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Solved Well That Did Not Go As Expected - Nuka World Problem - Update 2: Fixed

Slb1

Active Member
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666
I have run the Nuka World gauntlet, talked to Gage and Mackenzie, and have the quest Open Season. So why not go in the front door with guns blazing - me, Ada and my Personal Guards. After shooting Shank and getting the Raiders riled up, messages pop-up that each of my Outposts is no longer allied to me. Travelled back to the Castle and verified that the Work Bench is no longer accessible, but all buildings and NPCs are there.

So must I shoot one of the Raider Leaders first per the quest or is that likely to be a problem also?

EDIT -
  • Plan B: tried using the mod Minutemen Take Over Nuka World, see https://www.nexusmods.com/fallout4/mods/30509 I could not get this to work.
  • Plan C: go in with gun blazing and use console command "setpv OwnedbyPlayer True" to reown the Outposts. If that does not work, Plan D?
Your comments and suggestions are always appreciated.
 
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So I decided to do Plan C and:
  • Step 1 - flew to Nuka World using SKKs Vertibird World Travel mod
  • Step 2 - took out all the outdoors raiders, Gage, Shank and those in Cappy's Cafe - not too difficult. Immediately after shooting Shank, received messages that each Outpost was no longer allied with me.
  • Step 3 - took out Mags, William, Lizzie, and the Operators at the Parlor - difficult for two reasons - (1) I did not realize at first that I had to take out Mags, William and Lizzie - they kept getting back up, and (2) you come in the front door and you are in the middle of them all shooting at you. Probably could not have succeeded without Ada and 4 heavily armed Personal Guards, see image.
  • Step 4 - return to the Commonwealth by SKK's vertibird to repair Power Armor and none of my Outposts were allied to me and none of the vassal symbols appeared on the map
  • Step 5 - first landed at Graygarden (vassal) and then took a vertibird to the Castle - it was no longer allied to me
  • Step 6 - using the console command "setpv ownedbyplayer true" allied myself with the Castle. But the resources were gone - so fast traveled to Jamaican Plains and back, and the resources were back
  • Step 7 - repaired Power Armor and took SKK vertibird back to Nuka World
  • Step 8 - took out Mason and the Pack at Bramberton Amphitheater - difficult again because (1) I had to wade in to take out Mason and (2) you come in the front door and you are in the middle of them all shooting at you.
  • Step 9 - return to the Commonwealth by SKK vertibird to repair Power Armor, landed at Graygarden, and this time fast traveled from Graygarden to the Castle and all was well. Also, the salvage beacon system was no longer working
  • Step 10 - repaired Power Armor and took SKK vertibird back to Nuka World
  • Step 11 - took out Nisha, Dixie, and Savoy, and the Disciples at Fizztop Mountain - difficult again because (1) I had to wade in to take out Nisha, Dixie, and Savoy and (2) you come in the front door and you are in the middle of them all shooting at you.
  • Step 12 - talked to Mackenzie and ended the quest
  • Step 13 - fast traveled to the Commonwealth and fast traveled to the Castle, and there were no problems with the Castle
  • Step 14 for tomorrow - reset Communication Desk so the salvage beacon works and fast travel around the Commonwealth to reset Outposts and check-on vassals
Couple of observations:
  • taking out the three raider gangs may cause problems with Conqueror outpost system - EDIT: it does, see below for patch.
  • may not be wise to use SKK vertibird world travel mod if you decide to take out the 3 gangs and I did not do a general test of just traveling to Nuka World
  • on the Commonwealth map, all the vassal symbols are gone, but the War Planners Desk still shows them as vassals and they are still resource connected
  • after looting the raider gangs, it was immediately obvious that they were heavily armed and armored - so take plenty of firepower
  • saving frequently is really really a good idea:this
Ah - tomorrow is another day
 

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THE SPICE MUST FLOW - my apologies - lost my head :this

Step 14 - spent 2 - 3 hours attempting to repair problems from the Nuka World Quest: (1) all Outposts are no longer allied, (2) the map is incorrect, and (3) salvage beacon/comm desk does not work.

