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Deanoak47 Oct 3, 2019 @ 11:53am
Sim Settlement - Conqueror || Jammer wont continue dialogue
Currently trying to do the In It For the Money quest, last thing i did was build the war planners desk and defend a scripted gunner attack and the objective just says help jammer or dont but when i try to talk to him and ask for suggestions for what to do next he talks about getting into the slave market but it doesnt lead to anything or update any quest objectives.

Not sure if its bugged but it feels like it and i dont know how to proceed.
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Showing 1-13 of 13 comments
Bored Peon Oct 3, 2019 @ 12:48pm 
The story line progress is determined by the number of conquered settlements you own.
Deanoak47 Oct 4, 2019 @ 4:57pm 
But i cant attack more settlements without more men he tells me and it isnt recruiting more for me even though i give caps and chems
Bored Peon Oct 4, 2019 @ 5:05pm 
Originally posted by Dean c::
But i cant attack more settlements without more men he tells me and it isnt recruiting more for me even though i give caps and chems

That issue. Use the desk and not him. It bugs the first time around when you use Jammer for some reason.
Last edited by Bored Peon; Oct 4, 2019 @ 5:06pm
Deanoak47 Oct 8, 2019 @ 4:07am 
That did the trick thanks for the help man, appreciate it!
Bored Peon Oct 8, 2019 @ 4:09am 
Originally posted by Dean c::
That did the trick thanks for the help man, appreciate it!

Yeah if you want faster replies and more info you should use the Sim Settlement forums. Issues like that are posted and stickied.
https://simsettlements.com/site/index.php
Deanoak47 Oct 8, 2019 @ 5:14am 
Thanks man your replies have been very fast its me who has been too busy to check for replies sorry lol
KEEPER Feb 26, 2024 @ 9:28am 
i just started playing this mod and i had that same thing happen to me, i kept giving him money and drugs and ♥♥♥♥, and he kept asking like a vulture lol, eventually i just put my donations in the other thing without his buggy ass.

anyway i came here for a solution and it looks like this was never fixed from the mod in all the years that it's been out.

however i must say i feel this version of the sim settlements mods is probably the most stable version i have played in a long while, the updates to plots causes major issues down the road still in both mods, so i have learned to only allow the mod to set up all the settlement cities first and when they are done i just turn off all updates in the mod and suddenly it gets rid of the other issues, no more CTD's in any settlement and no crazy long save times, i'm not talking about load times, i'm talking about how long it takes to save your game, because something involving the updating city plots causes all kinds of script lag and save bloat like no other, and now that i have the city updates turned off, suddenly this mod works really well without issue.
Bored Peon Feb 26, 2024 @ 10:22am 
Originally posted by KEEPER:
anyway i came here for a solution and it looks like this was never fixed from the mod in all the years that it's been out.
It was abandoned to do Sim Settlements 2 and I think they planned to redo the Conquest with the SS2 system, not sure if that is still on the table or not.
KEEPER Feb 27, 2024 @ 1:24pm 
Originally posted by Bored Peon:
Originally posted by KEEPER:
anyway i came here for a solution and it looks like this was never fixed from the mod in all the years that it's been out.
It was abandoned to do Sim Settlements 2 and I think they planned to redo the Conquest with the SS2 system, not sure if that is still on the table or not.

hmn, i didn't know about this, i know currently Kingath is working on his SS2 chapter 3 which is a completely diffrent quest mod, but with the upgraded build menus and such and i have played that mod and it's great to a point, but it has a lot of issues actually a lot of the same issues this one does, i came to the older version thinking it would be more stable, which it is sort of, it's when the city upgrades take place is when the issues start to show, suddenly i get crazy long saving issues to cities causing CTD's and i have lowered every setting i could possibly think of using all 3 required mods to prevent these issues and it seem there is nothing that stops this issue, and btw i also ran into the same issue in SS2 chapter 3, it has something to do directly with the city upgrades because when the city's are built up and you stop the upgrades your game runs very well, but once they start to upgrade, suddenly the game becomes unsustainable and the issues progressively become much worse the longer you play.

