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[CONCEPT] S.O.C.K.S+ Settler Overhaul: Characters, Kids, Skills


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How would you prefer this mod idea?  

287 members have voted

  1. 1. Would you prefer this idea to be one giant mod, or would you prefer it broken down into a few smaller mods so you can pick and choose what you want?

    • One large mod
      124
    • A collection of smaller mods
      57
    • BONUS: Work on it like it's a series of small mods, adding them to the mod in parts. The end result mod contains everything once it's finished.
      106


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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.

 

Also, yes, I know there's no GECK. Still, what do people think?

 

 

S.O.C.K.S+

Settler Overhaul: Characters, Kids, Skills

+ Perks, Functionality and Quality of Life and Other Stuff

 
 
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 ypjW5lh.png
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 2.25
1 Skill - Value x 1.25          6 Skill - Value x 2.50
2 Skill - Value x 1.50          7 Skill - Value x 2.75
3 Skill - Value x 1.75          8 Skill - Value x 3
4 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, Guard Posts, 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.

 

Upgraded Guard Posts

Guard posts are terrible. Really, really terrible. So, let's upgrade them to make the multiplier effect from Guard skill actually mean something - otherwise a rank 8 guard on a guard post still only produces 6 defence. So, let's strap a Vertibird minigun onto them!

Minigun Guard Post: Gun Nut rank 2. The Guard Post contributes a defence score of 6 (or 18 in the hands of a Max Rank guard).

Gatling Laser Guard Post: Gun Nut rank 2. Science rank 2. The guard post contributes a defense score of 10 (or 30 with a Rank 8 guard).
 
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?

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Guest MonsterFish

Kids suck.

 

Also, why not have some 'Bad perks'. There was a great reality check in MGS V when I had a guy who was S-Rank at a particular thing but he started fights constantly. It was flipping constant that I had people in the Med-bay cus he fought everyone. But he was really good in R&D that I just couldn't let him go.

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Alternatively, children decrease the happiness of your elder settlers. GET OFF MY DAMN LAWN!

 

...I've been a "crotchety old man" when it comes to kids since about puberty hit.

 

Kids can be little shits. Hell, young enough and they just PRODUCE shits. And vomit. And noise. I also heartily disagree with anyone that says "children are innocent creatures"; they've clearly never seen kids.

 

Still, even if they ARE irritating little bastards (usually cocky, like every single child NPC in every game ever seems to be. I swear they know they're unkillable without mods), people still probably feel better knowing there are still kids being born and raised in the Commonwealth.

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...Still, even if they ARE irritating little bastards (usually cocky, like every single child NPC in every game ever seems to be. I swear they know they're unkillable without mods)...

This is why I can't bring myself to care about MacCready as a follower (on top of his ass being useless in combat).

 

...people still probably feel better knowing there are still kids being born and raised in the Commonwealth.

I think I might just be that big a jaded misanthropist.

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...Still, even if they ARE irritating little bastards (usually cocky, like every single child NPC in every game ever seems to be. I swear they know they're unkillable without mods)...

This is why I can't bring myself to care about MacCready as a follower (on top of his ass being useless in combat).

 

...people still probably feel better knowing there are still kids being born and raised in the Commonwealth.

I think I might just be that big a jaded misanthropist.

 

I don't really like kids either. But it's still good to know that humans are capable of reproduction and raising offspring. Just... keep them away from my personal space.

 

 

 

Kids suck.

 

Also, why not have some 'Bad perks'. There was a great reality check in MGS V when I had a guy who was S-Rank at a particular thing but he started fights constantly. It was flipping constant that I had people in the Med-bay cus he fought everyone. But he was really good in R&D that I just couldn't let him go.

Hmm. Thoughts on negative perks? In the dog-eat-dog world of Fallout, I'd probably just accidentally send people with negative perks out into the wasteland to die. Unless they came with good skills, anyway.

 

Arsehole: This settler makes everyone around them miserable.

Slow Learner: They learn everything 20% slower.

Sickly: They randomly end up in med bay for illnesses.

