I haven't read the comments, so bear with me if someone else covered this already. Food will get harvested but it takes a bit longer and happens only once per in-game day. The excess is stored in the workbench, just like water. Every settler produces 1 scrap item per day (24 hours in-game), which goes into the workbench. Settlers who are assigned to scav stations produce 2 scrap items per day. Everything that can be stored in the workbench by the settlement or by settlers has a cap though, so at some point you have to remove items from the workbench or consume it otherwise or the "production" will pause. Settlers that you pick up randomly don't count toward the settlement limit. Theoretically you can have unlimited settlers at each settlement. Random settlers come from random events. Sometimes you run into a group of Supermutant who captured a settler as food source. If you manage to rescue the settler they will sometimes have a speech option to send them to a settlement. A famous exploit is the Rogue Robots radiant quest, that becomes accessible after completing the Automatron DLC. These robot groups usually attack a group of settlers and if you can kill the robots faster than they kill the settlers, you can sometimes recruit a settler group between 1 and 4 settler. These settler do not count toward the settler charisma limit! The speech option, when you approach the settler after rescuing them, is random. I don't know exactly how high the chance is but from experience I'd say it's about 30% that you can recruit them. This radiant quest can be completed very fast though and as often as you like.
If you can't yet make supply lines, you can load a settler with junk etc & simply send them to another settlement Edit: Not my idea, I'm pretty sure I picked it up from Many A True Nerd who typically gave a brilliant tip with understated casualness
Robots are the best provisioners, except if you encounter the bug that changes them back to the base model after a random amount of time. Otherwise, awesome. Also, once provisioners arrive at their destination they can be assigned to a task.
This was a great overview. Usually these things miss major points (equipping your settlers to make them useful for defense, etc). Settlers, by the way, only need 1 round. The only ammo they consumer are missiles and mini-nukes. Avoid giving them explosive things. Settlers are immune to death from sources that are not the player - so armor just affects how long they stay in the fight before sitting down. Weapon range affects their engagement distance. They do more damage with fast shooting weapons - mini guns, flamers, automatics, etc with bigger magazines. Your brahmin, crops, water, and scavenging stations will all fill your workstation - but they have caps on the amount. So, if you want those things to produce, you need to keep your workstation empty of fertilizer, all food, water, and junk respectively. The caps from merchants also caps, so keep those empty as well. If you want to drain your workstations without visiting every settlement, once they are linked you can craft things (adhesive, etc) that consume crops, water, and common junk in a settlement with an empty workstation (just put it in a trunk). You will pull supplies first from your inventory, then the local workstation, then foreign workstations - so if you only have access to the materials from other places you can keep them empty from afar. You cap out on fertilizer production with 3 brahmin, crops and water are based on how much overproduction you have, junk just goes until the fill limit is met, and merchant caps does have a max per day limit as well (don't know that number off the top of my head). If using settlers for suppliers, have them make short trips to the next settlement over - because sometimes the supplier will be a quest giver for Minuteman quests and can be a pain to chase down if they are crossing the entire map. If you want to do "hubs," your best option is to use robots (Automatron) and hub them out of Greygarden and the Mechanist Lair. Robots should NOT be kept in human settlements (including Codsworth, early Curie, and Ada) as they have a fixed happiness of 50 (which will pull down the happiness of normal settlements). The settlement happiness is an average of the happiness of each settler and 50 is low (assuming you have food, water, beds under cover, defense, etc). Settler happiness plays in the calculations of lots of things including production rates. Suppliers (robot or settler) should be made as weaponed and armored as possible. Especially if you are doing the short lines, doing so can keep the roads safe of encounters for you (again, the longer the weapon range, the further from the road they will agro onto targets). This can be a lifesaver in Survival mode. Also, you can have these settlers carry loads for you by filling their inventories with stuff (which you can take back later at the other settlement). Same loads go for moving settlers from one place to another - useful if you have to create a settlement for the Minutemen that you don't care to develop. Once the initial two show up, turn off the beacon, load those two with all the junk from scrapping the settlement to the ground, and send them somewhere useful with it all. Finally, raider settlements. They suck to make and are prone to glitches and crashing. That said, if you are doing a Junkies build, you should do raider settlements as well. First, you need to feed them and that means you need the tribute settlements. You should not just pick someplace random. You should use someplace without fixed people and plenty of space, like County Crossroads, first by building it up as a massive Mutfruit farm. Wear Charisma gear, take chems, etc and move as many settlers there as you can. 30+ is best. Put them all on farming. If you are 180+ food production, you should be good. Then, scrap all the defenses and remove all the scrap - leaving the place bare of everything other than water, sheltered beds, and food. This makes intimidating them easier. Also, strip the settlers of good weapons and armor. If you set it up, that one tribute settlement will produce 120+ tribute value which means you would need over 120 raiders before needing to waste another settlement on tribute. Raider settlements produce raiders up to the settler limit OR until there is a fixed number of "idle" (not working) raiders. So, unless you NEED to, don't give your raiders jobs - they don't want to work, they are raiders. They suck. This way each raider settlement stays under 10 and you can have a dozen or so of them off of one tribute settlement. If you want a raider shop, that will take a raider. You should use turrets for defense, so you don't use them for that. The still only produces vodka, which isn't that valuable, so you are better off avoiding that. The chem stations don't need a worker and are awesome (offering you tons of chems every time you visit a settlement - and you can build rows of them if you have enough antiseptic and power) and the tribute station does not either (for the caps, ammo, chems, and gear - including occasional legendries - that they produce). So, one good tribute station should carry all your raider settlements on a good circuit of traveling between them if you just want to farm legendary stuff that way. If you are just doing the raider settlements to finish the Nukaworld quests for the perks, just pick junk settlements and when done with Nukaworld, come back and murder them all off (along with the surviving gangs - they can't take their perks back).
