Fallout 4

Fallout 4

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Bored Peon Sep 2, 2022 @ 6:47pm
Strange Suspected Synth event at Abernathy Farm
So I turned in the locket and got control of the farm and then I left it as is. About a month or two later in game time the Suspected Synth event pops up for Abernathy Farm.

I was like this ought to be interesting because the Abernathys are not synths. I get there and the game took my power generator technician settler from Sanctuary and used it for the event.

So apparently it will grab the nearest synth flag settler from any settlement if it occurs or it grabbed it from a loaded settlement cell (I am using Workshop Framework and UOF4P that forces the whole triangle to load.)

At any rate the synth admitted it was undercover. So that obviously meant it worked for the Institute so I let the Abernathys beat the crap out of it.
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Showing 1-15 of 48 comments
wtiger27 Sep 2, 2022 @ 6:51pm 
What is a power generator technician in the game? Must be from a mod?
steventirey Sep 2, 2022 @ 7:04pm 
Sanctuary, Red Rocket, and Abernathy farm being so close together causes issues with the game. Including setters from one settlement potentially going to another one of those settlements.
wtiger27 Sep 2, 2022 @ 7:10pm 
Originally posted by steventirey:
Sanctuary, Red Rocket, and Abernathy farm being so close together causes issues with the game. Including setters from one settlement potentially going to another one of those settlements.

I keep hearing that. The dreaded Triangle of Doom. And not saying it is untrue for some or maybe even most. But for myself, once I found out about the issue with the beds in Abernathy ( which was affecting the happiness there ) , I have not had any issues with those 3. I have had runs with each settlement having around 15 - 18 settlers and 80+ happiness at the same time.

And it stayed that way the whole run.
Zekiran Sep 2, 2022 @ 8:13pm 
There have been zero problems between those very-widely-separated parts of the map for me, your mileage may vary. Abernathy behaves slower than all of the settlements vanilla speaking, except maybe Oberland.

If you add mods such as Drumlin Diner, Wicked Shipping, and suddenly that area is absolutely jam packed - drumlin and starlight drive in are so close you can literally see them from the middle of either's area.

On the other hand this has nothing at all - at all - to do with the OP's issue.

The game does in fact pull WHOEVER it can as a synth during these events. Might be one of your new settlers, might be one that was sitting around unnamed. I don't know whether it would ever actually take a prior-named settler such as any of the named Abernathy family for this. The only one I know for sure that would is way on the other side of the map nudge nudge wink wink if you know you know.

And it shouldn't matter whether you've got some other form of mod running for this, if it doesn't actively turn off those missions, anyone can be a synth.
Bored Peon Sep 2, 2022 @ 8:56pm 
Originally posted by Zekiran:
And it shouldn't matter whether you've got some other form of mod running for this, if it doesn't actively turn off those missions, anyone can be a synth.
You are correct, it would jsut require the settlers from another settlement being close enough.

You should technically be able to see the same thing between Sanctuary and red Rocket if you had the only the Quincy crew at Sanctuary and generic settler at Red Rocket.

I have seen settlers wander to other nearby settlements. Like I have the Creation Club Virtual workshop which adds the island. For ♥♥♥♥♥ and giggles I made a female amazon tribe in one of the sections using the wasteland wilderness type SS plots. Well the other settlement nearby was normal and this one guy settler kept wandering up to visit...lol.

Originally posted by Zekiran:
If you add mods such as Drumlin Diner, Wicked Shipping, and suddenly that area is absolutely jam packed - drumlin and starlight drive in are so close you can literally see them from the middle of either's area.
I avoid using a lot of those extra settlement and expanded border mods for the simple reason pushing borders farther or or adding more is going to create loading issues. Plus I think the new custom borders and new settlements are not covered with the "load all if one loads" that prevents settlement data corruption from partial loading of a settlement.
Last edited by Bored Peon; Sep 2, 2022 @ 8:57pm
Von Faustien Sep 2, 2022 @ 9:07pm 
the triangle of death isnt an issue most of the time it only crops up when you bypass build limits and go full ham on all 3 settlements. if you dont try and build a sprawling megafortress at all three or use big sim settlement cityplans on all of em your probably fine for the most part the cell loading issues stem from the objects in all 3 loaded at once overloading the games code.

it turns out the low build limits were coded in for a reason who ever would have thought?
Bored Peon Sep 2, 2022 @ 9:43pm 
Originally posted by Von Faustien:
it turns out the low build limits were coded in for a reason who ever would have thought?
Well technically the Triangle of Death is specifically caused by Workshop Framework and UOF4P patch. Those mods corrected the partial loading corrupting the "settlement inventory" by forcing all the cells of a settlement to load if any one of them loaded.

So basically it is a trade off, no more settlements going corrupt because you ran by close enough for a lower build limit in the triangle.