Clumbsy: They keep breaking things. Time to repair the carrot patch again.

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I don't see the point to negative perks - unless it's part of a grab bag of perks a settler can have. Or something they can overcome? Sounds a bit too complicated though.

 

I like the overall idea - settlements as they currently stand are lackluster at best. I'm wondering though - would it be a challenge to conquer settlements? Not so much being a Raider, more like creating an empire. Overpower settlements and either bring the settlers there into your army, enslave them, or kill them. There are lots of ways I could see this going, but I don't want to subvert your idea too much.

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Guest MonsterFish

Well like I said, you can have 'negative perks' and then have them really good at something.

 

For example, some guy comes in, he's not good at anything and he's just a major asshole and makes everyone miserable. You're gonna kick him out no questions asked cus he doesn't provide anything at all. Now image a lass comes in and she's incredible at farming, so much so that she knows exactly what to pick, when to pick it and triple-folds the crop yield. But there's a problem, she's a HUGE jet enthusiast. She supplies anyone that needs it with chems and uses chems herself, about 1 or 2 people are in the sickbay every day and she's basically fucking everyone over with chem addiction. But the skills she has as a farmer is incredible, she's a good teacher and not only increases the skill EXP gain of other farmers, but decreases the time it takes for the next yield ontop of the triple-fold yield. So, do you kick her out for being a drug addict and provider? Or do you keep her for being such a good farmer?

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Alternatively, children decrease the happiness of your elder settlers. GET OFF MY DAMN LAWN!

 

...I've been a "crotchety old man" when it comes to kids since about puberty hit.

 

Kids can be little shits. Hell, young enough and they just PRODUCE shits. And vomit. And noise. I also heartily disagree with anyone that says "children are innocent creatures"; they've clearly never seen kids.

 

Still, even if they ARE irritating little bastards (usually cocky, like every single child NPC in every game ever seems to be. I swear they know they're unkillable without mods), people still probably feel better knowing there are still kids being born and raised in the Commonwealth.

 

 

Ahem, children(babies) are innocent creatures only when they are sleeping and when they wake up they become the Satan.

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negative perks?

 

An Idea:"slave".

 

slave gains no exp and can't do some of the job like a guard.

 

Yeah we will surely meet the demand to add slaves to the settlement

 

That would have to be a LL made expansion, not something default to the mod. The idea is for it to be Nexus and non-deviant friendly. At least, the main mod is. You can edit extra stuff onto it later. ;)

 

Besides, why can't slaves improve at what they do? Maybe the slave perk is 'beneficial' - no-one gets sad if they die.

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Well like I said, you can have 'negative perks' and then have them really good at something.

 

For example, some guy comes in, he's not good at anything and he's just a major asshole and makes everyone miserable. You're gonna kick him out no questions asked cus he doesn't provide anything at all. Now image a lass comes in and she's incredible at farming, so much so that she knows exactly what to pick, when to pick it and triple-folds the crop yield. But there's a problem, she's a HUGE jet enthusiast. She supplies anyone that needs it with chems and uses chems herself, about 1 or 2 people are in the sickbay every day and she's basically fucking everyone over with chem addiction. But the skills she has as a farmer is incredible, she's a good teacher and not only increases the skill EXP gain of other farmers, but decreases the time it takes for the next yield ontop of the triple-fold yield. So, do you kick her out for being a drug addict and provider? Or do you keep her for being such a good farmer?

 

Time-to-yields is something I don't want to change, at all. I imagine everything will run a lot smoother if everything 'ticks over' at the same time every day.

 

But, as for kicking her out... Hell no. She just needs to be in the right settlement. In a settlement of 4-6 people, having anyone down sick is a massive disadvantage, nearly crippling your settlement. However, if you put her ion a settlement of 20 people, it becomes less of an issue. It's all about learning what your Settlers can do and moving them appropriately.

 

For example, you might set up The Castle as an 'Education' settlement. Fill it with teachers and Elders, and send your newbie settlers off there to learn how to be not-useless. Then, once they've been at the Castle long enough to get some levels, you send them back out to the low population outlying settlements.