The only tip I have atm is for some _peace and quiet_ and maybe some _hope!_ Juno and everyone's favourite settler, Marcy are absolute prime candidates to be used as provisioners. Juno, because his moping is worse than hearing about a farm run by ghouls or robots for the umpteenth time (there is a mod for fixing that too - the chatting not Juno) and I just send him somewhere random, but Marcy, I find the most garish outfit I can, give her a crappy weapon and send her off to be a provisioner between Sanctuary and somewhere like Murkwater... and hope and pray she is farkin' miserable. Actually, if you do decide to go with robots for your supply lines, name them the supply line they will be servicing so you know who they are and where they are going should you meet them on the road. Still send Marcy and Juno out, because, why not. :D
Longneck Lukowski has Trader Rylee Tina DeLuca in Vault 81 and the super secret one Pahka Fukkin Quinn can be Tier 3 Intimidated to escort you to a settlement, then you can move and assign him. I think he shares Ron Staples inventory script.
I've gotten into the habit of never leaving a newly discovered settlement without first either assigning an existing settler to supply lines or activating a beacon just long enough to attract at least 1 settler to assign to supply lines. This way, I'm always only sending 1 settler to the last, nearest settlement; both making sure I've got access to resources on the path I'm travelling and making sure I don't forget to connect any. It also allows establishing a supply line and then shutting the beacon off so that you can go back and control the population more carefully. I'll usually activate the beacon at Sanctuary every now and again and then send the arriving settlers where I need them from there. This gives better control over who goes where if you've got unique settlers you want at one location. Also: don't bother with perimeter walls, like Cado says, notice where your attackers spawn and map your security accordingly, but what matters most is your percentage of defense vs pop/food/water. Get that balanced and they can defend themselves. Turrets are a huge help over arming settlers...dont forget to buy shipments from merchants...do Vault 88...and, uh...have fun.✌️
Holy cow, FANTASTIC video! I build a lot of settlements (sink hours into builds) and even I didn’t know about some of the things you listed here! Thank you to everyone in the comments section, too. Lots of great tips and tricks all around. Hmm… As for any insight I can give, it’d pertain mostly to modded Fallout 4. Snappy Housekit is great for building in the style of the rest of the commonwealth, Homemaker-Expanded Settlements is another good one with lots of decoration/furniture items that you can find throughout the commonwealth, alongside their pre-war variants. CvC Dead Wasteland has fantastic custom models alongside kits for more scrappy builds, furniture, tents/awnings, AND has multiple sets of items to place on shelves, tables, floors, etc to make the world feel more lived in. Not ONLY that, but both it and Homemaker have access to different plants and rocks, and I believe CvC uniquely provides graveyard sets with rotting, gross objects if you need them for environmental storytelling. I believe CvC, Homemaker, and Snappy Housekit all also have their own power/resource/shop objects, but CvC goes above and beyond by providing tons of different options for each, including small, medium, and large power supplies to factory style generators, a miniature power box with variants for lighting up homes without the wiring, water towers and pumps with ranging sizes, wells, and more! AND THEN THERE’S THE GUARD ITEMS! Various standing, sitting, gesturing, leaning idle poses for guards to patrol between, guard workstations, guard beds so they can sleep, guard dogs and Protectrons and other trap/trigger items. Protectrons notably don’t seem repairable, but they and attack dogs cost caps instead of scrap to place. There’s two more workshop mods that I’d highly recommend, but I’m running out of time and can’t remember their names off of the top of my head. One provides more utility items and some invisible/visible idle mats to place around your settlements and give more immersion alongside having walls, floors, and presets buildings. The other gives more stations for settlers to forage at so that you don’t have a million of the same scrapping shelf for excess settlers. Both are great immersion boosters, so if I can remember to I’ll check the names and edit/reply with the info on them too! Once again, amazing video. You’ve earned a subscriber!
If you want your merchants to be dressed more businesslike or more appropriate for their job, you can do that at any time with all of them except the doctor. If you want the doctor to be dressed differently, you want to dress them before you assign them to the clinic, otherwise you will not be able to change their clothes unless you unassign them, change their clothes, and then reassign them, which is doable but a bit of a hassle, if you ask me.
Im surprised you didnt mention Vault 88. very important settlement upgrades from that DLC. Vault-tec settler assignment is a must have when you have 20+ settlers and 30+ settlements. lots of useful things you get there that you can build in other settlements too.
The nuclear material alone is worth it. There's enough there to power the vault and at least three other settlements. Don't forget that the Vault 81 vendor sells shipments of it as well.
The Vault-Tec Overseer's Terminal is amazing and is a must for any large, spread out, or complex settlement. The small ones you can manage with the bell, but in Sanctuary I have over 20 settlers, five major crops, a few minor crops, stores, a scavenger, and guards, plus most of my companions. Plus, the VIP tracker is useful for finding my companions in Sanctuary or elsewhere, but it really shines when you set it to track your current companion and leave it on. I used to say "I wish I could put a bell on Piper" and now I can put a quest marker on her.
