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Bug Recruited Setters not Protected WF 1.0.8

Husakron

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5
Not sure if this is intended but with the latest version of WF 1.0.8 my recruited settlers have lost their protected flag. I had bunch of super mutants attack and I Iost 4 settlers. I don't run any settler mods.
 
Yeah, I am having the same issue, and he told me to do the same thing.

I have nuked my F4 because of that bug and one where I was getting Quicksave issues (tried talking to Brandis) and ended up with it completely breaking so I couldn't quicksave or quickload and then couldn't save after I finished the convo.
 
@RayBo: Not that help-full but thanks. I just did a tweak to the WF 1.0.8 ESM and I'm back on track.

:byeGood glad you found it. :clap

yeah, sorry. having a little fun.

:crazy We get a lot of folks claiming the death of settlers. More often than - not it isn't something a help forum can do much about as it specific to that user's game, settings, and mod list. Myself, I play with mortal settlers so about all I can ever do is suggest a mod that will clean up the mess until the user figures it out.

As is - your tweak was to WF 1.0.8 ESM, it would be most beneficial to the community if you would share what you did. It could help someone else in the future and / or help KG if there is a bug or an enhancement that could be implemented in the mod itself.
 
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I agree with "what did you do" before we end up with a "Wisdom of the ancients" situation here as I am suffering the same problem, and yet I can't find out what is causing it via F4Edit, and I don't run Mortal Settlers.

Plus, I would rather it be a simple ESM fix somewhere than me dropping one or both of the Settler improvement mods I have.
 
I agree with "what did you do" before we end up with a "Wisdom of the ancients" situation here as I am suffering the same problem, and yet I can't find out what is causing it via F4Edit, and I don't run Mortal Settlers.

Plus, I would rather it be a simple ESM fix somewhere than me dropping one or both of the Settler improvement mods I have.

Other than this thread, the most recent turned out that mods like
Unique NPCs - An Overhaul of the Commonwealth were said to have turned them mortal - removed the tag.

I would mark your save (so you can go back to it) then disable all workshop, spawn button, settler touching - hahaha mods. If that did not work look at your download history and disable everything going back to when you first noticed it.

The FO4edit route maybe dl: https://www.nexusmods.com/fallout4/mods/3483?tab=files
Look at what they did in FO4 edit and then look at suspect mods to look for the same edit?

You could also make an esp and put it last or even move it around. Looks to me like this is the edit I would try:
FO4edit.JPG

All it looks like to me is BS-mortal pack justs removes the protected status so making an esp that you put last in the LO that adds it back in may do the trick until you find the mod that is removing it or pull it over which is maybe what Husakron did?
 
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I checked UNPC myself and the tag was there, I even checked PHN as well and it was there.

I even tried UNPC "Essential Settlers" and still had them dying, I know PHN has a perk mag that makes them into basically Coursers, but I am not sure if that affects them when not picked up, as of course, that bit is over-ridden by UNPC.

https://www.simsettlements.com/site/index.php?threads/mortal-settlers-not-exactly-ss-but.8059/ - Load order posted there

https://www.nexusmods.com/fallout4/mods/31487?tab=posts (PHN, note me and dev talking about the issue)

https://www.nexusmods.com/fallout4/mods/21248 - UNPC

Also, as for reverting my history, this was a new game, only difference was that I changed from the now defunct "More Varied Shapes" along with "Better Settlers" to UNPC.
 
Putting this as a standalone rather than an Edit because someone else was pondering it and I am going to test with this, but:

In Workshop Framework I noticed that under "NPC" we have the WorkshopNPC's and I noticed they don't have a protected flag at all, so I have selected that as a test.

9bb74a6f1a5d11c42a6cf029df4b4daf.png
 
I saw that and did not like it as I am use to seeing a vanilla edit.

Have you tried something like the below?

1st with no change to game. given your situation settlers die

2d disable Workshop Framework settlers live

If this is different then it is another mod. you have this high in your loadorder as is.

something like>

~
  • Turn on Godmode - TGM.
  • Turn off AI - TAI.
  • Turn off Combat AI - TCAI.
  • Spawn 10 Legendary Alpha Deathclaws - spawn 002499DA 10.
or
  • Spawn 20 Legendary Major Mr. Gutsy's - spawn 000249AEF 20.
  • Get to a safe location, as your body doesn't detach for flycam mode. ...
  • Turn on Flycam Mode - TFCM.
  • watch the decimation
They should get back up after the knock down cool off when they are protected.

I may try this myself when I get home only instead of WF try disabling BS-M
 
I want to be very clear, I have tested this extensively...In my game with the below version of workshop framework

upload_2018-12-17_22-39-7.png

The settlers remain protected and react accordingly without dying with the current version of workshop framework - see the video "I cut it short, this fight lasted about 10-15 each" "I repeated it 3x" and never once did a settler perish with workshop framework or plus enabled.

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once I remove the protected status. quick death:

head.jpg

My conclusion is that something other than Workshop Framework is causing the issues being reported on this thread.

At least until more information is provided.

This likely means disabling mods and testing as described above in your games.

Sorry guys wish I could provide better advice.
 
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What I did to make the settlers and guards recruited by the settler radio was I edited the NPC template list by unchecking the "Base Data" box. See the attached screen shot from FO4Edit. I added a protected flag first and that didn't work.
 

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hold on? who is getting killed?

Actual Settlers or Sim Settlements NPCs like visitors and guards?
 
hold on? who is getting killed?

Actual Settlers or Sim Settlements NPCs like visitors and guards?

For me, it's settlers.
 
Same here. Normal settlers die. Not using any special settler mods except for Settlers of the Commonwealth so that I have more Leaders to recruit. Not a huge issue as it is more "realistic." But since the AI is so bad, they die senselessly, needlessly, due to sheer stupidity.
 
Same here. Normal settlers die. Not using any special settler mods except for Settlers of the Commonwealth so that I have more Leaders to recruit. Not a huge issue as it is more "realistic." But since the AI is so bad, they die senselessly, needlessly, due to sheer stupidity.

And, I have mods that would protect then lower unprotect.

So, is what you guys are saying is you want them protected?

Or, better just to know up front as I can see both sides?

Could maybe be a setting in MCM for pc, not sure what to do for console?
 
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Due to their AI, either a mod that makes them sensible, or have them protected to prevent needless dying, even putting them into outfits with Ballistic Weave doesn't do much when 5 Super Mutants turn up carrying miniguns firing 7.62x51mm rounds.

EDIT: @Husakron I just noticed yours had the "Base Data" box ticked, mine didn't, mine was completely blank in that section before I added in "Auto-calc Stats" and "Protected"
 
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Due to their AI, either a mod that makes them sensible, or have them protected to prevent needless dying, even putting them into outfits with Ballistic Weave doesn't do much when 5 Super Mutants turn up carrying miniguns firing 7.62x51mm rounds.

EDIT: @Husakron I just noticed yours had the "Base Data" box ticked, mine didn't, mine was completely blank in that section before I added in "Auto-calc Stats" and "Protected"
Ya, it was checked for both the setters and the NPC guards. Once I unchecked it radio recruited setters had their protected tag back.
 
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