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I love the idea or positive/negative perk like in MGSV!

 

I thought of some mechanics already since the first mod I intend to do is a vault builder if I have enough time to spare next year and if my ideas are actually doable (waiting for the GECK for this...) 

 

To add some ideas:

First, I prefer one big HQ settlement instead of multiple little settlements everywhere so most of my ideas will be with this in head.

 

For starters we remove the charisma-based number limit of settlers as well as the height and stacking limit because they have no reason to exist...

 

S.P.E.C.I.A.L.

An alternative to your Skill leveling system, probably a lot more complicated to include but worth it imo.

 

We could use the special of the NPCs, the values distribued to a NPC when they spawn could be controlled (I do not know how it is distribued by the vanilla game), sometimes you could get a rare settler with good stats from different sources, for example we could make radiant quests while wandering the wasteland to save rare NPCs and recruit them.

Another example: some settlers sent to the wasteland could meet rare NPCs and bring them back with them if they have a high enough charisma stat, this would be very rare though.

Or by mission objective (see below Mission System)

 

The jobs would get a bonus from one or multiple stats:

Guard - Bonus defense multiplied by Strenght, Endurance...

Scavenger - More ressources with Perception, rarer items using Luck...

Etc...

 

You could assign a NPC to particular scripted furniture with slots where they will raise the level of the corresponding stat over time:

Strenght/Perception - Military sand bags, the NPC go behind and start to shoot his equipped weapon.

assignable instructor if Strenght/Perception for 2x bonus.

Endurance/Agility - The NPC jogg around the settlement, no actual slot limit and nothing to build.

assignable coach if 10 Endurance/Agility for 2x bonus.

Charisma/Luck - Bar, they drink beer and other alcools and they chat and say random shit.

assignable barman if 10 charisma/Luck for 2x bonus.

 

Intelligence - Classroom, they sit and read at a table.

assignable teacher for 2x bonus.

 

To go with this:

 

Visual representation of the S.P.E.C.I.A.L. when you hold down R (for example) while aiming a settler, this would require a UI menu to be added, alternatively we can use the menu system of the game. (even if it's freaking huge and probably limited to 9 entries again... at least this time it's a vertical menu hopefully.)

The menu from fallout shelter would be perfect.

 

EQUIPMENT

The armor lvl and the offensive power (raised by the equipped armor/weapon & Endurance/Strenght) on a settler should add a bonus multiplier to jobs like guards, scavengers and hunters, synthetics would be among the best guards in this case since they have a minimum lvl of armor already.

It would make equipping armors on settlers actually useful and not only cosmetic... especially if some job can bring back armors/weapons from their missions in the wasteland.

 

MISSION SYSTEM

See MGSV system where you can send a team of soldiers to bring ressources, people or for other objectives?

Something similar and really cool could be made using this model:

a buildable board where random premade quest appear when you activate it, from there you can send a squad of guard/hunters and the chance of succes will depend of their stats/equipment and the difficulty of the mission.

This could be used to make preventive attacks against raiders and decrease the chances of attacks, to rejoin your Raider Attacks Overhaul ideas. :)

Could also be used to send your soldiers do your job for radiant quests like settler kidnapping.

 

PRISON

Buildable prison beds, for each bed a slot for a prisoner, it's up to the player to build his own prison around it, multiple cells or a big cell.

Then we need to create a knock down mechanic (that I know how to do :P) to stun people, for Fallout it will be easy to implement, stun gun, blunt weapon etc.

 

You then have the option to sent the stunned NPC to you settlement prison if you have free slots and just like in MGSV depending of the nature of the NPC it will take more a less time to condition them to work for you, maybe assign a settler to a job to accelerate the conditionnement. (Jailer)

Maybe some mechanics of escape? To determine after the base is done.