just want to note a few things that can help others. some settlements are hard to build up or you might not want to build them up rn if this is the case then i would recommend simply placing a beacon and scavenging stations then leaving the settlement and not coming back for a while. another important thing is that new settlers only come if all current settlers have jobs if 2-3 settlers have no jobs then no new settlers will come but this is not took into account if the settlement is not loaded hence why you can have settlements with 10 jobless settlers and why settlements like murk water are best used to fill out your other settlements. using settlers as guards is very useful- i did some endgame tests and they beat every challenge i threw at them with ease- equipping settlers with your spare gatling lasers or miniguns makes them very useful. if you have the vault tec dlc then vault 88 has a unique settler cap of 20+charisma instead of the usual 10+charisma ( i have not tested this just heard about it). if you are having a hard time with raids then it is worth noting that the missile turret can deal with any threat quickly but can kill you and potential settlers but is only beat by a settler with a gat las. finally if you have a T4 merchant then you can build a T3 store and they do not share a inventory. i may of missed things but these are somewhat important tips i thought would be worth sharing
2:52 Surprisingly that helped me more than many videos did. I had it in other games, undownloaded to make space, started playing again, and didnt down load vault tech and literally thought they got rid of it
Payer mod recommendations - Mister Salvage - Don't want to waste time to strip down large settlements like Sanctuary then this the mod for you. This pint sized Mister Handy turned Mister Salvage will do the work for you as you explore the Commonwealth or focus on other parts of settlement management. All scrap is instantly transferred to the Workbench. Mister Tidy - What's the only thing worse than the Raider attack your settlement? The corpses they leave behind plus all the running around to loot said corpses. This where Mister Tidy comes in. This pint sized Mister Handy turned Mister Tidy will remove any all corpses, including any previous human remains inside a settlement, within its scan range. All loot is put into a small box that comes with Mister Tidy. A real neat ability is to be able to have Mister Tidy act beyond a certain distance past the established settlement borders. For example I put a Mister Tidy next to the road along the green settlement border at the Red Rocket next to Sanctuary. A couple of times I was surprised at the amount of loot (and dead bodies) that showed up beyond the Red Rocket's borders over time. Scrapping Workbench - This player mod workbench is great. What it does is breakdown all your junk into scrap in one go. No more dropping junk on the ground then going through each piece or using whatever other vanilla option to do it. It is 100% accurate and even accurately breaks down junk that has multiple scrap like a microscope. Unfortunately what it doesn't do is breakdown armor and weapons regardless of the Scrapper perk rank. But for keeping the junk (scrap) inventory nice and clean this is the way to go.
@@BinaryJoei honestly see his Nuka Cola habit as beneficial, granted it's still soda. Stills better than booze though. I usually give him my stock from Nuka World (minus the 'dark' variant)
I've generally clothed my settlers to fit a theme in their respective settlements. My scav stations are manned by minutemen. I'll upgrade their uniforms to a colonial duster and a minutman hat when possible. I also equip them with a laser musket & a revolution sword when possible. The bulk of the settlers in their respective settlement will be dressed according to the proximity of an quest, a building, or what they initially wear. The Finch Farm is close to the Forge. Therefore, the settlers are dressed in cage armor, hard hats and are equipped with flamers and sledgehammers. Abraham Finch is assigned to the scav station. The Abernathy's Farm. Men are dressed in farm clothes and the women are dressed in flannel shirts and jeans. They wear worn fadoras and are equipped with shotguns and shovels. Blake is assigned to the scav station. The Castle is populated with minutemen and Preston is assigned to the scav station. The Drive-In settlers are dressed in jackets & jeans and ratty skirt, respectively and are equipped with revolvers and knuckles. Men wear pompadours. County Crossing are dressed in fatigues with armor because it's close to a military installation. Women wear fatigues only with a military cap and are equipped with a 10mm while the men are equiped with a combat rifle. They both are equipped with a combat knife. Hangman's Alley settlers are dressed in bball caps, baseball uniforms, athletic clothes, baseball helmets, DC armor, are equipped with bats, baseballs, gloves, and a weapon. The Slog settlers are either dressed in summer shorts or bathrobes. The are mainly all ghouls. Croup Manor settlers are all ghouls as well. However they are dressed in tuxedos & formal hats, and sequin dresses, respectively. My vendors are dressed as mobsters, because, why not, with the exception on the clinic. My restaruant vendor wears a chef hat. They are usually women in a lab coat. They are equipped with a submachine gun and a switchblade. Caravan routes go from each settlement to the Castle. The provisioner is either dressed as their settlment clothing with a postman hat or a postman uniform with the settlement hat. They are equipped with an assault rifle or a minigun and a stun baton. I also have caravan routes to Sanctuary. The provisioner from each settlement are dressed in their respective clothing and respective equipment.
As well as just some speculation as to each individual’s role in the small city. I noticed there was a character that speaks to the player like a pet and the big work boss that treats the player as an equal. I thought this was cool and it’s my favourite dlc, Thanks!!
Settlers are programmed to consume tatos before any other food source Settlement defense rating 150+ is your best bet to minimize settlement attacks. There is still a default 2% chance for each of your settlements to be attacked every day. Settler equipment is not taken into account when the game does the calculations for settlement attacks. If you want to see your settlers actually defend themselves you will have to show up to the settlements when they get attacked Companions and settlers only ever hip fire weapons, so equipping them with weapons modded for reduced recoil and hip fire accuracy will give them the best chance. Automatic rifles seem to work best for this Settlers will also attack from range depending on what type of weapon they have. Melee will make them get up in enemies grills, pistols/shotguns will have them at close to medium range, and rifles will have them at medium to long range
Put all your shipments on your follower. Duplicate them at each settlement. You'll never have to pick up junk unless it's something cool you want to use as a decoration. (In build mode, press and release (□/X) and immediately press and hold (○/B) to scrap and store at the same time. Retrieve shipments from workshop and repeat as necessary Use gamma guns for the settlement size glitch as they are the best item for that glitch. Many other good tips are hidden away on my brain
Hi Caedo. Request here, I’d love to hear about the fallout 3’s dlc characters from the pit. Werner and madia’s plans for the pit as well as the slavers/supervisors roles in rebuilding Pittsburg in a mock brotherhood fashion.
Never mix robots with settlers at a settlement, it damages your happiness since they have a maximum happiness of 50. Choose 1 or more settlements to be robot only settlements.
Another one for moving settlers to big settlements even if your settlement is full u can send them as a provisioner then when they are there you can just assign them
How much income do your shops generate? And how many materials does a scavenging station generate? And what exactly is shared between supply lined settlements? Only the materials from stored junk or also other stuff like stored ammo, weapons, aid, and apparel?
