The generator and water pump in the Castle keep getting destroyed every time I leave and come back. I thought I had a synth infiltrator. So I got this mod. The glasses don't highlight anyone, and the holotape doesn't say there are any synths in the castle (I put the biodetector thingy in the workshop inventory, holotape says it's in there). So what the heck is going on?
did you check under ground where the other facility is?. But don't know if that facility it's from a mod, it's a metal double door, i think mobs down there are orion or something like that, also think it might be from a mod, will check it later, also set up some turent around the places where they keep destroying stuff, all my settlement have 999 def has more but cap at 999, 3 kind drones, turents,spotlight,laser spot lights in other words you move you die :) use the mod that uses a radar to detect enemies, drones will take care them, i'll try get to castle today and let you know if that door was only open because of a mod.
I know this is late but do you have Sim Settlements 2/Workshop Framework? Those mods introduce an "operating cost" feature where you have to have the scrap resources to run them, and the game subtracts them daily. If you don't have the resources to run them they break. Make sure you turn it off in those mods' MCM menus (I'm not sure if Workshop Framework has it, it might just be in Sim Settlements 1/2). I don't don't know why Kinggath made that a feature of those mods as it's extremely buggy and the function tends to break often, either leaving stuff broken despite having the resources or repeatedly breaking objects every time you return to the settlement.
Ghouls synths? That's something new... After returning to Red rocket it highlighted me a ghoul as a synth. Everything is working fine, but... Really? A goul - synth? It seems the game is creating ghouls synths, dropping synths components on death.
Just put on the special specs when visiting a settlement, and send the spies to that miserable settlement in the swamp. Let em get chewed up by Mirelurks.
Is it a coincidence in my game, or did anyone else notice that settlements get happier after the synth spies 'go away'?
Using this mod I keep running into the odd red turret, Is there a chance synths have taken control over it? using the program I have found one synth settler in the red rocket but none in any other settlement but the red turrets are popping up in other settlements.. not sure if its a bug or part of the game, I'm just scrapping them and rebuilding the turrets as I find them.
The 'odd' red turret is one that took damage in an attack against that settlement. If you do a 'VATS' letter 'Q' on that turret, you are able to see that damage by the reduced health on the health bar.
<p>What is 'synth defence schemes' and where do I find one? Is appears I cannot make a 'Synthetic Destabilizer' without this 'schematic'? or ???</p> <p> </p> <p>Thanks</p> EDIT::::::::::::::::::::: So after a little - *COUGH* - searching, I found a help command that I reworked for this issue.
From the console type: 'help "Synth Defence schemes" 0' This will display the perk number PERK: (XX000814) 'Synth Defence schemes' XX is the position of the mod's Load Order. Mine is 33. 33000814 So I typed: Player.addperk 33000814 to get the required perk. Yours WILL BE DIFFERENT from Mine.
You will want to type: Player.addperk XX000814 Again, XX is the number of the load order of the mod. It SHOULD display the load order number. Should.
You know, there's something wrong with this mod. The easy version 0.4.1. When I'm outside of a settlement and use the program option to show synths spies, it shows me nothing, even if there really are spy synths. But when I travel to this settlement and use again, it updates and shows me that, there is a synth spy. It's not updating data by itself. Once aid glasses highlighted me a synth settler, but the program did not. Only when I'm in a particular settlement. And I must say, this is a little bit annoying. Is this supposed to be like that?
Man these synth glasses are the greatest thing ever. I think Better Settlers mod keeps pumping out synths into my vault. Throw on the glasses to check each new settler and it works nicely. The new settler gets sent to the backroom for further "questioning".
179 comments
Just put on the special specs when visiting a settlement, and send the spies to that miserable settlement in the swamp. Let em get chewed up by Mirelurks.
Is it a coincidence in my game, or did anyone else notice that settlements get happier after the synth spies 'go away'?
<p> </p>
<p>Thanks</p>
EDIT:::::::::::::::::::::
So after a little - *COUGH* - searching, I found a help command that I reworked for this issue.
From the console type: 'help "Synth Defence schemes" 0'
This will display the perk number
PERK: (XX000814) 'Synth Defence schemes'
XX is the position of the mod's Load Order.
Mine is 33. 33000814
So I typed:
Player.addperk 33000814
to get the required perk.
Yours WILL BE DIFFERENT from Mine.
You will want to type:
Player.addperk XX000814
Again, XX is the number of the load order of the mod.
It SHOULD display the load order number. Should.
Many thanks to: matzman666
How to find/fix missing mod item
*Turrets blows his brains out*