 

SLAVERY

The alternative at the conditioning in the prison, buildable electric collars you can choose to put on a current prisoner, they will turn into a normal capable settler except for some restrictions of course, the advantage of this is that the prisoner will directly work for you but there will be drawbacks like job limitations stats raising more slowly for etc.

This feature can be improved seperatly after the base framework is made.

 

 

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Alternate Devious Settlements

 

When the Player gets a quest that Tenpines is under attack you show up but nothings attacking the settlement.

Off over by the bar you spot of all things a group of Super Mutants kicking back tossin down the suds talking to the town leader.

Upon moving in to investigate the situation you hear a load crack and your screen goes black.

 

Waking up you find yourself bound, gagged, and chained to a nearby pole.

 

All you can do is stare in disbelief that Preston Garvey of all people is negotiating the value of an evening of your time with Captain Thunder Rod.

 

It turns out they found a less risky way to deal with raiders than you ever thought possible.

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Ooooh. For Reasons, I'm not keen to incorporate lewd stuff into the base mod. At least, not public'ly where people can see it...

 

But there's no reason for the code to not be hidden, inactive in the mod, to allow people to integrate it.  ;)

 

I mean, we all know that 'Entertainment Stations' are going to end up being used for pole-dancers and sex-chairs in a dungeon room.

I'm sure someone will 'modify' the Cooking station to milking machines.

 

 

 

Also, because it's 1am and I need sleep, I'm not going to break up this quote to neatly reply to it.

First, I prefer one big HQ settlement instead of multiple little settlements everywhere so most of my ideas will be with this in head.

Same. They look so much nicer. That's one of the reason I wanted to be able to make High Powered Settlers, so I could send them to my Shitty Settlements and have them be useful.

 

For starters we remove the charisma-based number limit of settlers as well as the height and stacking limit because they have no reason to exist...

Word. There's a reason I hacked my charisma in the console.

 

S.P.E.C.I.A.L.

 

An alternative to your Skill leveling system, probably a lot more complicated to include but worth it imo.

 

We could use the special of the NPCs, the values distribued to a NPC when they spawn could be controlled (I do not know how it is distribued by the vanilla game), sometimes you could get a rare settler with good stats from different sources, for example we could make radiant quests while wandering the wasteland to save rare NPCs and recruit them.

Another example: some settlers sent to the wasteland could meet rare NPCs and bring them back with them if they have a high enough charisma stat, this would be very rare though.

Or by mission objective (see below Mission System)

 

The jobs would get a bonus from one or multiple stats:

Guard - Bonus defense multiplied by Strenght, Endurance...

Scavenger - More ressources with Perception, rarer items using Luck...

Etc...

 

You could assign a NPC to particular scripted furniture with slots where they will raise the level of the corresponding stat over time:

Strenght/Perception - Military sand bags, the NPC go behind and start to shoot his equipped weapon.

assignable instructor if Strenght/Perception for 2x bonus.

Endurance/Agility - The NPC jogg around the settlement, no actual slot limit and nothing to build.

assignable coach if 10 Endurance/Agility for 2x bonus.

Charisma/Luck - Bar, they drink beer and other alcools and they chat and say random shit.

assignable barman if 10 charisma/Luck for 2x bonus.

 

Intelligence - Classroom, they sit and read at a table.

assignable teacher for 2x bonus.

 

To go with this:

 

Visual representation of the S.P.E.C.I.A.L. when you hold down R (for example) while aiming a settler, this would require a UI menu to be added, alternatively we can use the menu system of the game. (even if it's freaking huge and probably limited to 9 entries again... at least this time it's a vertical menu hopefully.)

The menu from fallout shelter would be perfect.

 

I scanned this, but my 1:30am brain is not letting me intake information. When I was writing up the stuff above, I was trying to work out a way I could use SPECIAL... However, I think (and I have no backing for this) that my previous idea for Skills might be easier to code. Mostly because it doesn't involve anything pre-existing in the game, so there might be less potential for conflicts with the game itself or other mods. Settlers SPECIAL can't bug out and go mental if we don't touch it!

