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[MOD IDEA] S.O.C.K.S+ - Settler Overhaul: Characters, Kids, Skills +


Revuu

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I don't actually have the capability to make this on my own. I spew out ideas, but I have no modding experience in Bethesda games.

 





S.O.C.K.S


Settler Overhaul: Characters, Kids, Skills


Also Perks, Functionality and Quality of Life



People want more out of their settlers. If you don't want more use out of the feckless masses wandering around your bases, this idea is not for you. If you are interesting in making those farm-fodder imbeciles do something other than mass produce glue, this may interest you.

Obviously, there needs to be improvements in settler management. No-one is going to argue that the vanilla method of settler 'management' is optimal. In fact, sometimes it isn't even functional. And that's obviously an issue I would like to address, that everyone would like to address. For this reason, I'm not going into detail about fixing up the Settler assignment issue until later in this post.

Settlers need to be useful. Sure, they are already, but no settler is any more useful than any another settler. You have no reason to care about them. So what if one dies? Ship in another from elsewhere, it's not like you lost anything. Even if you leave a settler farming for a year, they don't get any better. A guy on guard duty for a year won't give any more defence than a guy freshly assigned to a post. Wouldn't it be better if settlers got better at something the more they did it? If some settlers arrived with skills in one area?

And finally, one of the least important mechanically, but most important in making your settlers people... Giving them names. Without names, settlers don't have identities. Simple as. There's no Ivan the Guard, with his room full of anti-tank mines, ammo boxes and gas masks. There's no Mrs. Mira, with her room decorated with a broken crib, littered with toys for a lost child. Of course, you decorated these rooms. But with names, you can give these settlers lives. You can give them histories and meanings.




 

Characters, Kids and Skills


Role Identifiers, Settler Job Types, Skills, Perks, Kids, Elders and Names



Role Identifiers
Names are all well and good, but they still won't tell you what a settler actually does. Not unless you remember the names of everyone in your settlements. To help this, role icons are added to help identify your settlers. Functioning like the "Legendary" and "Hard" enemy icons, role icons sit beside a settler's name to help you identify their role.
ALTERNATIVE: Prefixes to names. However, this may not be compatible with randomly generated names, or overwrite them completely.

 

Tracy

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Alex bmgQNWm.png
Dennis YUDiWt2.png





Additional Settler Job Types
Mods will probably introduce new settler job types. For the sake of streamlining everything (and not becoming Dwarf Fortress), many jobs will share related skills.

 

Hunters:
Settlers that roam outside your settlement to hunt wildlife for food, or bandits for resources. These settlers will have their success and contribution measured off the same stat as guards, which is basically their ability to fight and shoot. Depending on where your settlement is (rural, farming settlements versus settlements near or in urban areas) your settlers may be more likely to encounter creatures or raiders.
[Maybe some contribution from Scavenging too? Make Hunters a high end investment. Scavenger score = resource gained. Guard score = how safe they are doing it.]

Raider Hunting:
The reputation of your settlement grows, combat able settlers are more likely to spawn to join your settlement. Hunting expeditions return with weapons, armor, ammo and caps. However, they are also more risky and likely to result in the deaths of your hunters. It is advisable to sent out experienced hunters rather than green recruits.
[This could raise the likelihood of your base being attacked by raiders.]

Wildlife Hunting:
Hunters return with food which adds to the settlement's food output (or stores, see FFS mod idea). They may also return with various herbs and fungi from the Wastelands found while hunting. Wildlife hunting is generally safer than raider hunting, except in high level areas.

 

Cooks:
Cooks are another method of boosting your settlements food production, except they function more as food multipliers.
[Perhaps giving an additional 25% at base level]
They do not PRODUCE any food, they simply convert the raw ingredients into meals far more nutritious than their constituent parts. Having a cook in a settlement producing only 8 food won't get you much - only 2 more production, so you'd be better off assigning them as a farmer. However, if your base produces 20 food, a base level cook will produce 5 food. They also make settlements happier, because everyone likes a warm, cooked meal.

 

Scavengers:
Scavengers already exist within your base. However, I suggest adding another Scavenger action type - sending them out to scavenge the nearby area for resources. It would be higher risk than the existing Scavenger role, but also produce more resources. The resources would be based on where your settlement is.
[Guard skill increases their safety.]

Rural Scavenging:
Plants, herbs and lots of wood. Also some bits of metal, from the abandoned cars and whatnot littering the commonwealth.

Urban Scavenging:
Steel, aluminium and copper. Also some of the rarer resources (nuclear material, circuitry) at higher scavenging levels. Small amounts of wood, rarely.

 

Entertainers:
People that make your bases happier. Maybe they sing in the diner, or go around bringing everyone lemonade. Something to make it easier to raise happiness past that 80% mark. Who am I kidding. This is just mainly here for the mods people
will
make involving vertical poles from the ceiling.