you can turn off some of the updates, but there is a hidden upgrade feature that involves when the population rises that you can't turn off, so when that takes place you have no other option except to destroy the settlement in question because it will upgrade even when you turned these upgrades off in the first place and build everything yourself, which is a pain i would rather not want to mess with at all because it's such a damn chore.

the only fix i have seen so far is a mod that recreates the sim settlements city's that is built through another mod, but the solution is pretty much the same thing i just talked about, you have to destroy the city in order to build it up again but this time using a blueprint mod instead so that sim settlements can't upgrade the city in any way.

it seems Kingath doesn't understand the problem people are running into with both his mods, as it seems to work for some people, but for the people it doesn't work for can't ever seem to finish his mod in any good way.

the reason why i like this mod a bit more than his SS2 chapter 3 is because it prebuilds all the settlements prior to you visiting any of them as you play the game, so you don't have to do anything regarding the building of these settlements, but the upgrades always screw with the mods functionality and cause the issues once you start adding any more NPC's to any given location that has his prebuilt city's within, and don't get me wrong it's great to have the option to destroy these prebuilt cities, but you either are stuck with using an alternate mod via blueprints or you build it yourself defeating the purpose of the sim settlements mods altogether, so at the end of the day of using said mod, you think to yourself what was the point of building them using sim settlements when this happens all the time.

i love the story in the settlements mods, but the mechanics are simply not there or are highly flawed to always lead to the same issue down the road, i want to like sim settlements, but there are just to many issues with some of it's core gameplay aspects that need a major rework.
Bored Peon Feb 27, 2024 @ 3:58pm 
The on/off settings have always been an issue. That is what happens when you have like four different ways to set them on/off (holotape, MCM menu, Terminal, etc.)

Then some of them should be off by default because they cause problems, like the power grid fixing one.

Then you have the elephant in the room, SS mods are too much scripting for the game engine to handle. I can remember doing SSCQ and having to spend 20-30 minutes at a times afk in the corner in some interior room to try to get the scripting caught up.

On top of that Kinggath needs to stop bending over backwards to make SS compatible with other mods. Look at Horizon, they made their stuff incompatible, and everyone ran out making their own patches. Meanwhile half the stuff they do making SS compatible makes things worse.

SS mods are great for story, content, new stuff, etc but if you kick the tires it blows up.
Last edited by Bored Peon; Feb 27, 2024 @ 4:00pm
KEEPER Feb 29, 2024 @ 12:01pm 
Originally posted by Bored Peon:
The on/off settings have always been an issue. That is what happens when you have like four different ways to set them on/off (holotape, MCM menu, Terminal, etc.)

Then some of them should be off by default because they cause problems, like the power grid fixing one.

Then you have the elephant in the room, SS mods are too much scripting for the game engine to handle. I can remember doing SSCQ and having to spend 20-30 minutes at a times afk in the corner in some interior room to try to get the scripting caught up.

On top of that Kinggath needs to stop bending over backwards to make SS compatible with other mods. Look at Horizon, they made their stuff incompatible, and everyone ran out making their own patches. Meanwhile half the stuff they do making SS compatible makes things worse.

SS mods are great for story, content, new stuff, etc but if you kick the tires it blows up.

i will be honest i didn't know he was doing that, i thought that was stuff from other people in the community, but i agree with you with all the updates in all of these separate locations makes things very confusing and very hard to deal with.

i swear the best thing that would fully fix his mods in what i have most of my issues with is to keep the updates up to the player 100% because though it might be convenient to have the automatic updates when it comes to the esthetic pleasing looking cities, it's just too script heavy at the end of the day and causes way to many issues in the overall mod.

i still say this mod is more stable over his second mod, but because of the issues with the auto updates of the cities that can't be turned off completely down the road, it just causes further issues down the road while using the mod, i would rather the mod just build up all the cities like blue prints and just stick with them and never update, because it's also a story mod, and i have yet to ever fully finish any of his sim settlements mods when it comes to the story because of these issues, i'm not an expert in how his mod works, but i have wasted way to much time and my patience is running critically low in wanting to find a solution to it and it's making my trust in Kingath go down an endless rabbit hole of no solutions that matter, because this is not where his focus is in this stage.

i love the potential in his mods, but it's just that, potential that is lost due to these issues for core mechanics of his mod, if you can't get the core mechanics down for the mod, then i'm afraid it's not worth while in the end.