 

EQUIPMENT

The armor lvl and the offensive power (raised by the equipped armor/weapon & Endurance/Strenght) on a settler should add a bonus multiplier to jobs like guards, scavengers and hunters, synthetics would be among the best guards in this case since they have a minimum lvl of armor already.

It would make equipping armors on settlers actually useful and not only cosmetic... especially if some job can bring back armors/weapons from their missions in the wasteland.

Good idea. Make it super simple so it pulls directly off their defense stats, rather than what they're wearing. It'd probably be easier on scripts if it was something like "Defense / X", compared to checking every gear slot for the armor type. PLUS! If it went straight off DEFENSE VALUES, it becomes completely safe with any other mods adding armor. So if someone wants to dress their entire base as Imperial Storm Troopers, they can, and the mod won't break.

 

MISSION SYSTEM

See MGSV system where you can send a team of soldiers to bring ressources, people or for other objectives?

Something similar and really cool could be made using this model:

a buildable board where random premade quest appear when you activate it, from there you can send a squad of guard/hunters and the chance of succes will depend of their stats/equipment and the difficulty of the mission.

This could be used to make preventive attacks against raiders and decrease the chances of attacks, to rejoin your Raider Attacks Overhaul ideas.  :)

Could also be used to send your soldiers do your job for radiant quests like settler kidnapping.

I must hang my head in shame - I have MGSV but I never played it. I played the first mission of that little pre-game, and got overly frustrated at that little cliff it tells you to jump, but you can never jump it. I spent half an hour reloading on that ledge!

 

PRISON

Buildable prison beds, for each bed a slot for a prisoner, it's up to the player to build his own prison around it, multiple cells or a big cell.

Then we need to create a knock down mechanic (that I know how to do  :P) to stun people, for Fallout it will be easy to implement, stun gun, blunt weapon etc.

      You then have the option to sent the stunned NPC to you settlement prison if you have free slots and just like in MGSV depending of the nature of the NPC it will take more a less time to condition them to work for you, maybe assign a settler to a job to accelerate the conditionnement. (Jailer)

      Maybe some mechanics of escape? To determine after the base is done.

Prisons assigned by a 'floor item' (like the quick-travel mat), and the game declares everything in X radius part of the prison.

Potentially, prisons could have a benefit when dealing with settlers with negative traits. Put them in prison for a day and their negative trait goes 'dormant' for a 7x the amount of time you put them in prison (up to a limit)? So, 1 day in prison = 1 week trouble free?

 

SLAVERY

The alternative at the conditioning in the prison, buildable electric collars you can choose to put on a current prisoner, they will turn into a normal capable settler except for some restrictions of course, the advantage of this is that the prisoner will directly work for you but there will be drawbacks like job limitations stats raising more slowly for etc.

     This feature can be improved seperatly after the base framework is made.

An alternative working beside prisoners rather than replacing it, right? Maybe enslaving prisoners is faster than conditioning them to be loyal, but you get better long-term results from conditioning.

 

 

 

 

Waking up you find yourself bound, gagged, and chained to a nearby pole.

 

All you can do is stare in disbelief that Preston Garvey of all people is negotiating the value of an evening of your time with Captain Thunder Rod.

 

It turns out they found a less risky way to deal with raiders than you ever thought possible.

... Somehow, that almost doesn't surprise me. It'd be good for Preston to be genuinely loath-able for good reasons, other than his complete unrealisticness and incompetence. Bonus points if he makes snide remarks about you obviously prefering Brotherhood if you're a Paladin with them.

 

 

Then Vertibirds turn Preston and all the useless, disrespectful Minutemen into a pink mist.

"General, do my laundry!"   "General, I stubbed my toe!"    "GENERAL, THE BROTHERHOOD ARE GUNNING IS DOWN!"

"I'm not your general. Ad Victoriam." *Stands naked, silhouetted against the burning remains of the Castle as vertibirds circle overhead.*

 

 

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Guest MonsterFish

Maybe you should add a disclaimer at the top that this is not a lewd mod and that you have no intentions to add lewdness into the base mod (idea). But then this is only a place to throw around ideas, rather than actual mod development as of yet.