(1a) for the Castle, Oberland, Red Rocket, Covenant and Jamaican Plains
  • used console command "setpv ownedbyplayer true" to re-allied, however, that did not allow access to the resources/transfer nor allowed toggle work bench mode
  • fast traveled to/from these outposts which then allowed access to resources/transfer and allowed toggling work bench mode
(1b) for Vault 88 had to find the ID # of the main workbench control board and used console command "player.additem ID #" to add to my inventory and then reinserted into work bench

(2) the map is still not correct - the vassal icon is now the half chain and not the full chain, and there is no population information, but the resource connections are correct and the outpost icons are correct

(3) Salvage beacon/comm desk do not work - first scraped and rebuilt the comm desk and that did not work, and lastly uninstalled/reinstalled the mod and that did not fix the problem - Vault 88 and all the vassals are properly indicated, but none of the outposts are showing. Going to add a separate question for this one after some more research.

(4 new) Thanks to KG's comment on Nexus Salvage Beacon, my "move to" for settlers at Outposts do not show the other Outposts except Vault 88
The information on the War Planners Desk also appears correct.

If/when I start a new game - going to give serious thought to not doing Nuka World
 
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@RayBo quick question: I normally do a manual install of .esp mods by:
  • installing the mod into the Steam/steamapps/common/Fallout 4/Data folder
  • adding the text to the User/Appdata/Local/Fallout4/Plugins
  • starting the game and checking load order
Since the patch recommended by KG is an .esl, any changes to the above method of installation?

Thanks
 
@Slb1

Your process below sounds familiar, but I never installed .esl's for use with the Bethesda in-game organizer or without an external MO.
  • upload_2020-3-19_10-59-38.png
    into the Steam/steamapps/common/Fallout 4/Data folder
  • adding the text to the User/Appdata/Local/Fallout4/Plugins
    • I have never modified this list.
  • starting the game and checking load order
    • If this is the Bethesda organizer, I can't help :unknw

Humble suggestion. If not using programs like vortex/MO

The GitHub version of NMM might be a much better solution for you and it handles .esl's?

https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases


In needing or now modifying your game with .esl's I think you have graduated into having to use an external MO.

There are instructions on the internet for how to add .esl's manually but I do not want to pretend to know how the in-game organizer will react to that?
 
@Slb1

Your process below sounds familiar, but I never installed .esl's for use with the Bethesda in-game organizer or without an external MO.
  • View attachment 8529into the Steam/steamapps/common/Fallout 4/Data folder
  • adding the text to the User/Appdata/Local/Fallout4/Plugins
    • I have never modified this list.
  • starting the game and checking load order
    • If this is the Bethesda organizer, I can't help :unknw

Humble suggestion. If not using programs like vortex/MO

The GitHub version of NMM might be a much better solution for you and it handles .esl's?

https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases


In needing or now modifying your game with .esl's I think you have graduated into having to use an external MO.

There are instructions on the internet for how to add .esl's manually but I do not want to pretend to know how the in-game organizer will react to that?

I use the NMM Community version and I have no issues with it.

John
 
I installed Vortex and it appears to be working correctly with all my previous Nexus and Bethesda mods, but will undergo further testing tomorrow. However, if I understood KG correctly, then the mod I needed to load was Sim Settlements Nukaworld Patch - v4.2.2, here https://www.nexusmods.com/fallout4/mods/37000/?tab=files

I checked the Vortex load order and this patch is after the Nuka World DLC.

So loaded an old save, walked in the front and shot Shank; and as you can see in the image this did not fix the situation.

Any assistance on Plan B C D E is always appreciated. Oh-by-the-way, thanks for your earlier suggestions. :clap
 

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I installed Vortex and it appears to be working correctly with all my previous Nexus and Bethesda mods, but will undergo further testing tomorrow. However, if I understood KG correctly, then the mod I needed to load was Sim Settlements Nukaworld Patch - v4.2.2, here https://www.nexusmods.com/fallout4/mods/37000/?tab=files

I checked the Vortex load order and this patch is after the Nuka World DLC.

So loaded an old save, walked in the front and shot Shank; and as you can see in the image this did not fix the situation.

Any assistance on Plan B C D E is always appreciated. Oh-by-the-way, thanks for your earlier suggestions. :clap

Oh. :shok1
Oh. You installed vortex.
Ok, hummm :scratchhead

How far did you rollback? I have never installed that mid-game?
As is you might have to deal with it now?

I do suggest you watch the below video. Now that you have made the leap to vortex it has the information in it you may want to know/could be helpful?

To be "happy" :friends

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Thanks

Plan E worked - used this mod: Conqueror Open Season Workaround here https://www.nexusmods.com/fallout4/mods/43075?tab=files Loaded my old save, walked in, shot Shanks and final got the only message, see image.