another problem i see is almost nobody is critical on this stuff with his mods, they seem to lack the ability to criticize it because they want him to continue adding the very things that cause the issues instead of focusing on what matters more, or better priorities, maybe i'm being too critical, maybe i'm the ♥♥♥♥♥♥♥ here.

i just can't help but express these issues hoping to find some kind of solution or maybe convince him in doing things differently.
Bored Peon Feb 29, 2024 @ 2:17pm 
Originally posted by KEEPER:
...another problem i see is almost nobody is critical on this stuff with his mods,
Yep, they only want an echo chamber. I found that out the hard way after going from top poster (even got a free SS2 Tshirt) to being banned from the community without warning because I upset someone in their group because I helped someone one the right way and embarrassed them in the process. All for something I might have posted, not actually posted. I never bothered trying to appeal the ban, no point because I know how clicky groups get.

Originally posted by KEEPER:
i just can't help but express these issues hoping to find some kind of solution or maybe convince him in doing things differently.
The irony is there is ways to fix some of the issues. You even said it yourself. Hold updates until I say so. Horizon does it with recruited settlers, they do not arrive until you visit the settlement.

One of the main issues with SS2 was that it would upgrade while you were gone, then when you first come back it applies them. Then what it does is creates a new version on top of the old and it then removes the old version. If that process was interrupted in any way it would fail to remove the old version. Then you started having duplicated stuff which lagged the process even further and increased the chance of the player leaving the area before it finished.

The other part of the problem is the PCs the mods are designed and tested on after stronger than the average player. So they see less of these issues and are unable to replicate some of these issues due to the difference.

Originally posted by KEEPER:
i will be honest i didn't know he was doing that, i thought that was stuff from other people in the community, but i agree with you with all the updates in all of these separate locations makes things very confusing and very hard to deal with.
They did these in order Workshop Framework, Sim Settlements, Sim Settlements Conqueror, Sim Settlements 2 Chapters 1-3.

Not sure how things will go in the future because their mods are like the size of a tractor trailer and the engine to pull them is still a three cylinder VW bug.
KEEPER Feb 29, 2024 @ 8:52pm 
Originally posted by Bored Peon:
Originally posted by KEEPER:
...another problem i see is almost nobody is critical on this stuff with his mods,
Yep, they only want an echo chamber. I found that out the hard way after going from top poster (even got a free SS2 Tshirt) to being banned from the community without warning because I upset someone in their group because I helped someone one the right way and embarrassed them in the process. All for something I might have posted, not actually posted. I never bothered trying to appeal the ban, no point because I know how clicky groups get.

Originally posted by KEEPER:
i just can't help but express these issues hoping to find some kind of solution or maybe convince him in doing things differently.
The irony is there is ways to fix some of the issues. You even said it yourself. Hold updates until I say so. Horizon does it with recruited settlers, they do not arrive until you visit the settlement.

One of the main issues with SS2 was that it would upgrade while you were gone, then when you first come back it applies them. Then what it does is creates a new version on top of the old and it then removes the old version. If that process was interrupted in any way it would fail to remove the old version. Then you started having duplicated stuff which lagged the process even further and increased the chance of the player leaving the area before it finished.

The other part of the problem is the PCs the mods are designed and tested on after stronger than the average player. So they see less of these issues and are unable to replicate some of these issues due to the difference.

Originally posted by KEEPER:
i will be honest i didn't know he was doing that, i thought that was stuff from other people in the community, but i agree with you with all the updates in all of these separate locations makes things very confusing and very hard to deal with.
They did these in order Workshop Framework, Sim Settlements, Sim Settlements Conqueror, Sim Settlements 2 Chapters 1-3.

Not sure how things will go in the future because their mods are like the size of a tractor trailer and the engine to pull them is still a three cylinder VW bug.

thanks for your input, well i have just decided to move on and not use any of the sim settlements mods, i will still use the workshop framework mod because i still find that to be useful and it doesn't require sim settlements in order to work, Kingath still does amazing work, it's just some things are maybe a bit out of the scope of what this engine is capable of, as you said the VW 3 cylinder bug lol.
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Date Posted: Oct 3, 2019 @ 11:53am
Posts: 13