Settler Skills
As mentioned earlier, settlers have skills which function as multipliers to their ability to perform their assigned roles. I propose a numbered value to their skills, spanning from 0 - 8. A score of '0' gives 0% increased output at their assigned role - they produce vanilla quantities. Alternately, it could be configurable for them to produce less than baseline amounts of a resource. It depends on how 'hardcore' you want your experience to be, or more appropriately, how laughably easy food production could get if you leave your settlers to specialise. As an idea, each point from 0 - 8 gives you an additional 25% production. So...
0 Skill - Value x 1.00          5 Skill - Value x 2.251 Skill - Value x 1.25          6 Skill - Value x 2.502 Skill - Value x 1.50          7 Skill - Value x 2.753 Skill - Value x 1.75          8 Skill - Value x 34 Skill - Value x 2.00          Maybe also a special ability at Rank 8.


Farmer / Cook:
I'm not sure if I should combine these two, but on its own Cook is too specialised. Anyway, this skill boosts your farmers ability to produce food from farming or cooking. How? The plants WERE producing this amount of fruit before, but most of them were inedible and disgusting. Through their careful learning of Garden-Fu, pest control, application of fertilizer and singing to their plants, your farmers are able to coax the plants to produce at their full potential.

Max Rank Bonus:
Plants produced are non-irradiated.

 

Guard:
Your guards produce extra guard-points when assigned to guard posts (which themselves need to be modded with more tiers and included gun placements to make them competitive with turrets). They are also less likely to die on missions outside your settlement and gain extra HP.

Max Rank Bonus:
Their presence causes a passive boost to the stats of units around them. Increased temporary HP, accuracy and damage?

 

Scavenger:
Finding more resources than normal when scavenging or on missions outside of your settlement.

Max Rank Bonus:
Scavengers can now find rare materials, such as Nuclear Material, Crystal, Circuitry and Fibre-Optics when scavenging.

 

Entertainer:
How happy they make people when assigned to an Entertainer role.

Max Rank Bonus:
Your Entertainer gains the 'Bubbly' perk, providing a happiness buff to people around them, even when they're not working.

 

Trader:
Increasing ranks means increasing amounts of caps available for the trader, and they make increased caps too.

Max Rank Bonus:
The trader now stocks rare stuff. They also have a chance to acquire rare items / resources while trading. Also, if they are sent on trading runs to major cities, they have a chance to come back with better-than-average settlers.


Settler Perks
Sometimes you get a settler with a rare Perk. This Perk is (usually) not related to any skills, but can combine with many for a distinct advantage to your settlement. You may want to carefully organise your Perked settlers around your various Settlements, or have them rotate through them providing their bonuses.

 

Elder:
Default perk for Elder assigned settlers.
[i imagine settlers with old looking faces can still spawn, but unless tagged AS Elders, they are not elders]
This settler passively gives the settlers around them increased exp gain.

 

Child:
Seeing children growing up in (ideally peaceful) settlements helps your settlers to believe that there is maybe some hope left in the world. Having a child around makes people happier.

 

Teacher:
This Settler boosts the Skill levelling rate of all other settlers assigned to the same role as themselves.

 

Bubbly:
Just being around this Settler makes people assigned to the same role happy. Their continual smile helps to brighten up everyone's day.

 

Lucky:
A random chance to return with extra rare items / resources / extra gold when scavenging or trading.

 

Medic:
Settlers are less likely to die, and recover faster from their wounds. It also makes people feel better knowing there's a doctor in the house.

 

Fast Learner:
This Settler gains exp faster than other settlers.

 

Animal Friend:
This settler is less likely to be attacked by animals. Decreased chance of being mauled to death by Yau Gai when gathering.

 

Bad Past:
This Settler used to run with the raiders. They know the gang signs, making them less likely to be killed by raiders when out and about.

 

More Ideas:
Anyone have mode ideas? Post 'em!


Children and Elders
Children: Occasionally, child settlers join your settlement. They don't really do much - they are limited to gathering and scavenging within the base (not scavenging patrols). However, having children in your settlements makes everyone feel better about the world. [No guarding or anything involving combat, as children are unkillable by default.] I wouldn't be surprised if they were prioritised for kidnapping events, though. Unsurprisingly, everyone gets very upset if you let the Settlement's kid die.

Elders: Rarely, old folk join your settlement. How they've survived so long, you have no idea. But don't worry! They're going to tell all your settlers how they're still alive and everything they know. Just so long as they can settle down inside your base, and not go out on Raider-raids or hunting. With an Elder sharing all their stories, everyone learns what they're doing faster with the Elder's wisdom.

Names
Compared to everything else, Names have the least mechanical impact. But it's really nice to be able to identify and find your settlers. Randomly generate the names of new settlers for sweet, delicious immersion.





 

Quality of Life, Other Interesting Stuff


Settler Management, Raider Monitoring, Raid the Raiders, Wounds, Self Sufficiency, Immersion



Settler Management
The most important thing that everyone seems to want. A way to manage what the bloody hell our Settlers are doing. To do this, you build a special object within your base (found in resources, like the Settler Bell) that allows you to manage your settlers. What is this special item? It's a desk. With folders on it. You sit at the desk, and a UI is brought up (looking like pages in a folder) that you navigate through to see information on your individual settlers (their role, their skills), current complaints and reports (X settlers joined, caravan returned, X gained skill level). Frankly, I imagine this would be one of the hardest things to make. I've heard that UI based stuff can be an absolute pain in the arse. I'll spawn a mockup of this idea in screenshots / photoshop... at some point. Maybe.
Alternately: By assigning icons to settlers, this UI may not be needed. It should be clear who is idle and who has a job.
Talk to Settlers: An extra option in the chat menu allows you to ask your peasants settlers what they are good at. A central pop-up (the type that pauses the game) appears with the info.

