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Question Vassal Guards unassign themselves from Martial Plots when I return to Settlement

bullyrook

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I've got two raider guards at Abernathy. They show up as guards in the Conqueror HUD and produce control for the settlement. I assign them each to a Martial Plot. Everything works fine.

But if I leave the settlement, upon my returning to the settlement they both will unassign themselves from their plot an remain unassigned.

They don't become unassigned while I'm away (these plots have upgraded while I'm away), but only after I return to the settlement. One plot was in view as I came down the hill from RR to Abernathy. I could see the flag on the plot flying. I went straight to the plot. Once I got to the plot, I waited for a bit for. Guard was still assigned. As soon as I entered workshop mode, the guard unassigned himself from the plot as I watched. Workshop mode went up, flag on plot went down. When I got around the big Abernathy shack to check on the other guard/plot, it was also now unassigned.

It's not game breaking, but it's a chore to reassign them every time I return.

These two guards were sent to Abernathy from my HQ via the change roll feature. And were sent prior to the 4.1 hotfix. I have sent a third via the same mechanic after the hotfix. Same results: counts as guard in HUD, provides control, but will unassign from post/plot whenever I return to the settlement.

I'm updated to the latest. Is there a setting/configuration that would cause and/or fix this behavior?
 
Thanks!

I absolutely LOVE Phase 2 and all the new systems it brings to the table, I'm totally enjoying it right now, and can't wait for it to be a bit more fleshed out, not to mention what Phase 3 might evolve into...

Please keep up the good work, @kinggath and all the others contributing to this massive undertaking, and please know that (most of) us nagging you here with bugs and quirks and crazy impossible wishes and ideas do so because we want to see this thing flourish!
 
Have made a lot of improvements to the auto-assign code for Outposts/Vassals that should help with the guard issue. I'm still not able to replicate it unassigning them after I leave, but this code will force any unassigned actors back into the reassign queue when you arrive - so if it is happening still after 4.1.1, there is at least a clean up mechanism that will run itself to keep the problem in check.
 
Appreciate your thorough reporting!

  • Martial plots don't get get auto-assigned. Manually assigning a Guard to a martial plot does not change control value, but does change soldier needs production values. (why is that?)

Assigning them to a Martial plot is just for flavor (unless you're playing with the hopes to trigger upgrades on Vassals, in which case, the added defense could become a must). I anticipated in advance that the way I did guards, it might be tricky for them to remain assigned, though I've made some tweaks to the SS code to make this more likely to occur correctly.

I'm not sure why it would be changing production values, since a guard doesn't produce anything. Perhaps in your tests they were attached to a Commercial/Industrial/Agricultural plot in the previous settlement and the game didn't finish unassigning them until you assigned them to Martial plots?

If you are interested in diving deep into the numbers to help get me specific details on issues, the console command:

cqf kgconq_resourcemanager dumpallresourcedata X (where X is the reference ID of the settlement workbench)

It will dump a TON of information to Documents\My Games\Fallout4\Logs\Script\User\Conqueror.0.log

So you could run the command, copy the log file somewhere else, then make an assignment change or role change, run the command again and compare the two files to see specifically what numbers have changed. If you find something different than what I've spoken about - it will be easier for us to talk specifics.

There's likely two things going on - one is there's no way there aren't bugs and corner cases, as the changes were so massive, it was inevitable I'd missing something, and 2) I may have failed to fully explain all of the mechanics that I implemented, in which case we just need to get to a clarification point and update the wiki so we're all operating from the same page.


  • Guard assignment to martial plot gets lost as soon as I return to the vassal after leaving it, including reloading a save made inside the vassal. (probably a bug)

As I posted before, still can't replicate this, but I can see how it may have occurred in the 4.1.0 code, so I've made some changes for 4.1.1 to hopefully address it.


  • The former civilian owners of these martial plots are NOT shown as unemployed in ASAM vision, but ARE shown as unemployed in the ASAM Maintenance Software Holotape from PRA's addon (sudden idea: maybe the Guards are not the actual culprit here, but the former owners are? Maybe they never get correctly unassigned? Also: ASAM Vision and the holotape seem to use different methods for checking employment status?)