I knew what caused the issue in the topic, I just figured I would post it because people may find it interesting.
Last edited by Bored Peon; Sep 2, 2022 @ 9:55pm
Zekiran Sep 2, 2022 @ 10:16pm 
I often use Fort Sampson or Atom Cats settlement mods, and both of those holy crap it's annoying because the settlers there in both locations will SWIM ACROSS THE HARBOR to go to Warwick. I mean I know they will do this. I've watched them all gather in the vanilla settlement and I'm like. Go. Home.

I build long bridges across to those places to facilitate it but they hardly ever path to them lol.

I know the risks. >_>

I've actually been thinking about somehow making a map with the vanilla locations and known mod settlements and where they'd overlap but that's also WAY more effort than I'm actually able to muster in my current physical incarnation... If I had 9 clones, maybe :D
Bored Peon Sep 2, 2022 @ 10:33pm 
Originally posted by Zekiran:
I know the risks. >_>
Are you using any mods that make the sandboxing idle larger?

I know the vanilla sandboxing is fairly large, but using any mod that increases the size could making it a bigger problem.

To be honest in all the years I have played I have never seen any use for mods that increase sandbox size. I tried a bunch to try to get all the settlers in Vault 88 go to the outer areas like Roxbury and University Point exits and none of them worked. So I stopped using them, especially after one conflicted with Sim Settlements and made my whole settlement circle around one object...
DouglasGrave Sep 3, 2022 @ 2:36am 
At some point I'll have to work out exactly what it is about the Suspected Synth quest that has prevented it from ever showing up in any of my games. The synth settlement attacks I've had plenty of times, but Suspected Synth I've never seen even once with any character.
Last edited by DouglasGrave; Sep 3, 2022 @ 2:36am
eMYNOCK Sep 3, 2022 @ 4:53am 
Originally posted by Bored Peon:
Originally posted by Zekiran:
I know the risks. >_>
Are you using any mods that make the sandboxing idle larger?

I know the vanilla sandboxing is fairly large, but using any mod that increases the size could making it a bigger problem.

To be honest in all the years I have played I have never seen any use for mods that increase sandbox size. I tried a bunch to try to get all the settlers in Vault 88 go to the outer areas like Roxbury and University Point exits and none of them worked. So I stopped using them, especially after one conflicted with Sim Settlements and made my whole settlement circle around one object...

i very recently stopped using a 3x sandbox mod

its no fun to run around every damn workshop on the island there is to find literally everyone pestering Longfellow... or everyone being in the Visitor Center... you name it.

or the added SS2 concord population clogging up all bars in Red Rocket, Abernathy, Sanctuary AND Starlight.

on the other hand... if the suspected synth encounter can pll from those it would be quiet funny... cuz i stuff all my synth suspects into one settlement and even force them to wear shock collars Institute Jumpers.
wtiger27 Sep 3, 2022 @ 4:56am 
Originally posted by Bored Peon:
Originally posted by Von Faustien:
it turns out the low build limits were coded in for a reason who ever would have thought?
Well technically the Triangle of Death is specifically caused by Workshop Framework and UOF4P patch. Those mods corrected the partial loading corrupting the "settlement inventory" by forcing all the cells of a settlement to load if any one of them loaded.

So basically it is a trade off, no more settlements going corrupt because you ran by close enough for a lower build limit in the triangle.

I knew what caused the issue in the topic, I just figured I would post it because people may find it interesting.

Maybe that is why I have not had any issues with them. I have not used any mods.

Of course as Von Faustien posted, it may be related to the fact I have never gone hog wild with building up those 3 settlements and like some, exceeding the build limits there.
wtiger27 Sep 3, 2022 @ 4:57am 
Originally posted by DouglasGrave:
At some point I'll have to work out exactly what it is about the Suspected Synth quest that has prevented it from ever showing up in any of my games. The synth settlement attacks I've had plenty of times, but Suspected Synth I've never seen even once with any character.

You mean the one where a settler accusing another of being synth?
DouglasGrave Sep 3, 2022 @ 5:02am 
Originally posted by wtiger27:
Originally posted by DouglasGrave:
At some point I'll have to work out exactly what it is about the Suspected Synth quest that has prevented it from ever showing up in any of my games. The synth settlement attacks I've had plenty of times, but Suspected Synth I've never seen even once with any character.
You mean the one where a settler accusing another of being synth?
Yep, never seen it even once in my games, despite playing a wide variety of characters.

Either I've landed out on the fringes of the RNG bell curve, or something about the way I handle my settlements has cut the chance of it happening way down.
eMYNOCK Sep 3, 2022 @ 5:16am 
you basically only need well established settlements (the more the merrier) for it to happen.
and you need to have knowledge about the institute for obvious reasons.
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Date Posted: Sep 2, 2022 @ 6:47pm
Posts: 48