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Random Encounter at unmarked Location next to NW Red Rocket Settlement


maverikch

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I recentyl noticed that next to my red rocket settlement at nuka world the the random encounters don't occur anymore. the cell resets. when i loot the containers they're replenished after some days. but factions are not spawming and fighting anymore.

 

i can only think of three possiblities but i'm not sure about:

 

a) since you build objects on that cell random encounters will stop working

 

Update:

removed the built objects

uninstalled the two mods (which allowed me to build further than the vanilla settlement borders)

 

Build High

Build and Scrap Beyond Workshop Boundaries (Break All The Walls Down)

 

waited for 48 ingame hours

fast travel away to fizztop grille and back to nw red rocket station

 

no random enocunter.

 

b) when the settlement reaches a certain growth npcs' don't spawn at that location/neighboured locations - like in darkwater constraction site - where at a certain settlement growth point the mirelurk queen stopped respawning.

 

c) UFO4P Update from 2.0 to latest Version, broke that specific random encounter hotspot - but i doubt that one.

 

Update:

disabled the UFO4P

Waited for 48 ingame hours

Fast travel away to fizztop grille and back to nw red rocket station

 

no random enocunter.

 

can someone with insight about fo4 mechanics tell me if i'm on the right path? Edited by maverikch
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  • 2 weeks later...
oh well, i had now two encounters since this post (one party walks from bradburton to that spot and the others spawns in. the time period is much longer at that spot then the other hotspots wihtin nuka world. somewhat 2 months+ ingame time. on other random encounter hotspot they spwn every two ingame days. that was initially with this one next to red rocket the same. so i tend to b).
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  • 3 years later...

First, I recommend reading through the random encounter thread at AFK mods (see link below). This will explain how the random encounters are supposed to work, why they did dry up after a while in a purely vanilla game, the results of these failures (this also had consequences for e.g. workshop attacks) and how the problems were fixed. Once you understand how the system works, you won't make wrong assumptions any longer.

 

https://www.afkmods.com/index.php?/topic/4807-issues-with-random-encounters/

 

Second, the game will not start any random encounters if there are too many actors in an area because actor handling costs significant performance. Thus, once settlements have grown beyond a certain settler count, RE spots in their immediate vicinity will stop spawning quests. This behaviour is hard-coded, meaning that there's no workaround to spawn RE quests anyway. The RE triggers still send events to the story manager as they're supposed to, but the story manager simply says "no" and doesn't start anything. Note that this can ne easily tracked on your papyrus log because the game prints out a warning (saying "Failed to start a random encounter. Check number of quests currently running and number of actors in the area.") every time this happens.

Edited by sclerocephalus
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