Hi so say I want to equip my settler with a gun and a knife; is there a way I can do that so the settler will use each as appropriate, rather than only the one? I know you can press T or whatever to assign a main weapon, but is there a way to have them switch between ranged and melee etc?
Please help me on My problem with sattler - weird movement (they always walking to wall) - eating problem in food corner (they just want to eat in one table) - i sign a sattler to a store but they don't want to go there, they endup fixing the house (sanctuary)
Does the game really calculate each settlers armour and damage rating during battles? It seems a lot of data to process particularly during some of the battles Ive had at say Finch farm with super mutants one side and gunners and forged the other. Some battles nearly leave me shell shocked by the sheer noise?
6:15 - This point is not entirely accurate. Ever since Nuka World was released, the chances of a settlement successfully defending itself if the player isn't present to assist is 50%, regardless of the defence rating and number of settlers. I have settlements with defence ratings of over 300 and it's still a coin-flip as to whether they will successfully defend themselves. To minimise the chances of your settlements being attacked, when you visit them, ensure that all caps and aid items (food, water, chems, alcohol) have been removed from the Workshop.
i dont know about consoles, if there are differrences but on PC (steam) with all DLCs you can with the necessary knowledge achieve full control over the number of raids, success chances, raid strenght who raids wich settlement and from wich angle they spawn. its been a good long while i did this last time but @shooledzone has almost everything about it covered across his videos in detail im guessing that you didnt encounter the entire knowledge about it yet and lack a minor detail in your planning
Do you know why some settlers revert to their default weapons and armour after some time? I have given Abraham Finch at least three sets of armour and decent weapons only to find him in his farming clothes with a darn pipe pistol! I put in a lot of effort to equip my people and this infuriates me. Ive also noted that when settlers are sent to other places they sometimes arrive without their gear?
Just let you know. I asked the vault tech guy to go to my sanctuary settlement, and he got killed? Never had that before. Odd, to say the least, does this happen to other Merchants??
I read on the wiki that, unlike a lot of the other uniques, the Vault-Tec rep is not considered an essential NPC and can die during settlement raids. 😢
i just did the next gen update on ps5 and started a new playthrough. i have tried 3x various ways, but i'm not able to assign settlers anymore at all. whether by the terminal or manually. as soon as i assign a settler. they run over to it. and then walk away. b4 anyone asks...i'm not new. i have played the game 3x fully before. could this have to do wit ha known bug or mods that have yet to be updated?
I built a raider flag in the nuka world red rocket and now its filled with raiders i cant kill or ill lose my hard earned rep yo, somebody please help me remove them (i cant move them as you normally would and i cant set them on a supply run)
I am in desperate need of help. I claimed 3 settlements for the raiders and those were Outpost Zimonja, Murkwater construction site, and Egret Tours Marina. I completed the evil ending of NW but then right after doing that I started “Open Season” by Preston’s suggestion. So I became enemies with the raiders thus I killed them all to reclaim my lost settlements. I was able to reclaim all but 1. Egret Tours, that place’s workshop keeps telling me I can’t use it yet. I have killed EVERYTHING inside of it. So now all I have is a function settlement without it being one. The pick-me-up stations the booze stations work just fine, the turrets work too so does the generator, but I can’t build anything else, I can’t remove any junk. It’s all locked away. Please if anyone has some clue to figure out a way to help, I will gladly listen.
You can't be right about how successful settlement defense is calculated when you're offsite. I average 15 settlers with 200+ defense and it seems like 50/50 chance for success.
Keep in mind that the required defense goes up based on the amount of food and water you're producing. You need 100 more defense value (settlers + defense) than your total resource production (electricity, food, water) combined to cap your defense chance at 95%. So, if you have 10 food, 10 water, 10 power, and 10 settlers, you'd need 120 defense. If you had 100 each of food/water/power you'd need 390 defense.
@adammerlinsmith Interesting. I do have some water farms, but those settlements rarely get attacked. Unless there's a global aspect to the calculation. Anyway, thanks for the info, much appreciated!
@@torencalduris3114 Raiders don't attack settlements that have 0 population i.e if your water farm is just there with no settler around, it'll never get raided.
I think the only way to reset a supply line after you've set it up is to wait for them to come back to a settlement and give them a different assignment.
@@CaedoGenesis Or use the Vault tec computer to re-assign the caravan settler to be a guard or a farmer. Then just reassign a different settler to the new route, if you don't want to wait for the original settler to journey back.
I haven't read the comments, so bear with me if someone else covered this already.
Food will get harvested but it takes a bit longer and happens only once per in-game day. The excess is stored in the workbench, just like water.
Every settler produces 1 scrap item per day (24 hours in-game), which goes into the workbench. Settlers who are assigned to scav stations produce 2 scrap items per day.
Everything that can be stored in the workbench by the settlement or by settlers has a cap though, so at some point you have to remove items from the workbench or consume it otherwise or the "production" will pause.
Settlers that you pick up randomly don't count toward the settlement limit. Theoretically you can have unlimited settlers at each settlement. Random settlers come from random events. Sometimes you run into a group of Supermutant who captured a settler as food source. If you manage to rescue the settler they will sometimes have a speech option to send them to a settlement.
A famous exploit is the Rogue Robots radiant quest, that becomes accessible after completing the Automatron DLC. These robot groups usually attack a group of settlers and if you can kill the robots faster than they kill the settlers, you can sometimes recruit a settler group between 1 and 4 settler. These settler do not count toward the settler charisma limit! The speech option, when you approach the settler after rescuing them, is random. I don't know exactly how high the chance is but from experience I'd say it's about 30% that you can recruit them. This radiant quest can be completed very fast though and as often as you like.
If you can't yet make supply lines, you can load a settler with junk etc & simply send them to another settlement
Edit: Not my idea, I'm pretty sure I picked it up from Many A True Nerd who typically gave a brilliant tip with understated casualness
you're in the year 2287
Bruh..that is brilliant...
