Covenant taken with hostility = mysterious turrets.

Post » Wed Feb 17, 2016 11:21 pm

--SPOILERS--




I decided not to go along with the Doc at their compound, and free the synth, which of course meant taking out all the now hostile members of Covenant as well.

The strange thing is, the turrets at Covenant didn't turn on me, but I'm not sure whether they will activate to defend the settlement against my enemies. ALL the turrets at the compound immediately went hostile when I confronted the Doc and her goon, yet none did at the settlement.

The settlement's defense stat is also in the red at 0, despite all the Heavy Turrets still in place. I tried destroying one and putting up a new one in it's place to get the defense stat out of the red.

The result was it immediately started firing on all the other turrets in it's line of sight, and destroyed them. A regular turret mind you, destroyed 3 heavy turrets.

I reverted back to the save I made just prior to destroying the one heavy turret, but now I really don't know if they are defending the camp or not.

Can anyone solve this turret mystery? I'd rather not destroy all the heavy turrets and replace them, because it not only costs a lot of resources, it looks ugly, because the remnants of the old ones remain, and I don't think I can even place the new ones so their coverage outside the wall is as effective with the remnants in the way.

User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Thu Feb 18, 2016 2:18 am

I had the same experience as you. I was pretty excited about Covenant as my new home, but it turns out that it is more trouble that it is worth, in my opinion.



Never found a clean way to make use of the Turret spots.



edit: you could dm a mod and ask this to be moved into spoilers, if you like.

User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Wed Feb 17, 2016 6:36 pm

If you hold down the button you use to pick things up in workshop mode you can move them, and then put your own turrets in those spots.

I put the "old" ones outside the back wall..."out of sight, out of mind".
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Thu Feb 18, 2016 2:48 am

I removed them and replaced them with my own.



There's another thread with details on how to remove them. Same method as with the beds and various items. Am stuck with some tables and bureaus though.

User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Wed Feb 17, 2016 6:50 pm

I destroyed them and placed there 3-4 similar turrets. You can get rid of them by console commands or by placing them on a small carpet (or a floor piece) and storing it in a workshop. To move them, look at them in workshop mode and hold the button that you usually use for it. After 3-4 seconds you should be able to move them. You can get rid of bugged beds same way ( 3 beds in guest house were bugged in my game).

User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Wed Feb 17, 2016 7:05 pm


Did not know that! Thanks!



May use Covenant on my next one.

User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Thu Feb 18, 2016 3:20 am


I sided with Covenant on my playthrough. Two of them double beds (in the guest house) count as two beds each, and you can see two settlers sleep in 1 bed at night. Pity you got rid of them. (the middle bed is a single bed, and its bugged, no settler will sleep in it and because of that bug it lowers happiness)



Oh and if you side with Covenant, the turrets still dont count towards your defence, so it more than likely is a bug.

User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Thu Feb 18, 2016 12:53 am


yup.. most unfortunate!
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Wed Feb 17, 2016 2:45 pm

It`s a pity , yes. I`v noticed when I "deleted" them. I did not side with the Compound, so I had to kill original settlers. And I could not assign new settlers to these guest beds, they kept reassigning themselves to beds in another house. Not sure why it worked that way. I hope devs will fix the whole Covenant thing so people can use it as a settlement without going through so much work.

User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Thu Feb 18, 2016 5:47 am

The turrets, though not counting as defense will defend Covenant if attacked. I sided with Covenant and left those turrets up and when it was attacked they fired. Went through 2-3 attacks before they were all destroyed, then placed my own.

User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Wed Feb 17, 2016 5:05 pm

I left the original turrets up and placed some of my own. Because I was hostile with the residents after freeing the synths, the Covenant turrets started attacking the turrets I placed up. It took me a while to figure out why my turrets were firing...

User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Feb 17, 2016 4:16 pm


OK, just tried holding down to move them, and despite no prompt for it, it does work. Unfortunately though the defense stat still stays in the red, and I can't scrap or store them in the workshop.



So I guess just adding a couple more turrets in front of the entrance where they can't see these other turrets is the best solution.

User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Wed Feb 17, 2016 11:34 pm


Well, what I posted worked for me...and, it seems, it also worked for several other people that have posted since I did.


Better luck next time. ;)
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Wed Feb 17, 2016 4:37 pm



This didn't work for me. I can move them, but when I put them on a floor piece they still won't scrap or store, and most rugs I put them on they cannot be moved afterward, and still won't scrap or store on ANY rug I put them on.

User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Thu Feb 18, 2016 2:23 am

Store the floor piece and it will take the turret with it. You can't actually store the turret itself (or the beds for that matter). Learned that the hard way. :)



remember - you can't scrap it at all. It can only be stored and, even then it's not stored 'cause you can never get it back again.



Weird. I know.

User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Wed Feb 17, 2016 7:33 pm


You must have squeezed this in after I edited that post. Moving them does work, yes, but I still cannot scrap or store them, and they are still seen as hostile by new turrets. Just being able to move them solves nothing.

User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Wed Feb 17, 2016 5:41 pm


LOL, if that's the case, I'm better off just leaving them put.

User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Thu Feb 18, 2016 2:10 am

Be sure to store the floor piece or carpet and it will take the turret with it. You can't actually store the turret itself. As I said, I found that out...painfully and after much frustration. :)

User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Wed Feb 17, 2016 4:21 pm

I only did it 'cause I had a stack of bodies behind the store and couldn't assign beds and every time I tried to add any defense I ended up getting fired on.

User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Thu Feb 18, 2016 1:57 am

Sonny Kohler is absolutely right. I`m sorry if I explained it not enough clear :).


You don`t need to build a new floor/carpet for each turret. You just stoore floor/carpet, turret dissappears, and then you rebuild the same floor/carpet again and can use it for the next turret. So you need just 1 floor or carpet to get rid of all them. But turrets dissapear forever.


You can leave them, but they will attack your turrets if you build any.

User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Thu Feb 18, 2016 1:06 am

OK, got it sorted out by putting two turrets up, one on each side of the entrance. They're just out of sight of the corner turrets, but I took down the one atop the entrance just in case they ever conflict (even though they weren't). I decided to use it's empty perch for my new spot for the beacon.



I used the put-it-on-a-small-rug-and-scrap method. Guess I could have used store, but wasn't thinking. As I was making room for one of the turrets, I also noticed another thing. I still had 3 corpses that I stacked in the bush to the left of the entrance from the fight in taking over the place.



As you all probably know, corpses tend to usually stay where you kill them. This made me think there's something besides the turrets that's odd about this place, and it also made me wonder if you can remove stubborn corpses with the magic carpet trick.



Anyways, thanks for all your input guys, I learned a thing or two about cleaning up settlements in this thread.

User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am


Return to Fallout 4