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Question What should I expect from an Armory?

speciousLogic

New Member
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17
I'm working on a Conq faction, and have defined the loadouts... and things don't seem right.

With MCM options all ON and Armory Equip ON for both of my personal guards, only *one* got gear (placed in their inventory, but not equipped). After that, neither got gear (but the HUD still stated that the armory had equipped them).

I tried dismissing and rehiring them. No joy. Flailing, wondering whether they can get tainted somehow, I replaced them with two soldiers who had never been guards. After using 'unequipall' to remove everything they had, then fast traveling away and returning nearby to approach on foot... they both got gear. Yay!, right?. But, when I took away that gear and tried again, neither got gear -- just like before.

It's early in the dev for this faction, so there's just one Actor defined. Is the Armory looking at the prototype ID instead of the instance ID and deciding that it's done? Is it keeping track of which IDs it's equipped in the past and ignoring them unless they level up? Is the armory probabilistic, or does it act every time? Also, what exactly *is* that action? Does it just visit and decline to replace equipment that already suits the rank, or does it replace it with another random selection?

It's weird to see things sort-of work, then stop altogether, unless of course that's the intent; is there a complete document someplace that explains what we can expect from an Armory (and a list of current bugs that might be keeping the armory from delivering its features)? Absent that, will someone please tell me what's what?

This is all using 4.2.8.

Thanks!
 
With the caveat that I haven't tried the Armory on the latest update (4.2.8), and there's always the possibility of quirks due to script lag, small bugs or maybe a tiny setup step missed - here's some notes on the Armory from my experience. Hope that it's at least somewhat helpful:
  • the recruits get equipped when you start an assault so new recruits will come with what you have set up as the base outfit and weapon until you have made an assault.
  • when the armory equips a recruit, that recruit gets added a keyword and won't get equipped again until next level up (so to not spam equipment)
  • It's for each instance (reference) of npcs, not just the "prototype" base form.
  • The armory is not probabilistic by itself, only your own setup with levelled lists will give chances of outfits.
  • It replaces the recruit's inventory with a new setup, which is why there's an option when you talk to each recruit to exclude them from the armory (if you snazzied them up on your own in game)

Since Sim Settlements has become so huge and popular, there's simple not time enough to keep all documentation up to date. And we all want kinggath to spend his time on developing sweet new content, not bogged down in documenting. The wiki was meant to be open for all players to help out and chime in with little pieces each, but was restricted since it got constantly hit by spam bots. So the absolutely most valid info is in the patch notes on the wiki, (Conqueror and SS) kinggath is meticulous with them. I use "Find on this page" to get the info I need. It's not always super efficient, but given that this is all made by people on their spare time, it has to be good enough.

Oh, you should ask for an invite to the Builder's Toolkit Discord if you haven't already. More mod authors are there and can give advice near to real time.
 
  • when the armory equips a recruit, that recruit gets added a keyword and won't get equipped again until next level up (so to not spam equipment)
  • It replaces the recruit's inventory with a new setup, which is why there's an option when you talk to each recruit to exclude them from the armory (if you snazzied them up on your own in game)

Thanks, Tinuvia. I've been using the patch notes but was seeking more detail -- and these two specific details from you explain what I'm seeing and can expect, which is great.
 
  • the recruits get equipped when you start an assault so new recruits will come with what you have set up as the base outfit and weapon until you have made an assault.

You can set up the base outfit for your new recruits? Could you please point me to that information or tell me how that works?
 
You can set up the base outfit for your new recruits? Could you please point me to that information or tell me how that works?
This is for the faction pack authors when they set up their factions. Making a basic faction pack is not really difficult if you are interested in making your own, kinggath has set up some detailed tutorials here. Getting your faction fleshed out with custom outfits, plots and quests entails grey hair, premature aging and frustration from your family and loved ones.

But it's worth it ...
 
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