Raider Attacks Overhaul, Raider Monitoring
First off, I'd like to completely do away with the current useless system of base raiding and defence. Instead, replace it with an "aggressiveness" meter for the local raiders. Certain actions and resources will increase this meter, others can deplete it. Having a water purifier and a lot of stored food increases the raiders aggressiveness towards your Settlement - they're jealous. Sending hunters out to kill Raiders makes them angry. Caravans let them know you have money and resources, which they want.
When talking to a Guard, you can ask them how things are. They will respond with a report on what the local area is like, specifically local raider / super mutant / whatever activity. Note that, apart from at the All Quiet level, attacks can happen at any time. Increasing aggressiveness links to the LIKELIHOOD of an attack, checking on a daily basis with an RNG based chance mechanic (or something). Each time you repel a raid, the chance counter resets and sticks at zero for a while. On triggering the raid chance, it does not happen immediately, but at a random point in the next 5 days.
In an ideal world, it would also be possible to spawn single scouting raiders to approach your base. This serves no real purpose other than immersion - to watch your settlers cut them down as you stroll around your base. Maybe, if you have no defences or alert guards, these scouts can steal resources or sabotage equipment.
"All quiet ma'am/sir." - No raider activity, no chance of a raid any time soon
"Lookouts saw a little activity, but nothing much." - Under 20% raid chance.
"They're scouting closer, but I don't think they'll attack yet." - 20-40% raid chance.
"They're taking pot shots at our walls." / "They're getting cocky." - 40-70% raid chance.
"We've seen them preparing for an assault, it can't be long now." - 70% upwards.

Raid / Provoke the Raiders
Counter-Raid: Are the raiders taking pot shots at your walls, but you don't want to wait for THEM to make the first move? No worries, take a selection of Settlers out and attack the nearest Raider base instead! A successful attack drops the raider chance back down again.
Provoke: With loud speakers (now with an actual use!), blare out a challenge to the raiders. Come on, if you think you can! At 40%+ chance of Raider Attack, this will provoke the raiders to launch their attack on your base. Tower defence, anyone?

Wounds
Probably an option rather than a default feature. It's mostly for immersion and realism, and would likely be inconvenient to some. Then again, maybe it balances out some of the other advantages within the mod idea. Ideally, it comes in two flavours.
Anti-Death Wounds: Settlers become wounded rather than dying. While wounded they are bedridden and cannot contribute to your settlement for a week. Having a Medic in the settlement reduces this down time.
Combat Wounds: Settlers can become wounded if they take damage in raids or on missions. Depending on how harmed they are, they are bedridden for a few days (up to 4).

Self Sufficiency
Are you pissed off that your settlement will automatically fall if you aren't there to defend it? Even though you build enough turrets to give it 200 defence? I know I find the idea irritating! Settlements are given a percentage chance to survive and even repel attacks (although there may be a loss of life without you there, at least they don't ALL die) based on their defences. It's RNG, but at least there's a reward now for building enough defences for a base to fend for itself.

Immersion - Miscellanious
Area Markers: Place down special 'mats' on the floor that mark areas of your settlements as certain places. For example, mark your dining hall as such, and have the NPCs walk there in the morning and evening for their meals. Place a floor marker in the room you made to be a hospital, and have your wounded settlers carted in there. Designate an area as the 'recreational / relaxing' area, for settlers (and idlers) to relax. Designate a small area as YOUR ROOM, to keep the peasants from sleeping in your bed and using your chairs.
Firing Range: Occasionally, settlers go here to shoot at targets and practice their marksmanship. [Maybe gain a very small amount of Guard exp]

 

That's about it. Anyone else have any ideas?

 

Are any of the ideas here impossible, impractical or unstable to mod?

3 Comments


Recommended Comments

Swiftstep

Posted

Better put this in the forum. Better use an introduction to catch peoples interest.

It is a lot of text - you might get better results / feedback if you punish yourself into less detail in the first post.

 

Besides that, very well written and presented.

Revuu

Posted

Better put this in the forum. Better use an introduction to catch peoples interest.

It is a lot of text - you might get better results / feedback if you punish yourself into less detail in the first post.

 

Besides that, very well written and presented.

 

Thank you! It's already on the forums, I was using this as storage and a construction area (for the presentation).

 

Also, that's a very valid point about the detail. I hadn't really thought of that. First post: summary. Second post, abominable wall of text?

Swiftstep

Posted

I'm just a random lurking leech, with a small amount of knowledge of what I would prefer to find when somebody tries to lure me out of my comfort zone. That might be of little use to you, but as the wise men say: bad criticisms are better than none.

Enthusiasm is a currency, and I pity everone running out of it. :)

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