This should be resolving itself shortly after you arrive at a settlement as Sim Settlements has always had code that double-checks assignment status of all settlers within a minute or two of arriving. So I'm guessing script backup, but as long as you are seeing them without the guard assignment icon, the unassignment is correctly taking place - it's just that the data-scrubbing needed to ensure ASAM Vision is working isn't running.

There have been reports of ASAM Vision being sketchy for a long time, and it's one of those systems I need to heavily revisit anyway - so could be a bug in that in general, and just circumstantially giving you fits in this case.
 
Appreciate your thorough reporting!

Thank you! And thanks a lot for taking the time to write such a detailed reply.

Assigning them to a Martial plot is just for flavor (unless you're playing with the hopes to trigger upgrades on Vassals, in which case, the added defense could become a must)...

The main reason why I'm trying to keep my vassal's happiness high and looking forward to martial plot assignment working in 4.1.1 is just that, to trigger upgrades. Namely with the Battlefield Scavengers I just build there, since I expect to get a lot of attacks in the near future...
And of course OCD might play a role ^^ - something I believe @bullyrook mentioned in another post, which made me laugh since I felt caught...

If you are interested in diving deep into the numbers to help get me specific details on issues, the console command: cqf kgconq_resourcemanager dumpallresourcedata X (where X is the reference ID of the settlement workbench)...

I will pay close attention and make some logs when I take on my second vassal, and report back with any findings.

I may have failed to fully explain all of the mechanics that I implemented, in which case we just need to get to a clarification point and update the wiki so we're all operating from the same page.

I personally find it very entertaining and fun to try out new stuff, and to explore the new mechanics and how they interact on my own, the hard way, through trial and error. To the extent that I might subconsciously not have really taken in all available information beforehand. So I wouldn't say you failed explaining the mechanics at all.
And I also don't think that, with a big release like Phase 2, everything needs to be clear from the start: Trying, learning, exploring is half the fun, at least for someone like me.
I'm sure the wiki and all other information resources will soon enough catch up and be up to date to the point that anyone who instead prefers to rather go in with full know-how and an optimized strategy can do just that...
 
Back in game, continuing to report my findings:
  • I can confirm that assigning guards to martial plots does indeed NOT change production values (checked faction hud and conqueror log). (For a second there I thought it was happening again, because my production values changed as soon as I assigned a guard, but then I heard some hammering sounds and realized I was standing right besides a commercial plot which incidentally just upgraded from L2 to L3 - which of course upped my production, as it should, and which must have happened the first time around also. Man, there is so many things going on in this great mod, it's sometimes hard to keep track and not get confused... ^^)
  • Since I'm taking a closer look at the numbers now, I just realized that Conqueror recognizes 13 civilians in this Vassal (shown in outpost hud and conqueror log), even though there are actually 14 civilians present (shown in citizen needs hud and confirmed by head count). This seems to be of no consequence, since it is my understanding Conqueror actually counts plots, not people, for calculating production values, and the number of non-martial plots listed in the log adds up to 14. Don't know yet how to track down this sneaky civ who's hiding from the outpost hud, I suspect it's one of the Abernathys...
  • (Just wondering now why one of the industrial plots in my L3 vassal is still at L1. Guess this is due to designer's choice in this particular city plan..?) Thanks @kinggath for providing this console command, I'm learning a lot and hope I don't annoy anyone ;-)
(Edit: I'm looking at "Plot counts" in the log. What's "Active Plot counts"? Does it mean 'assigned'? The values between the two are the same for my HQ, but differ for my vassal...)
 
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I just realized I kind of hijacked an existing thread here and am now going more and more off topic from the original post. Therefore I will move over my findings to it's own thread here: (to be edited)
 
Civilian counts I'm still trying to work out, and am hoping to have a tool for tracking NPCs based on their role in one of the next couple patches to help sort out discrepancies like this.


The ActivePlots are the ones that have power, are assigned to someone, and have their needs met.

That last one has to do with the upgrade requirements for the current level. For example, if you run shy of water, your Agricultural plots will start flipping to Inactive state - and be removed from the ActivePlots counter. ActivePlots is used for most gameplay mechanics where SS relies on plot counts, which includes the new WRE resource production.
 