Great idea!
Of all the things I’d thought of doing with settlers, using them as couriers was never one of them. Genius.
Robots are the best provisioners, except if you encounter the bug that changes them back to the base model after a random amount of time. Otherwise, awesome.
Also, once provisioners arrive at their destination they can be assigned to a task.
This was a great overview. Usually these things miss major points (equipping your settlers to make them useful for defense, etc). Settlers, by the way, only need 1 round. The only ammo they consumer are missiles and mini-nukes. Avoid giving them explosive things. Settlers are immune to death from sources that are not the player - so armor just affects how long they stay in the fight before sitting down. Weapon range affects their engagement distance. They do more damage with fast shooting weapons - mini guns, flamers, automatics, etc with bigger magazines.
Your brahmin, crops, water, and scavenging stations will all fill your workstation - but they have caps on the amount. So, if you want those things to produce, you need to keep your workstation empty of fertilizer, all food, water, and junk respectively. The caps from merchants also caps, so keep those empty as well. If you want to drain your workstations without visiting every settlement, once they are linked you can craft things (adhesive, etc) that consume crops, water, and common junk in a settlement with an empty workstation (just put it in a trunk). You will pull supplies first from your inventory, then the local workstation, then foreign workstations - so if you only have access to the materials from other places you can keep them empty from afar. You cap out on fertilizer production with 3 brahmin, crops and water are based on how much overproduction you have, junk just goes until the fill limit is met, and merchant caps does have a max per day limit as well (don't know that number off the top of my head).
If using settlers for suppliers, have them make short trips to the next settlement over - because sometimes the supplier will be a quest giver for Minuteman quests and can be a pain to chase down if they are crossing the entire map. If you want to do "hubs," your best option is to use robots (Automatron) and hub them out of Greygarden and the Mechanist Lair. Robots should NOT be kept in human settlements (including Codsworth, early Curie, and Ada) as they have a fixed happiness of 50 (which will pull down the happiness of normal settlements). The settlement happiness is an average of the happiness of each settler and 50 is low (assuming you have food, water, beds under cover, defense, etc). Settler happiness plays in the calculations of lots of things including production rates. Suppliers (robot or settler) should be made as weaponed and armored as possible. Especially if you are doing the short lines, doing so can keep the roads safe of encounters for you (again, the longer the weapon range, the further from the road they will agro onto targets). This can be a lifesaver in Survival mode. Also, you can have these settlers carry loads for you by filling their inventories with stuff (which you can take back later at the other settlement). Same loads go for moving settlers from one place to another - useful if you have to create a settlement for the Minutemen that you don't care to develop. Once the initial two show up, turn off the beacon, load those two with all the junk from scrapping the settlement to the ground, and send them somewhere useful with it all.
Finally, raider settlements. They suck to make and are prone to glitches and crashing. That said, if you are doing a Junkies build, you should do raider settlements as well.
First, you need to feed them and that means you need the tribute settlements. You should not just pick someplace random. You should use someplace without fixed people and plenty of space, like County Crossroads, first by building it up as a massive Mutfruit farm. Wear Charisma gear, take chems, etc and move as many settlers there as you can. 30+ is best. Put them all on farming. If you are 180+ food production, you should be good. Then, scrap all the defenses and remove all the scrap - leaving the place bare of everything other than water, sheltered beds, and food. This makes intimidating them easier. Also, strip the settlers of good weapons and armor. If you set it up, that one tribute settlement will produce 120+ tribute value which means you would need over 120 raiders before needing to waste another settlement on tribute.
Raider settlements produce raiders up to the settler limit OR until there is a fixed number of "idle" (not working) raiders. So, unless you NEED to, don't give your raiders jobs - they don't want to work, they are raiders. They suck. This way each raider settlement stays under 10 and you can have a dozen or so of them off of one tribute settlement. If you want a raider shop, that will take a raider. You should use turrets for defense, so you don't use them for that. The still only produces vodka, which isn't that valuable, so you are better off avoiding that. The chem stations don't need a worker and are awesome (offering you tons of chems every time you visit a settlement - and you can build rows of them if you have enough antiseptic and power) and the tribute station does not either (for the caps, ammo, chems, and gear - including occasional legendries - that they produce).
So, one good tribute station should carry all your raider settlements on a good circuit of traveling between them if you just want to farm legendary stuff that way. If you are just doing the raider settlements to finish the Nukaworld quests for the perks, just pick junk settlements and when done with Nukaworld, come back and murder them all off (along with the surviving gangs - they can't take their perks back).
Great tips
P I N. T H I S. !!!!!!!!!!!!
My mans literally gave us gold, good shit brother
The only tip I have atm is for some _peace and quiet_ and maybe some _hope!_ Juno and everyone's favourite settler, Marcy are absolute prime candidates to be used as provisioners. Juno, because his moping is worse than hearing about a farm run by ghouls or robots for the umpteenth time (there is a mod for fixing that too - the chatting not Juno) and I just send him somewhere random, but Marcy, I find the most garish outfit I can, give her a crappy weapon and send her off to be a provisioner between Sanctuary and somewhere like Murkwater... and hope and pray she is farkin' miserable.
Actually, if you do decide to go with robots for your supply lines, name them the supply line they will be servicing so you know who they are and where they are going should you meet them on the road. Still send Marcy and Juno out, because, why not. :D
Longneck Lukowski has Trader Rylee
Tina DeLuca in Vault 81
and the super secret one
Pahka Fukkin Quinn can be Tier 3 Intimidated to escort you to a settlement, then you can move and assign him. I think he shares Ron Staples inventory script.
I've gotten into the habit of never leaving a newly discovered settlement without first either assigning an existing settler to supply lines or activating a beacon just long enough to attract at least 1 settler to assign to supply lines.
