me. Why did they change automatically? Edit: They became unassigned at some point, automatically. Had to reassign them manually.

2) My vassal colony has been captured by gunners a couple times. I have run raids to take it back. When that happens a random gunner flagpole will just appear. Its usually somewhere in the middle of my outpost (since thats where I have been spending most of my time), but once it happened while I was out running around in Lexington. Also, the flags on my martial plots in my vassal colony are gunner flags. (I have player control of settlement at vassal colony turned on). When I go to the city planner desk, it shows the default flag there. When I click on it I get a notification saying "all excess resources are being sent out. this colony cannot upgrade" and thats it. Can't select the flags
2b) Can select a flag for "my gang" that will appear as I take new settlements? Or is that just done through the city planner desk at them (if I have access to it)

3) When I go to my vassal colony, (a) the hud at the bottom still says the name of my outpost. And the control/morale bars match what my outpost is. (b) The count of workers/warriors/guards/civilians accurately reflects the vassal colony, and then the (c) bars on the right (wages/rations/equipment) reflect my main outpost. (b) and (c) are what I would expect (I think), but (a) doesnt seem correct. Is that it should be showing there? If so, the only way I can see the control/morale ratings for my vassal colony are to go to my war desk and look at the reports? (Maybe a slow or hung script, I dunno)

4) Broader question. Its probably an option, but I didnt explicitly see it. My raiders get reassigned jobs all the time. I create 5 warriors, do a raid, none of them die, come back to outpost, do some stuff (build, quest, whatever), come back again and i have 1 or 2 warriors. Guards become workers and vice versa. I put specific clothing items on people with different roles so I could easily pick them out in my settlement, and the roles are changing all the time. My guess is the roles are changing based on the needs of the outpost (I have quite a few unmanned job plots), but it makes it near impossible for anyone to gain any xp (I have yet to have any recruit level up... highest xp I have seen is 23%, since it seems like xp resets on a job change). This is tied in to my first question obviously.

5) I am having real trouble filling up the bars on the right in my outpost. I just don't have enough people. Should I manually assign people to plots? (it would probably mean unassigning almost everyone from my martial plots to force them onto my agri and commercial plots). I am having trouble with wages right now. I have enough commercial plots I am pretty sure, but most of them aren't manned. Most of my martial plots and agri plots are manned. Equip and Rations bars are full. It just feels like I need more people to get more people but to get more people I have to produce more with the people I have. Seems like an unbalance-able equation. On top of that, if I start assigning manually whats to say my recruits arent reassigned as I have been seeing anyway?

6) My raiders at my outpost pretty much just stand in place all the time. When I fast travel back to my outpost they are all clumped up around the center of the settlement (which happens to be the bar commercial plot) and then 80% of them just stand there the entire time I am in the settlement. It can be a full day sometimes as I am building/tweaking things and no one moves. the other 20% actually seem to man their plots or go sleep in their beds at night. I know there are "social" times where they congregate at the bars and whatnot, but they never seem to move. My comp is 4-5 years old, so maybe scripting is bogging down in the background, I am not sure. I will note than when I freshly boot up the game and load in, they seem to do their jobs more readily, and then after a few fast travels they are back to being stuck.

Sorry if this is expected to be figured out just by playing or reading; I am trying. The answer could also be "you are trying to do too much with only one outpost and one vassal - get a bigger network and things will work out" - which is a totally acceptable answer.

Edit: Interjected question 2.
 
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1. Know bug, has been fixed in the upcoming patch.

2. I need to get more info on flags, but the gunner flags are being added as you must have a gunner faction pack installed.

3. Everything on the right of the Hud are the totals of all your outposts and vassals. Everything on the left is thet vassal/outpost you are currently in. There are full explanations of the hud on the wiki, or you could watch KG's video
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4. If you have empty plots SS will auto fill them, you can disable this in the holo. Changes have been made to this in the upcoming patch, while it will still auto assign to empty plots raiders will remain warriors so can still be brought on raids.

5. Again this is the totals of all your vassals settlements. You can change plots to match what you are lacking of to fill these bars.

6. Could well be script back up, but this happens with vanilla settlements also.
 
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Awesome, thanks a lot.
1) Excellent
2) Yes, I do have a gunner faction pack. Low priority probably, not too worried about it.
3) Ok, that is what I thought, which is why I was confused when I left my outpost and went to vassal settlement and the name/bars from my outpost were still present. Probably script backup.

I'm sure I'll be back with more questions...
 
I am getting a better handle on things, thanks for all the help.

How do I release a vassal colony? What happens if I dismantle the only outpost in range of said vassal colony?
 
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Everything is happening extremely slow in my game right now. It takes literal minutes for asam sensors to appear after placing a plot. I am thinking something happened script-wise and is totally bogging everything down. Its pretty unplayable right now. I am leaning towards starting a new playthrough unless anyone has any ideas. I loaded up my save in ReSaver, and while I have literally no idea what I am looking at, there are over 20,000 scripts and 992,294 script instances, both of which seem high, but again, I have no idea what I am looking at.
 
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Add this to your fallout4custom.ini under general bAlwaysActive=1
That will stop the game from pausing if you alt-tab.
Dismiss any companions you have, then head for the root cellar in sanctuary and idle there for a couple of irl hours.
After a couple of hours quit to desktop and then just play as normal.
This should clear all the backed up scripts.
 