Civilian counts I'm still trying to work out, and am hoping to have a tool for tracking NPCs based on their role in one of the next couple patches to help sort out discrepancies like this.


The ActivePlots are the ones that have power, are assigned to someone, and have their needs met.

That last one has to do with the upgrade requirements for the current level. For example, if you run shy of water, your Agricultural plots will start flipping to Inactive state - and be removed from the ActivePlots counter. ActivePlots is used for most gameplay mechanics where SS relies on plot counts, which includes the new WRE resource production.
Kinggath is normal what in my game after the quest pounding the pavements the new radiers what i recruit are now as a role of civilian and cant assign it to other roles???
 
the new radiers what i recruit are now as a role of civilian and cant assign it to other roles???

If you have auto-change roles: "on", you can try assigning these civilians to guard posts or maybe even to a vanilla scavenger stand. They should auto change to the appropriate role for that work object. Once they auto change over, you should then be able change them to any other role manually.
 
Updated to 4.1.1 and this problem ultimately is fixed. The first time I returned the vassal all the guards still unassigned. I don't know if I didn't give the fix enough time to kick in but once I reassigned everyone, then the next time I returned: all the assignments were glue.
 
For me, auto-assignment of guards to martial plots worked on arrival in my first vassal, just took a few seconds to kick in. (If it "sticks", I do still have to test, but I can't see why it wouldn't...)

So, I also can confirm: this issue is mostly fixed. Mostly, since I had a few more hickups in the first vassal I visited, which you can read about here: https://simsettlements.com/site/ind...gh-continued-a-diary-spoilers-included.10760/
 
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Updated to 4.1.1 and this problem ultimately is fixed. The first time I returned the vassal all the guards still unassigned. I don't know if I didn't give the fix enough time to kick in but once I reassigned everyone, then the next time I returned: all the assignments were glue.

Are you absolutely sure this is fixed for you, @bullyrook ? I'm asking since I just watched the flags over martial plots go down (which means they become unoccupied) after visiting two of my vassals...
 
Are you absolutely sure this is fixed for you, @bullyrook ? I'm asking since I just watched the flags over martial plots go down (which means they become unoccupied) after visiting two of my vassals...

Absolutely is such a strong word.

Well they still do unassign after returning to the settlement, but they (sometimes) eventually reassign themselves. Last I was messing with this, it seemed like they did so after I gathered everyone with the gavel. I haven't had the appropriate patience to see how long it does take for them to reassign themselves as i've been ironing out some other kinks in my game and manually reassigning them has been faster.

I'll change the tag back to question. I trust your critical attention.
 
Since I started this thread I have started a new savedgame. Prior to updating to yesterday's patch, my one guard in Abernathy would always, as I've come to suspect, unassign himself from his martial plot whenever I arrive at Abernathy.

Yesterday, after updating to 4.2, when I arrived at Abernathy he unassigned from his assigned martial plot but immediately assigned himself and started building a second martial plot that I had previously placed and was reserving for when I needed a second guard.

A reassigned him to his original post. When I returned to Abernathy later, he unassigned from this martial plot and again assigned himself to the second martial plot.

I rolled back a save and this time let him assign himself to the whichever martial plot he wanted and I let him stay there. Now whenever I return to Abernathy, he is still assigned (or reassigning himself very very quickly) to his martial plot.
 
So I am working on a build in Sanctuary and I also am having the guards unassign themselves, sometimes while I am in the settlement, and every time on a load/reload
I don't think i assigned any of my 6 MM volunteers they assigned themselves to plots as I built the plots. Had Auto Assign turned ON at the time.
SS and SS:C are both 4.1.2.
It seems like they did not start doing that until after the update to 4.1.2
 
I discovered that my vassal guards were switching martial plots. Had a Raider Recruit w/o the ability to change their roles, etc because that interaction wasn't available at all. That recruit then decided to switch to a different martial plot and the extra interaction button became available. They were apparently being considered a Worker, but I could then switch to Guard, which then did work. Maybe something with regular RoTC City Plan plots or . . ..
 
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