But I do think that Slavery is something that needs to be established at some level or another. Perhaps, instead, they can do everything a normal person does but has a chance of running away unless conditioned. (Electric collars must have some sort of weakness that can be exploited. Scar got Larrys explosive collar off didn't she?)

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Well, it's posted in the Non-Adult mods category. Although I guess here that means "you can't see a cock" rather than "non-lewd".

 

The community here seems to be better than the community on Nexus in many ways, which is why I posted the idea here.

 

And now I think about it, non-lewd Slavery is perfectly fine. It's just a step towards making the game truly flexible - no matter what Preston says. However, I think it should be a modular extra rather than part of the base install. Mostly because I wouldn't want the option constantly floating in front of me if I wasn't intending to play that sort of character.

 

Also, if the mechanics for slavery are there in a non-lewd form, then it's easy for people to lewd-ify them?

 

 

EDIT: Speaking of modularity, someone on Nexus (and Dalamur) sparked me off with the thought to break all my 'mod ideas' (read: everyone elses ideas I've mashed together to make something) into lots of smaller mods. Then they don't seem as daunting, and people might be more likely to tag in.

 

... I'll see if I can make a poll.

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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.

 

 

Can I add my support for a 'player dosn't have to intervene for raid to fail' thing for settlements? I'm so sick of dropping what I'm doing and saving those guys, especially when they have like 70 defense and could feasibly fend off a raid. Alternatively, Bandits could make off with some of your people, or your guys there give them some food just to be left alone.

 

Or you also run the risk of having a mole within your settlement, crippling it's responce. From there the bandits go in, enslave your people, sell your companions as sex slaves....

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I scanned this, but my 1:30am brain is not letting me intake information. When I was writing up the stuff above, I was trying to work out a way I could use SPECIAL... However, I think (and I have no backing for this) that my previous idea for Skills might be easier to code. Mostly because it doesn't involve anything pre-existing in the game, so there might be less potential for conflicts with the game itself or other mods. Settlers SPECIAL can't bug out and go mental if we don't touch it!

 

 

 

I don't know if it will really be easier to code, relying on already existing vanilla value could make things easier on the contrary, sure it can cause imcompatibilities but also could help for compatibility, someone could make new furnitures to build stats without the need to make a dependency of the settler mod, for example.

 

But it really depend on how the game handle the special for the NPCs.

 

 

 

I must hang my head in shame - I have MGSV but I never played it. I played the first mission of that little pre-game, and got overly frustrated at that little cliff it tells you to jump, but you can never jump it. I spent half an hour reloading on that ledge!

Mission system of word of warcraft if you played it? It's quite similar in some ways.

 

Here's the dispatch menu of MGSV:

 

mgsv-zorn-kp-blueprint-location-1024x576

 

You choose the mission and you choose what soldier you will send for it, depending of the power of your squad and the difficulty of the mission a succes chance is calculated.

Then it will take x amount of game time for the squad to come back and see if they suceeded.

 

A system like this would fit very well in the Fallout 4 settlement system imo.

 

 

Prisons assigned by a 'floor item' (like the quick-travel mat), and the game declares everything in X radius part of the prison.

Potentially, prisons could have a benefit when dealing with settlers with negative traits. Put them in prison for a day and their negative trait goes 'dormant' for a 7x the amount of time you put them in prison (up to a limit)? So, 1 day in prison = 1 week trouble free?

A bedroll for the floor item is fine, the prisoners need a place to sleep.

The dormant trait yeah why not, we can think of how the prison will affect the prisoners after they are already conditioned, if you decide for x reason to send them to jail.

 

 

 

An alternative working beside prisoners rather than replacing it, right? Maybe enslaving prisoners is faster than conditioning them to be loyal, but you get better long-term results from conditioning.

Yep this would be the alternative, we would have to make the conditionning very long for rare NPCs so this would be an appealing solution.

The slaves could be send back to prison to resume the conditioning at where it was before enslaved? or making the conditioning reset and/or longer? To determine.

