Jump to content

Brainless and deaf settlers... Red Rocket Station <-> Sanctuary Hills


RedRocketTM

Recommended Posts

All right... SO there are these two settlements very close to each other. RRS was the first one to be discovered so off course I had my fun with it and built stuff and so on.

I tried to assign Codsworth to RRS, before SH even became a settlement to make use of, and guess what he did? He went back to SH, waiting in front of my destroyed house.

So far, so bad, I got him back, ordering him to wait for now, which I have to do with my custom followers as well, otherweise they'd just run off to SH, and I have no idea of why!

 

I have assigned all of them to RRS - even the third one with the supply route to SH is working perfectly. But as long as my boys are just on hold, they're not doing any task assigned to them.

If I tell them to go home, and tell them to go ot RRS AGAIN, although they're already assigned to it, they will just wander off to SH to do whatever idle they can, but they are never going / staying at RRS, nor doing their tasks they're assigned to.

 

This is pretty annoying. x.x ANy ideas on what's wrong here?

 

I am using EFF and a mod that lets you create companions via a bodyguard radio in the game. It even forces you to assign them to a settlement once created, but somehow it doesn't matter how often I assign them to RRS and their tasks there, they seem to like SH way better... :sad:

 

EDIT: Just forgot, they don't even defend the settlement as long as they're on hold, they're just standing there and let the Raiders beat the sh*t out of them... x.x

Edited by Kuschel-Drow
Link to comment
Share on other sites

Hmmm... I can't say I've noticed anything like that in the vanilla-ish game. I mean, I even had a raider settlement at RR, and I think I would have noticed the sparks flying if any of them went over to SH and tried to have a drink with Preston :tongue:

 

Bearing in mind that some of what you do there shouldn't be possible without mods, so maybe that's the problem.

 

E.g., Codsworth should be impossible to move or recruit before you get the gang from Concord. He's scripted to wait in front of the house until you do that. So maye whatever mod let you move him didn't override his scripts?

 

The gang you recruit from Concord has the same issues. Like, Preston is scripted to patrol SH until he becomes recruitable, for example.

Link to comment
Share on other sites

Okay that's funny, I didn't know that Codsy shouldn't be recruitable prior to getting the gang. :D I had him with me, just as I had dogmeat with me.

I was wondering already why he asked me how it went in Concord when he had been there. :D

 

I even managed to get him stay at RRS now, as well as Dogmeat. I don't know why, but suddenly they just do that. I can't assign Codsworth to do anything else than floating around the settlement, though. At least he and Dogmeat are defending RRS now - although there's not much to defend anymore. Got tired of those suckers and placed rocket launchers on top of the highest roof now, additionally to the MGs hidden in the bushes on the floor. Anything that comes near is pulverized before they can do much. :D

 

Anyway, I bet EFF was the cause of Codsworth being recruitable before he should actually be. o.o It didn't apply to Preston, though. He wasn't recruitable before he should have been. Might have been an issue with configuring the mod.

 

Just two of my 3 curstom boys just don't want to do their work. They still wander off to Sanctuary Hills to sit on the floor and watch the others work... :D The third one however is doing his supply-route task as he should... >.<

 

Lazy pack of rats. :sad: Mention work and they're gone... May they rot in Sanctuary Hills if they don't come back home any time soon! ò,.,ó°

 

@TheGadget: Have you tried it the other way round? Instead of teleporting to her, teleporting her to YOU? ^^" (moveto player ID) IF she doesn't show up then... well... she might be gone for good. ^^"

Edited by Kuschel-Drow
Link to comment
Share on other sites

I remember teleporting to one of my customs once, because I tried to teleport him somewhere he couldn't go on his own (which he does now, for whatever reason xD) I ended up being ported somewhere, but he wasn't there. xD

Teleporting him to me worked though, I just had to catch him before he could get away again. :D

Link to comment
Share on other sites

Okay that's funny, I didn't know that Codsy shouldn't be recruitable prior to getting the gang. :D I had him with me, just as I had dogmeat with me.

