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Settlers - an annoyance.


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Posted (edited)

Base game - Why would SS invite settlers? SS wouldn't.

So, you made a nice settlement! Food, water, sheltered beds, defensive turrets.. Then you set up a settlement beacon.

"Hope you're not one of them synths sent to spy on me."

"You got a mean look about you, hope you didn't come here for me".

Settlers are rude and ungrateful rats that draw raiders. Why would SS want that? Build? YES! XP points. Settlers? rather use robots to harvest corn, tatoes and mutfruit.

 

What SS would do is provide for SS family.

Behold! the mod Family Planning mod! With just a little sex playing as Nate, you can make NEW SETTLERS. Still rude little rats, but you're rather hear it from your children than some stranger.

 

So far it's not worked for me.

1) Takes too long to produce a workable settler, even with the assignable children mod.

2) Children aren't unique. that means "Jessica" can become "Jessy" when you leave the cell. You would like Unique that don't change.

3) They won't call you dad.

4) where do you get unique members of the Vault Mother's corps? Use the Unique settler mod, or do you recruit from the Commonwealth?

4a) Recruiting (enslaving with Just Business) from the commonwealth means you can bork your quests e.g. enslave Ellie, who runs the valentine detective agency, will mean she's not there when you talk to Nick, so it doesn't progress. Same with Pooper I mean, Piper.

4b) With unique settlers, you have to craft each Vault Mother each time you generate one. Looks menu is NOT forgiving.

Why unique? Because unique can have unique bodies from slim to plump to everyone's favorite gigantic boobs.  Not the plain vanilla body.

 

*So, I want unique settlers (both Mother and children who become adults) with diverse bodies and diverse faces.

*I figure if you can plant corn on Monday and harvest on Tuesday, why not speed up the baby making process. Inseminate on Monday baby in a week, child in 2 weeks. Adult in 3 weeks (setting in family planning)

* I want the adult child to be unique (family planning gives a random settler, afaik).

 

Almost have all the parts. Anyone know of any mods that could improve this play?

 

Edited by MrGrey
Posted

I use a mod that places prisoners in bandit camps - who I can then free... if I want - and I can then ask them - if they will join me in one of my settlements.


This way I can at least determine the composition of each individual settlement myself.


Of course I have to keep putting up with their stupid chatter - because it's firmly anchored in the vanilla game... I just endure it - by switching my hearing to "pass"... otherwise all that's left is building robots.


Family planning... "production" of children... yes there is this mod here on LL - but it was really too complicated for me to make it work... I wasn't really interested in playing that way.


In any case, I consider the entire settlement system to be a complete piecemeal in all respects - even in its basic approach.


I just look at "Fallout 2" - it takes place almost 100 years BEFORE "Fallout 4" ... and I find completely newly built settlements that do NOT look like emergency accommodation (like the capital of the NKR)


I can use the "workshop" of a settlement to produce concrete, masonry or even reinforced concrete - even glass is possible - but I still can't build any buildings - that don't look like temporary ones... The exception here is the "home-maker" mod " with its institute buildings.


---

If each of your settlers (especially the women) should have their own data set for body proportions - that might be possible somehow - but it massively inflates the "memory" and data processing.

I "fake" something like this using various items of clothing - you can assign each type of set of clothing its own "weight" or its own slider settings, e.g. for butt or chest circumference... although it does take some work in the Bodyslide Studio.


Unique faces... I use a mod that assigns something like this to the female bosses of the bandit gangs... I then capture them and, after "retraining", assign them tasks in my settlement.

(is the subject of my blog story on Fallout - see chapter "Raider Reform School")

Posted
On 3/15/2024 at 11:20 PM, Miauzi said:

I use a mod that places prisoners in bandit camps - who I can then free... if I want - and I can then ask them - if they will join me in one of my settlements.


This way I can at least determine the composition of each individual settlement myself.


Of course I have to keep putting up with their stupid chatter - because it's firmly anchored in the vanilla game... I just endure it - by switching my hearing to "pass"... otherwise all that's left is building robots.


Family planning... "production" of children... yes there is this mod here on LL - but it was really too complicated for me to make it work... I wasn't really interested in playing that way.


In any case, I consider the entire settlement system to be a complete piecemeal in all respects - even in its basic approach.


I just look at "Fallout 2" - it takes place almost 100 years BEFORE "Fallout 4" ... and I find completely newly built settlements that do NOT look like emergency accommodation (like the capital of the NKR)


I can use the "workshop" of a settlement to produce concrete, masonry or even reinforced concrete - even glass is possible - but I still can't build any buildings - that don't look like temporary ones... The exception here is the "home-maker" mod " with its institute buildings.


---

If each of your settlers (especially the women) should have their own data set for body proportions - that might be possible somehow - but it massively inflates the "memory" and data processing.

I "fake" something like this using various items of clothing - you can assign each type of set of clothing its own "weight" or its own slider settings, e.g. for butt or chest circumference... although it does take some work in the Bodyslide Studio.


Unique faces... I use a mod that assigns something like this to the female bosses of the bandit gangs... I then capture them and, after "retraining", assign them tasks in my settlement.

(is the subject of my blog story on Fallout - see chapter "Raider Reform School")

 I can only reccomend sim settlements 1 with the expansions, it allows for random stettlements to start partially or fully built independent of the player  making the commonwealth more lived in. Still waiting for the same feature for sim settlements 2

 

Posted

How do you spawn settlers via the cheat console?

I kinda want unique settlers, so I can change the body from the vanilla one.

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