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I scanned this, but my 1:30am brain is not letting me intake information. When I was writing up the stuff above, I was trying to work out a way I could use SPECIAL... However, I think (and I have no backing for this) that my previous idea for Skills might be easier to code. Mostly because it doesn't involve anything pre-existing in the game, so there might be less potential for conflicts with the game itself or other mods. Settlers SPECIAL can't bug out and go mental if we don't touch it!

 

 

 

I don't know if it will really be easier to code, relying on already existing vanilla value could make things easier on the contrary, sure it can cause imcompatibilities but also could help for compatibility, someone could make new furnitures to build stats without the need to make a dependency of the settler mod, for example.

 

But it really depend on how the game handle the special for the NPCs.

 

 

 

I must hang my head in shame - I have MGSV but I never played it. I played the first mission of that little pre-game, and got overly frustrated at that little cliff it tells you to jump, but you can never jump it. I spent half an hour reloading on that ledge!

Mission system of word of warcraft if you played it? It's quite similar in some ways.

 

Here's the dispatch menu of MGSV:

 

mgsv-zorn-kp-blueprint-location-1024x576

 

You choose the mission and you choose what soldier you will send for it, depending of the power of your squad and the difficulty of the mission a succes chance is calculated.

Then it will take x amount of game time for the squad to come back and see if they suceeded.

 

A system like this would fit very well in the Fallout 4 settlement system imo.

 

Oooh, right. So actually fairly simple - you could probably cobble together a "Budget Version" fairly quickly? Where your mission dudes walk out of your base then 'teleport' into the ether to complete their quest (screw pathing this shit, we'll be back later). Some time later, they reappear.

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Yes this is what happens, the NPCs you send disapear during the time of the mission to come back at the end with rewards because they succeded or nothing and even dead if they failed. RNG based.

 

It would be easy to add quests in the quest log to see the progress of the mission.

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Yes this is what happens, the NPCs you send disapear during the time of the mission to come back at the end with rewards because they succeded or nothing and even dead if they failed. RNG based.

 

It would be easy to add quests in the quest log to see the progress of the mission.

 

True. I wonder if there's a way to make them leave more 'immersively' than just phasing out of existence? I really think of anything sensible - everything seems to involve pathing and relying on the AI not being completely retarded.

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Guest MonsterFish

Well you could take a leaf out of Beths book and make them go to a faraway location that nobody really cares about nor really wants to follow them to and have them stand there, and IF the player actually follows them they'll just stand there until they go so far away or fast travel away that they can despawn and only respawn when finished. But that involves pathing and relying on the AI not being completely retarded

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Well you could take a leaf out of Beths book and make them go to a faraway location that nobody really cares about nor really wants to follow them to and have them stand there, and IF the player actually follows them they'll just stand there until they go so far away or fast travel away that they can despawn and only respawn when finished. But that involves pathing and relying on the AI not being completely retarded

 

Exactly. I like the idea of them only teleporting away if the player is X range from them or out of the cell... but that won't help if someone decides to follow them on their mission. "Why aren't they moving? PLZ MOD IS BROKEN! i wait forever and they not move!"

 

[...]

 

OH! OH! I worked it out! I was talking about how to deal with enemies having to move WRT Fallout Defeat and how you could hide stuff from the player with 'blackouts'.

 

Alternative 1: You gather all your little soldiers up together (assign them to a Mission Board so they stand around it looking badass?) then interact with the board to send them on their way. They turn to you and animate a little salute or whatever, then the screen fades to black for a second or two. Maybe, to make this screen seem like it serves a purpose other than blatantly putting a basket on the player's head, it gives you a popup saying, "Expected return: TIME/DATE". Once the screen lights up again, they've gone.

 

Alternative 2: Instead of fading to black, the screen 'fades' to a picture of a miscellaneous group of rag-tag settlers walking down a Wasteland road away from you as you send them out. Have about 10 pictures that get cycled through. Sort of like the ending scenes for F:NV?

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