I was wondering already why he asked me how it went in Concord when he had been there. :D

 

I even managed to get him stay at RRS now, as well as Dogmeat. I don't know why, but suddenly they just do that. I can't assign Codsworth to do anything else than floating around the settlement, though. At least he and Dogmeat are defending RRS now - although there's not much to defend anymore. Got tired of those suckers and placed rocket launchers on top of the highest roof now, additionally to the MGs hidden in the bushes on the floor. Anything that comes near is pulverized before they can do much. :D

 

Anyway, I bet EFF was the cause of Codsworth being recruitable before he should actually be. o.o It didn't apply to Preston, though. He wasn't recruitable before he should have been. Might have been an issue with configuring the mod.

 

Just two of my 3 curstom boys just don't want to do their work. They still wander off to Sanctuary Hills to sit on the floor and watch the others work... :D The third one however is doing his supply-route task as he should... >.<

 

Lazy pack of rats. :sad: Mention work and they're gone... May they rot in Sanctuary Hills if they don't come back home any time soon! ò,.,ó°

 

@TheGadget: Have you tried it the other way round? Instead of teleporting to her, teleporting her to YOU? ^^" (moveto player ID) IF she doesn't show up then... well... she might be gone for good. ^^"

 

Yeah , I tried it both ways. The problem probably relates to the fact that in my current playthrough my companions kept "disappearing" for no reason. When Curie disappeared I didn't bother trying to find her but when I did she was standing on top of part of the wrecked Prydwen. When I materialised next to her I fell straight into the water and when I told her to follow she fell too and was injured.

I have virtually never bothered using Dogmeat as a companion and he is at Sanctuary but I can't trade with him or get him to follow me.

Link to comment
Share on other sites

Yeah, I'm pretty certain you can't recruit Codsworth until after you've helped Preston and returned to Sanctuary Hills. However, you CAN turn Sanctuary into a settlement straight away. I started a new playthrough yesterday, left Vault 111, and had access to Sanctuary the moment I opened up the workstation. I remember doing something similar on previous playthroughs - and I'm pretty certain it's part of the vanilla game. But like I said, Codsworth won't be a companion and won't leave Sanctuary until after your return from Concord.

 

I also use Unlimited Companion Framework (is this what you mean by EEF?) and Construct a Custom Companion - neither of them has ever bugged this part of the game for me. In the case of Unlimited Companion Framework, I seem to remember Expired going to great lengths early in the development to make his mod compatible with these sorts of aspects of the game. So yeah, maybe it's one of these mods, but I very much doubt it. I think it must either be another mod or just one of those random moments where the game just 'loses' it.

Link to comment
Share on other sites

Yupp that's what I mean by EFF.

Well Codsworth was recruitable from the very beginning on, but I only had access to Sanctuary Hills settlement after I did the quests in Concord. xD Funny.

The game's companions are working fine now in terms of assigning a settlement to them, but two of my 3 customs still aren't.

The third one is doing the supply route, eveythin's fine with that, but the other two... they always hang around in Sanctuary Hills. :o AND refuse to wrk!

 

I can drag them back to RRS telling them to follow me and then tell them to stay there, but that doesn't help as they would only stand around there and follow me whenever I fast-travel anywhere. Very strange.

I'm not sure if that's because I put name rings on them, because I didn't want them to be namend BODYGUARD. o.o" I don't even know if I should remove the rings from them afterwards but well gonna try that first I guess... ^^

Link to comment
Share on other sites

I think Construct a Custom Companion is one of the most underrated mods on the site. But for me, it falls into the same category as DCMS, and possibly EFF - at their core, they're all truly excellent mods, but some of the bells and whistles can cause problems.

 

In the case of Construct a Custom Companion, I keep it very simple. At the start of a new playthrough, I create a couple of bodyguards, who then pretty much serve me for the rest of the game. They're a constant who never leave my side, while other followers come and go. I do it this way, because I remember in the past, I had all sorts of problems dismissing these sorts of companions, using them as settlers, etc. I also found that the more of them I created, the more likely problems were to occur, which is why I limit myself to the two early on, and maybe a third later.

 

Also, the whole name ring thing in that mod has never really worked for me. The instructions on how to use the rings aren't very well documented. Even before the author brought in this feature, I just used the 'setactorfullname' command in the console. There's a great little mod on this site that hugely expands the name library. If you put it near the top of your load order, it should work fine (I've had problems with it if it's further down the load order). I find that using this in relation to the console command works really well and gives you plenty of names to choose from.

 

But yeah, overall settlements/settlers/provisioners are easily the most bugged part of this game, with or without mods.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...