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Looking for workaround: can't send companions to Hangman's, possible conquest bug or conflict.


thrax7545

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So I run a good deal of plugins and merges, and when I have bugs, I often resign myself to figuring it out by myself. This particular problem warrants an ask the audience though.

 

I started a new playthrough running conquest. I got the workshop at red rocket, set up two conquest settlements and picked up hangman's alley. In that time I didn't attempt to recruit any settlers, I didn't really build anything, and I had only taken dogmeat for a companion.

 

After my second conquest settlement I ran into Gene and bought a dog. I tried to send the dog to the newest conquest settlement but it wasn't listed, only my first conquest settlement and red rocket were listed. I didn't think much of it, figured it was a conquest bug and I may not be able to send settlers to that one place.

 

I proceeded to get hangman's, build a sizable outpost there and head out for strong. Once I picked him up, I went back to hangman's and attempted to assign strong to it, but found that hangman's wasn't on the list either.

 

So I broke down my conquest settlements, uninstalled, and proceeded to activate the workshop at taffington boathouse. When I went to assign strong at taffington, it worked but still no hangman's. I even went back to hangman's to see if I could reactivate the workshop, but no dice.

 

TL:DR

Is there a console command that I can use to force this on the list, or perhaps something I could implement with a simple plugin? Anyone have any ideas?

 

It won't do any good to try and figure out how this happened, I'd just like to find a work around for the problem, or move on without sending companions to hangman's alley.

 

Any help would be much appreciated.

Cheers!

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Other than conquest I haven't added any settlements.

I've been scouring the web looking for possible console commands that might help, but no luck.

I even tried to dismiss strong and assign him to a defensive post in hangman's alley, but he just says no, and than vanishes (off to trinity tower I assume).

 

 

If I hadn't put in a solid afternoon building it up, I would've forgotten about it by now.

Grr.

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Conquest allows you to add settlements as you please, so, check your PipBoy for Commonwealth entries...

 

Some settlement mods tinker with the map markers in a wrong way and the game loses its ability to recognize which settlement is where. As a result, some settlements get their names changed to "commonwealth" because the exact location has become unknown (but still in the commonwealth, of course) and regular things like supply lines or sending companions/settlers to such a location is broken...

 

Conquest is one of the few mods I've never tried. I'm using over 40 added settlements tough, for a total of 84 or somesuch... and I regularly bump into this Commonwealth anomaly.

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Conquest allows you to add settlements as you please, so, check your PipBoy for Commonwealth entries...

 

Some settlement mods tinker with the map markers in a wrong way and the game loses its ability to recognize which settlement is where. As a result, some settlements get their names changed to "commonwealth" because the exact location has become unknown (but still in the commonwealth, of course) and regular things like supply lines or sending companions/settlers to such a location is broken...

 

Conquest is one of the few mods I've never tried. I'm using over 40 added settlements tough, for a total of 84 or somesuch... and I regularly bump into this Commonwealth anomaly.

 

Glad I stumbled on this thread. I had the Commonwealth listed as a settlement for the first time ever on my last character. Never found the cause so I removed the more recently added mods and started over. Did some googling and couldn't find anyone else mentioning it so glad to find you mention it here to at least somewhat clear it up.

 

Thrax, do you have any settlers currently at Hangman's and are you able to open the workbench there?

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I don't have any commonwealth listings. I don't really think that issue is related...

 

Here's the gist:

And thanks guys, it's a very specific problem and hard to explain.

 

I opened the workshop at RR

set up one conquest workshop without building or recruiting

set up another conquest without building or recruiting

found gene, bought dog, could only send dog to RR and my first conquest

I opened the workshop at HA and did my first building (which was somewhat extensive), but still no attempt at recruiting settlers.

I recruited strong and tried to send him to HA, but neither my second conquest or HA appeared on the list

I dismantled the two conquest settlements and uninstalled

I opened the workshop at Taffington and tried to send strong there. It did appear on my list, but HA did not.

 

So I've stopped the problem from continuing, but now I'm just trying to figure out how to get HA on the list.

 

It's a strange problem that I've never seen before. I've seen it where the list won't even pop up, but here it's acting like I never opened the workshop there.

 

Basically looking for console commands that could possibly force it. Maybe something to deactivate the workshop, and reactivate? Perhaps a simple xedit esp I could build that resets settlement ownership?

 

Thanks again,

Cheers!

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Never have had any problem of the kind myself. Like I said, I've never used the Conquestmod, so I'm pretty certain that the mod alters something in the behaviour of WorkShops. On its own or in combination with another mod or mods.

 

When you look at the bug report page of Conquest, you'll find several entries having more or less the same problem. The mod has 65 bug reports. Always had lots of bug reports and while that's not always an indication of a bad mod per sé, I tend to steer clear of mods that have too many reports, regardless of the mod seemingly working for the majority of users.

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Certainly the blame is mine. I know that conquest is not the most stable mod, but the sort of functionality it can provide is pretty enticing.

 

Having been through the game a couple of times I thought I'd try it out and see if I couldn't do some cool stuff with it, without relying on it in ways that will disappoint (ie settlers/supply lines/placing settlements in locations that are obviously going to be problematic).

 

Unfortunately this is an unforeseen glitch and could very likely be a conflict as well. Its hard to diagnose that kind of thing perfectly given the insane amount of mods I've got running. It's a wonder it's stable at all, honestly.

 

Not too big of a deal though, I was just hoping to make one vanilla base to keep my companions and loot, and unless I come up with a work around that base is going to have to be located somewhere other than Hangman's Alley...

Edited by thrax7545
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I've done loads of testing for modders, amongst other Tarsis31 who is the author of the Red Rocket Settlement series and quite a few other nice settlements. He's the one who's seen in the CK that some locations contain items that for some unfathomable reason are connected to an entirely different settlement.

 

Then there's the rather silly way in which the CK handles newly added map markers. Make the tiniest of mistakes there and whoopie, we're no longer in Kansas... Now, if you're using a mod which in some way or another makes use of elements from vanilla workshops while at the same time making some adjustments tied to the workshops used in the mod but without untying itself from the vanilla workshops, you're off down the rabbit hole.

 

On top of that, a lot of these errors lay dormant until you unlock one of those affected workshops. Then all of a sudden you have one or more settlements that have malfunctions on the settler/followe/whatever level. And as you move along to the next settlement to unlock that one's workshop, it could be that this act restores the workshop of settlement A but now Settlement B no longer works as it should... Bethesda seem to have made it a sport to tie several unrelated things together so that the most surprising things happen when tinkering left and right with settlements and/or mods that make use of the same attributes the game makes use of.

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