This way, I'm always only sending 1 settler to the last, nearest settlement; both making sure I've got access to resources on the path I'm travelling and making sure I don't forget to connect any.
It also allows establishing a supply line and then shutting the beacon off so that you can go back and control the population more carefully. I'll usually activate the beacon at Sanctuary every now and again and then send the arriving settlers where I need them from there. This gives better control over who goes where if you've got unique settlers you want at one location.
Also: don't bother with perimeter walls, like Cado says, notice where your attackers spawn and map your security accordingly, but what matters most is your percentage of defense vs pop/food/water. Get that balanced and they can defend themselves.
Turrets are a huge help over arming settlers...dont forget to buy shipments from merchants...do Vault 88...and, uh...have fun.✌️
Holy cow, FANTASTIC video! I build a lot of settlements (sink hours into builds) and even I didn’t know about some of the things you listed here! Thank you to everyone in the comments section, too. Lots of great tips and tricks all around.
Hmm… As for any insight I can give, it’d pertain mostly to modded Fallout 4. Snappy Housekit is great for building in the style of the rest of the commonwealth, Homemaker-Expanded Settlements is another good one with lots of decoration/furniture items that you can find throughout the commonwealth, alongside their pre-war variants. CvC Dead Wasteland has fantastic custom models alongside kits for more scrappy builds, furniture, tents/awnings, AND has multiple sets of items to place on shelves, tables, floors, etc to make the world feel more lived in. Not ONLY that, but both it and Homemaker have access to different plants and rocks, and I believe CvC uniquely provides graveyard sets with rotting, gross objects if you need them for environmental storytelling.
I believe CvC, Homemaker, and Snappy Housekit all also have their own power/resource/shop objects, but CvC goes above and beyond by providing tons of different options for each, including small, medium, and large power supplies to factory style generators, a miniature power box with variants for lighting up homes without the wiring, water towers and pumps with ranging sizes, wells, and more! AND THEN THERE’S THE GUARD ITEMS! Various standing, sitting, gesturing, leaning idle poses for guards to patrol between, guard workstations, guard beds so they can sleep, guard dogs and Protectrons and other trap/trigger items. Protectrons notably don’t seem repairable, but they and attack dogs cost caps instead of scrap to place.
There’s two more workshop mods that I’d highly recommend, but I’m running out of time and can’t remember their names off of the top of my head. One provides more utility items and some invisible/visible idle mats to place around your settlements and give more immersion alongside having walls, floors, and presets buildings. The other gives more stations for settlers to forage at so that you don’t have a million of the same scrapping shelf for excess settlers. Both are great immersion boosters, so if I can remember to I’ll check the names and edit/reply with the info on them too!
Once again, amazing video. You’ve earned a subscriber!
If you want your merchants to be dressed more businesslike or more appropriate for their job, you can do that at any time with all of them except the doctor. If you want the doctor to be dressed differently, you want to dress them before you assign them to the clinic, otherwise you will not be able to change their clothes unless you unassign them, change their clothes, and then reassign them, which is doable but a bit of a hassle, if you ask me.
you can just wait till after business hours but then who knows where tf they are.
I know what you mean . I forget every time to give them a better weapon and clothes. But after you assign them that dialogue is gone .
@@enchantedbananasthat's a good idea . If I can remember what they are wearing ✓
Im surprised you didnt mention Vault 88. very important settlement upgrades from that DLC. Vault-tec settler assignment is a must have when you have 20+ settlers and 30+ settlements. lots of useful things you get there that you can build in other settlements too.
The nuclear material alone is worth it. There's enough there to power the vault and at least three other settlements.
Don't forget that the Vault 81 vendor sells shipments of it as well.
The Vault-Tec Overseer's Terminal is amazing and is a must for any large, spread out, or complex settlement. The small ones you can manage with the bell, but in Sanctuary I have over 20 settlers, five major crops, a few minor crops, stores, a scavenger, and guards, plus most of my companions. Plus, the VIP tracker is useful for finding my companions in Sanctuary or elsewhere, but it really shines when you set it to track your current companion and leave it on. I used to say "I wish I could put a bell on Piper" and now I can put a quest marker on her.
just want to note a few things that can help others. some settlements are hard to build up or you might not want to build them up rn if this is the case then i would recommend simply placing a beacon and scavenging stations then leaving the settlement and not coming back for a while. another important thing is that new settlers only come if all current settlers have jobs if 2-3 settlers have no jobs then no new settlers will come but this is not took into account if the settlement is not loaded hence why you can have settlements with 10 jobless settlers and why settlements like murk water are best used to fill out your other settlements. using settlers as guards is very useful- i did some endgame tests and they beat every challenge i threw at them with ease- equipping settlers with your spare gatling lasers or miniguns makes them very useful. if you have the vault tec dlc then vault 88 has a unique settler cap of 20+charisma instead of the usual 10+charisma ( i have not tested this just heard about it). if you are having a hard time with raids then it is worth noting that the missile turret can deal with any threat quickly but can kill you and potential settlers but is only beat by a settler with a gat las. finally if you have a T4 merchant then you can build a T3 store and they do not share a inventory. i may of missed things but these are somewhat important tips i thought would be worth sharing
2:52
Surprisingly that helped me more than many videos did. I had it in other games, undownloaded to make space, started playing again, and didnt down load vault tech and literally thought they got rid of it
Payer mod recommendations -
Mister Salvage - Don't want to waste time to strip down large settlements like Sanctuary then this the mod for you. This pint sized Mister Handy turned Mister Salvage will do the work for you as you explore the Commonwealth or focus on other parts of settlement management. All scrap is instantly transferred to the Workbench.
