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Fixed Which Visitors are broken?

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I can't say for sure that that is not the case in my game, but I've never seen them fight with any animal. In my game only the female ghoul and the settlers fight, no animal, merchant or other visitor ever joined the fight. Also, the majority of the fights that occur in sanctuary happen by the river (place where I have most of my recreational plots) and I have no animals there, so it might be that you are right and it just seems to me that they are not involved because they are far away.
 
First time for me, but that same female ghoul Ranch Hand just attacked Carla's brahmin and then Carla as well.

What was more worrying is that Dogmeat attacked brahmin as well. Then he moved to attack Carla with the Ranch Hand.

If Carla is still alive (and I hope she is), then I will disable Visitors for now. Hopefully this can get fixed, because I really like the feature. :good

(I love these emoticons. They remind me of good old SimPeg4 site, for SimCity 4. I miss that site and it's people.)
 
Okay.. here's a simple and fun test that will explain exactly what is going on. (female ghoul spawns hostile)
Go to an empty part of the commonwealth. make sure there's nothing around, ie. bad guys, friendly's etc...

Now.. open the console and type:
tdetect (hit enter)
tai (hit enter)
help tanner 4 npc_ (hit enter)
look for xxxxE437 (xxxx bing your load order)
placeatme xxxxE437 (hit enter) (replace the xxxx with what shows up for you)
close the console and make sure you got the female ghoul
open the console
tdetect (hit enter)
tai (hit enter)
close the console.

You can do the same thing with the Scavanger xxxxE438 and the Ranch Hand xxxxE439
 
For me, it was the cat at Abernathy's. I'm also using DiverseCats, maybe there is a conflict here?

I'm using the cats and dogs version of that but none of them have been killed (that I've found anyway) the cat at Abernathy was killed for me as well, no idea who did it.

the Ranch Hand opened up on the girl in the red sequin dress then a couple of the guard dogs aggroed on her not the ranch hand. Where does the MFG Guard Dog come from anyhow? Jonah Hex and Chris Becker (? or bob, something becker, in PA) opened up on a prov brahmin right next to me, didnt see if he bumped em.

Got screenies of the latest... cause I guess I'm now playin CSI;Commonwealth :P
 
Where does the MFG Guard Dog come from anyhow?

If you find it again, then open the console and select the dog through it. First two digits will show the file position in your load order.

I decided not to disable visitors over this bug. Instead I used Knockout Framework and Non-Lethal Weaponry to create a riot shotgun and beanbags. That troublesome ghoulette is getting gunned unconscious and carried away, when ever she appears and starts blasting. Suitable solution, until problem gets fixed. :boss

(By the one. One of the emoticon under Special tag has been removed and prompts a warning window instead.)
 
Well doesn't that sound clever. xD Knock em out, and lock them in prison cells. Build them an arena maybe. Make em fight deathclaws.
 
I'm using the cats and dogs version of that but none of them have been killed (that I've found anyway) the cat at Abernathy was killed for me as well, no idea who did it.

the Ranch Hand opened up on the girl in the red sequin dress then a couple of the guard dogs aggroed on her not the ranch hand. Where does the MFG Guard Dog come from anyhow? Jonah Hex and Chris Becker (? or bob, something becker, in PA) opened up on a prov brahmin right next to me, didnt see if he bumped em.

Got screenies of the latest... cause I guess I'm now playin CSI;Commonwealth :P
No idea why, but that abernathy cat is immortal for me. At least it's still alive after the attack.

Also, the dogs from a nearby Death Tower and a Guard Kennel were somewhat aggressive. However, refreshing the both plots seemed to have fixed that...
 
I had that same ranch hand ghoul attack a group of mercenaries that were a part of the NPCs Travel mod, at Warwick Homestead.
 
The ranch hand and tanner (both ghouls) have repetitively started shooting at Carla, the Vault Tec salesman and the provisioner's brahmin. I kill them in plain sight and the settlers don't even notice. I turned off the random NPC visitors but it did not work. The place is still crawling with loitering unemployed settlers that hang out at the bars all day and night. I won't be surprised to see one with a bottle of Thunderbird in a brown paper bag.
 
I have a "scavenger" and a "tanner" shoot up my cattle. Never had them attack Carla so far.
 
I turned off the random NPC visitors but it did not work. The place is still crawling with loitering unemployed settlers that hang out at the bars all day and night.

This happened to me, as well, briefly. I just turned Visitors back on, fast traveled to another settlement, turned Visitors back off, fast traveled back to where they had been last seen ... and they were gone. Have not returned since.
 
I believe I finally solved this thanks to all of your reports!

If you have any of the problem visitors (which were the Rand Hand, the Tanner, and the Scavenger) from prior to 3.1.2, you might need to execute them to ensure the next time they show up they use the updated AI and faction information.
 
Well I haven't seen Tanner in a while but I just built Mercers Safe House at the Sunshine Trading Coop and since it was going to be a synth safe house I decided to make Deacon city manager and build a city using RotC. During the build animation a bunch of non settler Railroad Agents showed up, wasn't sure if this was because Deacon was city manager or because of the build Mercer Safehouse quest. Just as an aside I have never had the build Mercer Safehouse as a quest and this is like my 5th play though lol.

Anyway...I was thinking great I have 5 Railroad heavies to help protect my safe house even if they don't seem to count toward the defense rating, they still shoot attackers.

Then Cartaker a synth involved in the Mercer Safehouse quest shows up to ask me if he can live here and if I can clear the way for other synths to move through, and I 'm like no problem bro!

Well apparently the Railroad Agents think otherwise because as soon as they notice Caretaker they blast his ass until he does the sit down animation, luckily Cartaker is essential so he does not die. But as soon as he stands up and if the Railroad Agents are close they blast away again.

With Tanner I just killed her ass, but I kind of want to keep the Railroad Agents, but if it keeps happening maybe I will kill them off once and see if they respawn.

I currently have visitors on.

This almost seems like it could be a perfect storm or different things, Deacon, a quest from the Railroad and a quest from Preston to make this a settlement all happening at the same time.

Thoughts?

Edit: Well I went ahead and made a save then killed the Railroad Agents, now to see if they respawn....good way to get 5 gauss rifles I guess.

Edit 2: The Railroad Agents respawned the first time I came back to the settlement and are still blasting Caretaker so I guess I will simply have to live with it, as Caretaker does not die, or turn off visitors and see what happens.
 
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That is one of Deacons "Leader Traits" X6-88 will have synths helping defend the settlement.
As for the RR Heavy's shooting the Caretaker... That is a bug!
 
Hmmm well that's cool that I get that benefit from Deacon, but constant gauss rifle fire as well as grenades going off all the time makes hanging out in the settlement a bit annoying but on the good side Deacon is building it so he can listen to that while I go adventure LOL.
 
I hope the Vault Salesrep wasn't important; a visitor in Sanctuary killed him. :D

When this first happened, I thought it was because Carla was a Synth, that's why all these craftsmen were attacking her.

At County Crossing, a game hunter and someone else shooting at someone else, all visitors. The gamehunter even shot and killed a guard dog. What a (oops, sorry). :D

I'm using 3.1.2; I'll turn off visitors for now. :)
 
resurrect/recycleactor
then reassign to sanctuary

Level 4 merchants are way too handy to leave dead, assign that guy to a general store commercial plot and let it upgrade :)
 
resurrect/recycleactor
then reassign to sanctuary

Level 4 merchants are way too handy to leave dead, assign that guy to a general store commercial plot and let it upgrade :)

I don't think these are level 4; my cities are nowhere near that, and in workbench mode, I can't assign them to anything. I'll keep that in mind, though. :)
 
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