PS: I do not remember if was you or @MrCJohn or both that advised me a year ago about save bloat and I have followed your advice. So when I say I loaded save 1513 there are only 65 saves total. Always deleting old saves:friends

PPS: there may be other problems, but those are for another day.
 

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Thanks

Plan E worked - used this mod: Conqueror Open Season Workaround here https://www.nexusmods.com/fallout4/mods/43075?tab=files Loaded my old save, walked in, shot Shanks and final got the only message, see image.

PS: I do not remember if was you or @MrCJohn or both that advised me a year ago about save bloat and I have followed your advice. So when I say I loaded save 1513 there are only 65 saves total. Always deleting old saves:friends

PPS: there may be other problems, but those are for another day.

Oh, I highly recommend users keep all them old saves until you are ready to start a whole new game and profile. :this

:blush

upload_2020-3-19_18-38-29.png
 
I do keep "key" saves of every game in a separate folder - thanks to you and MrCJohn.

I only save hard saves - ones I save via console with character name, date, time, and location - these are only ones I have confidence in. I do not save auto, quick, etc. I use Smoking for saving, but I don't trust it either, and still do hard saves - I use smoking more for the immersion - plus, it gives me a rest point.

I do also re-start Fallout often - I do not do long sessions without a restart - probably once every hour... just my gig.

John
 
I only save hard saves - ones I save via console with character name, date, time, and location - these are only ones I have confidence in. I do not save auto, quick, etc. I use Smoking for saving, but I don't trust it either, and still do hard saves - I use smoking more for the immersion - plus, it gives me a rest point.

I do also re-start Fallout often - I do not do long sessions without a restart - probably once every hour... just my gig.

John

Oh, forgot to mention... restarts are necessary because Fallout has a math error in the RNG - and the longer you go, the error stacks up.... and up...

John
 
Without the survival options mod that allows me to save frequently, Fallout 4 would not be playable for many reasons including some involving the vanilla game. So I do save frequently and keep "key" saves. My definition of a key save is about once every hour of real time.

Considering I just spend 3-5 hours trying to "fix" the Nuka World/Outpost situation, I figure replaying about an 1-2 hours to fix/correct/resolve a problem is Ok. Besides on occasion, due somewhat to impatience, I have rushed out of the Castle with no ammo. :shok1

use Smoking for saving
Lucky Strike - no wait the Marlboro man. :declare Haven't heard about that one.

Oh, forgot to mention... restarts are necessary because Fallout has a math error in the RNG - and the longer you go, the error stacks up.... and up...
Never heard that before - any links/sources that I can research a'bit.

Thanks again
 
Without the survival options mod that allows me to save frequently, Fallout 4 would not be playable for many reasons including some involving the vanilla game. So I do save frequently and keep "key" saves. My definition of a key save is about once every hour of real time.

Considering I just spend 3-5 hours trying to "fix" the Nuka World/Outpost situation, I figure replaying about an 1-2 hours to fix/correct/resolve a problem is Ok. Besides on occasion, due somewhat to impatience, I have rushed out of the Castle with no ammo. :shok1


Lucky Strike - no wait the Marlboro man. :declare Haven't heard about that one.


Never heard that before - any links/sources that I can research a'bit.

Thanks again

Just heard other modders state such as they have difficult with trying to do random events, with some probability based on a chance slider...

John
 
Finally - fixed the problem with Nuka World's Open Season quest from Mackenzie Bridgeman causing my Conqueror Minutemen/Liberator Outposts to no longer be allied and no way to fix it.

There are two relevant mods that I found -
I first tried KGs and it did not work, but I understand it needs to be loaded before you start playing. I was level 39 at the point I went to Nuka World and had not loaded this patch. I next tried dimysama's mod manually which did not work, but after installing Vortex and then his mod, it finally resolved the problem - all my Minutemen Outposts remained allied:
  1. talked to Machenzie and received the quest
  2. eliminated Shank, the raiders outside and Gage
  3. eliminated Mason and the Pack at Bramberton Amphitheater and returned to the Castle to repair Power Armor
  4. eliminated Mags, William, Lizzie, and the Operators at the Parlor and returned to the Castle to repair Power Armor
  5. eliminated Nisha, Dixie, and Savoy, and the Disciples at Fizztop Mountain (had to enter the front door three times to succeed - need a mod to send in my Personal Guards first :grin)
  6. talked to Machenzie and successfully ended the quest.
Bottom line:
  • dimysama's mod solved the problem if you have started the game
  • SKK's vertibird world travel mod also works well
 
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