Mister Tidy - What's the only thing worse than the Raider attack your settlement? The corpses they leave behind plus all the running around to loot said corpses. This where Mister Tidy comes in. This pint sized Mister Handy turned Mister Tidy will remove any all corpses, including any previous human remains inside a settlement, within its scan range. All loot is put into a small box that comes with Mister Tidy. A real neat ability is to be able to have Mister Tidy act beyond a certain distance past the established settlement borders. For example I put a Mister Tidy next to the road along the green settlement border at the Red Rocket next to Sanctuary. A couple of times I was surprised at the amount of loot (and dead bodies) that showed up beyond the Red Rocket's borders over time.
Scrapping Workbench - This player mod workbench is great. What it does is breakdown all your junk into scrap in one go. No more dropping junk on the ground then going through each piece or using whatever other vanilla option to do it. It is 100% accurate and even accurately breaks down junk that has multiple scrap like a microscope. Unfortunately what it doesn't do is breakdown armor and weapons regardless of the Scrapper perk rank. But for keeping the junk (scrap) inventory nice and clean this is the way to go.
I don't use mods. I did at one time, but they were very particular mods. I like these three.
I ALWAYS assign Sheffield to run my bar. Because I'm a bastard.
I usually put him in charge of the Cola Machine from Vault 88. Same diff. 😅
Glad I'm not the only one fucked in the head
@@BinaryJoei honestly see his Nuka Cola habit as beneficial, granted it's still soda. Stills better than booze though. I usually give him my stock from Nuka World (minus the 'dark' variant)
That's the way it usually goes in real life, lol. A lot of bar tenders are drunks...
I've done the same thing.
Never knew about the raider settlement perks. Such a cool touch to not need charisma for supply lines, really adds to the OVERBOSS brute force ruling
I've generally clothed my settlers to fit a theme in their respective settlements.
My scav stations are manned by minutemen. I'll upgrade their uniforms to a colonial duster and a minutman hat when possible.
I also equip them with a laser musket & a revolution sword when possible.
The bulk of the settlers in their respective settlement will be dressed according to the proximity of an quest, a building, or what they initially wear.
The Finch Farm is close to the Forge. Therefore, the settlers are dressed in cage armor, hard hats and are equipped with flamers and sledgehammers. Abraham Finch is assigned to the scav station.
The Abernathy's Farm.
Men are dressed in farm clothes and the women are dressed in flannel shirts and jeans. They wear worn fadoras and are equipped with shotguns and shovels. Blake is assigned to the scav station.
The Castle is populated with minutemen and Preston is assigned to the scav station.
The Drive-In settlers are dressed in jackets & jeans and ratty skirt, respectively and are equipped with revolvers and knuckles. Men wear pompadours.
County Crossing are dressed in fatigues with armor because it's close to a military installation. Women wear fatigues only with a military cap and are equipped with a 10mm while the men are equiped with a combat rifle. They both are equipped with a combat knife.
Hangman's Alley settlers are dressed in bball caps, baseball uniforms, athletic clothes, baseball helmets, DC armor, are equipped with bats, baseballs, gloves, and a weapon.
The Slog settlers are either dressed in summer shorts or bathrobes. The are mainly all ghouls.
Croup Manor settlers are all ghouls as well. However they are dressed in tuxedos & formal hats, and sequin dresses, respectively.
My vendors are dressed as mobsters, because, why not, with the exception on the clinic. My restaruant vendor wears a chef hat. They are usually women in a lab coat. They are equipped with a submachine gun and a switchblade.
Caravan routes go from each settlement to the Castle. The provisioner is either dressed as their settlment clothing with a postman hat or a postman uniform with the settlement hat. They are equipped with an assault rifle or a minigun and a stun baton.
I also have caravan routes to Sanctuary. The provisioner from each settlement are dressed in their respective clothing and respective equipment.
As well as just some speculation as to each individual’s role in the small city. I noticed there was a character that speaks to the player like a pet and the big work boss that treats the player as an equal. I thought this was cool and it’s my favourite dlc, Thanks!!
Settlers are programmed to consume tatos before any other food source
Settlement defense rating 150+ is your best bet to minimize settlement attacks. There is still a default 2% chance for each of your settlements to be attacked every day. Settler equipment is not taken into account when the game does the calculations for settlement attacks. If you want to see your settlers actually defend themselves you will have to show up to the settlements when they get attacked
Companions and settlers only ever hip fire weapons, so equipping them with weapons modded for reduced recoil and hip fire accuracy will give them the best chance. Automatic rifles seem to work best for this
Settlers will also attack from range depending on what type of weapon they have. Melee will make them get up in enemies grills, pistols/shotguns will have them at close to medium range, and rifles will have them at medium to long range
The ammo for settlers only has to be one singular bullet.
Put all your shipments on your follower. Duplicate them at each settlement. You'll never have to pick up junk unless it's something cool you want to use as a decoration.
(In build mode, press and release (□/X) and immediately press and hold (○/B) to scrap and store at the same time. Retrieve shipments from workshop and repeat as necessary
Use gamma guns for the settlement size glitch as they are the best item for that glitch.
Many other good tips are hidden away on my brain
Hi Caedo. Request here, I’d love to hear about the fallout 3’s dlc characters from the pit. Werner and madia’s plans for the pit as well as the slavers/supervisors roles in rebuilding Pittsburg in a mock brotherhood fashion.
if you have Automatron DLC use the mechanist lair as a shipping hub and use robots for supply lines.
Never mix robots with settlers at a settlement, it damages your happiness since they have a maximum happiness of 50. Choose 1 or more settlements to be robot only settlements.
This is just bio-purist mechanophobe dredge. You're just a neo-ludite and a circuit critic.
(Just kidding, thank you for the tip.)
Another one for moving settlers to big settlements even if your settlement is full u can send them as a provisioner then when they are there you can just assign them
No mention of trader Rylee from Longneck Lewkowsky's?
How much income do your shops generate? And how many materials does a scavenging station generate? And what exactly is shared between supply lined settlements? Only the materials from stored junk or also other stuff like stored ammo, weapons, aid, and apparel?