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I have a few more questions after playing/reading more.

1) My question on "how do you release a vassal colony" still stands.

2) I seem to recall a popup saying that my soldiers do not like working plots (maybe just specifically agri plots?), and they would generate less resources when they did work them. Is this accurate? I looked through the wiki, and I see the main two bar graphs showing what resources different soldier types require, and also what/how much each plot type generate, but nothing specifying penalties/bonuses for worker types. Do "worker" soldiers generate 100%? What about captives? My farms generating one food at level one seems like a big hill to climb to eventually support my whole crew.

3a) I have also read about liberator factions, and freeing settlements captured by other factions. I am doing a raider play-through on my current game (preston et al are dead). Will some settlements be controlled/captured when I initially come across them? Will some settlements get raided/captured as I play (settlements I do not control).

3b) The minutemen are clearly liberators. While they are no longer an option in my play-through, could you play full minutemen and play against Jammer? (Maybe not Jammer per se, but a faction operating like I am operating as I play with the jammer crew, methodically spreading out and conquering settlements) Can you take advantage of all of the new Conqueror mechanics while doing a minutemen play-through and ignoring Jammer?
 
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2) I seem to recall a popup saying that my soldiers do not like working plots (maybe just specifically agri plots?), and they would generate less resources when they did work them. Is this accurate? I looked through the wiki, and I see the main two bar graphs showing what resources different soldier types require, and also what/how much each plot type generate, but nothing specifying penalties/bonuses for worker types. Do "worker" soldiers generate 100%? What about captives?

The best way to think of this is in broad strokes: workers produce more than warriors in an Outpost. Vassals produce more than Outposts. Roles don't have production penalties, per se, but workers in outposts do give a production bonus. Vassals give a production bonus. Outposts and warriors are the baseline. Vassals and workers (in Outpost) produce more than the baseline.

Actual resource (w/r/e) production in an Outpost is determined by morale and then by the role assigned to the plot. This means it's difficult to easily show all the possibilities.

When talking about these issues, I like to focus on the best case/most possible:

At max morale (5 up arrows) a worker assigned to a level 3 plot in an Outpost will produce 60 w/r/or e depending on what kind of plot it is. A warrior working the same plot under the same conditions only produces 40 w/r/or e. So a worker can/will produce more than a warrior (50% more???). At lower morale this production is diminished for both workers and warriors, Generally speaking, if you have any production plots in an Outpost, you'd want them to be worked by workers.

But to maintain max morale you must have at least 2 warriors per every other role. So, there are times (mostly at the start) when this will require you to have warriors work resource plots in order to maintain the correct ratio for morale. If you had all workers or too many workers you'd never hit the numbers above because you'd never get to max morale. Having too few warriors leads to other issues as well.

All w/r/e production depends on morale.

Captives do not get the bonus production that workers do. I imagine that their production is the same as warriors, except Captives only cost 5 Rations to maintain (and add 20 to Control Needs.) A worker only costs 10 Wages and 10 Rations. A warrior costs 10W/10R/10E. The benefit of a captive is you bank 10W/5R/10E for each. The benefit of a worker is the bonus production and saving 10E in upkeep.

If the correct warrior to other roles ratio (2:1) isn't maintained all these benefits are diminished.

Food production (different from Ration production) via plots seems to be halved in outposts. This seems to be hardwired. Food production is not determined by morale nor by role assigned. This halving of food production from plots seems to mirror the fact that vassals can only send up to half of their food production to feed your outposts.

For food needs you could assign a warrior to vanilla crops and get the full expected amount of food production. If the NukaWorld raiders working crops happiness penalty exists in Conqueror, the morale mechanic seems to fix it or seems capable of over coming it. Again, keeping to the right ratio of warriors to the other roles (2:1) is gospel important.

1) My question on "how do you release a vassal colony" still stands.

I'm trying to think of a way that doesn't involve killing everyone. I'll have to wait until tonight when I'm in game to figure out a less blood thirsty way.
 
Thanks for the detailed response. I didn't know about the 2:1 Warrior/Other ratio being that important. I also forgot/overlooked the difference between food and rations, which definitely has an impact on my question.

I will try to adhere to that when I can. Is that 2:1 at the outpost level? Or Army-wide?

Maybe I don't have my options set correctly, but any raider that works a plot other than recreation and martial gets turned into a worker, no matter what I had them set to initially. I am always struggling to keep just 5 warriors to do raids as I expand, because they all seem to get siphoned off to man plots, and become non-warriors. I have resorted to having 5 rec plots in my main base simply so I can keep the warrior baseline at the minimum. Is there something I should be doing differently? (Its also possible this is no longer the case after the Oct 11 update, but I haven't paid super close attention since).

Since your W/R/E needs are army-wide I am guessing the bars on the hud are all you have to go on, right? Is there a way I can see what an individual plot and/or worker are generating?
 
In a conqueror gameplay, your opponents are mainly gunners and minutemen. This can be modified by adding liberator faction packs.

Liberator factions mainly go against raiders and gunners, but can also be modified by adding conqueror faction packs.

It doesn't seem to be that they actually"control" the specific settlements. It's more of a roleplay aesthetic, just giving you a faction roles enemy to fight. Though if you play as a liberator, the settlers are bound.

Easiest way to release a vassal? I'm assuming just take all your guards and warriors out of the vassal and allow yourself to be defeated when the defend quest pops up.
 
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