Hi so say I want to equip my settler with a gun and a knife; is there a way I can do that so the settler will use each as appropriate, rather than only the one? I know you can press T or whatever to assign a main weapon, but is there a way to have them switch between ranged and melee etc?
Do the named special level 4 vendors require anything before you can recruit them?
Yeah and most of them are bugged
Please help me on My problem with sattler
- weird movement (they always walking to wall)
- eating problem in food corner (they just want to eat in one table)
- i sign a sattler to a store but they don't want to go there, they endup fixing the house (sanctuary)
Does the game really calculate each settlers armour and damage rating during battles? It seems a lot of data to process particularly during some of the battles Ive had at say Finch farm with super mutants one side and gunners and forged the other. Some battles nearly leave me shell shocked by the sheer noise?
6:15 - This point is not entirely accurate. Ever since Nuka World was released, the chances of a settlement successfully defending itself if the player isn't present to assist is 50%, regardless of the defence rating and number of settlers. I have settlements with defence ratings of over 300 and it's still a coin-flip as to whether they will successfully defend themselves.
To minimise the chances of your settlements being attacked, when you visit them, ensure that all caps and aid items (food, water, chems, alcohol) have been removed from the Workshop.
i dont know about consoles, if there are differrences but on PC (steam) with all DLCs
you can with the necessary knowledge achieve full control over the number of raids, success chances, raid strenght who raids wich settlement and from wich angle they spawn.
its been a good long while i did this last time but @shooledzone has almost everything about it covered across his videos in detail
im guessing that you didnt encounter the entire knowledge about it yet and lack a minor detail in your planning
First time I have heard about chems and alcohol being on that short list.
If you build stocks and assign Marcy to them, it increases settlement happiness.
IDK if this is true but I'm doing anyway because F Marcy!
Do you know why some settlers revert to their default weapons and armour after some time? I have given Abraham Finch at least three sets of armour and decent weapons only to find him in his farming clothes with a darn pipe pistol! I put in a lot of effort to equip my people and this infuriates me. Ive also noted that when settlers are sent to other places they sometimes arrive without their gear?
If you give your settlers 1 single 5mm round it gives them infinite ammo for all weapons they are carrying. 👍
lol, this is the first time I've heard of this. How is this possible?
What about unique settlers and using the store slot from SIM Settlers ??? Will the stores become emporium when I assign a special settler?
Just let you know. I asked the vault tech guy to go to my sanctuary settlement, and he got killed? Never had that before. Odd, to say the least, does this happen to other Merchants??
I read on the wiki that, unlike a lot of the other uniques, the Vault-Tec rep is not considered an essential NPC and can die during settlement raids. 😢
i just did the next gen update on ps5 and started a new playthrough. i have tried 3x various ways, but i'm not able to assign settlers anymore at all. whether by the terminal or manually. as soon as i assign a settler. they run over to it. and then walk away. b4 anyone asks...i'm not new. i have played the game 3x fully before. could this have to do wit ha known bug or mods that have yet to be updated?
I built a raider flag in the nuka world red rocket and now its filled with raiders i cant kill or ill lose my hard earned rep yo, somebody please help me remove them (i cant move them as you normally would and i cant set them on a supply run)
"Mega settler ass" in thumbnail lmao
Caedo Genesis is a good content creator
I can’t move nobody to hills ?
I am in desperate need of help. I claimed 3 settlements for the raiders and those were Outpost Zimonja, Murkwater construction site, and Egret Tours Marina. I completed the evil ending of NW but then right after doing that I started “Open Season” by Preston’s suggestion. So I became enemies with the raiders thus I killed them all to reclaim my lost settlements. I was able to reclaim all but 1. Egret Tours, that place’s workshop keeps telling me I can’t use it yet. I have killed EVERYTHING inside of it. So now all I have is a function settlement without it being one. The pick-me-up stations the booze stations work just fine, the turrets work too so does the generator, but I can’t build anything else, I can’t remove any junk. It’s all locked away. Please if anyone has some clue to figure out a way to help, I will gladly listen.
It's either one raider is still alive or you have to speak to that crazy lady.
Im on ps5 how can i view a current suplly line ive already assigned someone to start a route but cant see the route
Go into pip boy/map then L1 to bring up supply lines.
All I need is my wazer wifle!!
Why everything i want to get is locked by the fucking DLC
You can't be right about how successful settlement defense is calculated when you're offsite. I average 15 settlers with 200+ defense and it seems like 50/50 chance for success.
Keep in mind that the required defense goes up based on the amount of food and water you're producing. You need 100 more defense value (settlers + defense) than your total resource production (electricity, food, water) combined to cap your defense chance at 95%. So, if you have 10 food, 10 water, 10 power, and 10 settlers, you'd need 120 defense. If you had 100 each of food/water/power you'd need 390 defense.
@adammerlinsmith Interesting. I do have some water farms, but those settlements rarely get attacked. Unless there's a global aspect to the calculation. Anyway, thanks for the info, much appreciated!
@@torencalduris3114 Raiders don't attack settlements that have 0 population i.e if your water farm is just there with no settler around, it'll never get raided.
Lol after disassembling 100+ guns, i have close to 100 turrets. Raiders still think theyre tough 😂
Yes, unfortunately a bug.
Two views in two minutes, caedo fell off
Shut up we know
@@thebluemidget4909 ;)
Yet you're still here🤔
@@Drewthemagnificent almost like I’m doing it for the meme🤔
@@asdasd-ty9se I really don't care. You're weird
Any ideia how to reset supply lines? Like remake from scratch.
I think the only way to reset a supply line after you've set it up is to wait for them to come back to a settlement and give them a different assignment.
@@CaedoGenesis Or use the Vault tec computer to re-assign the caravan settler to be a guard or a farmer. Then just reassign a different settler to the new route, if you don't want to wait for the original settler to journey back.