Turin the Mad |
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Fake Healer wrote:Is there any way to scrap weapons or armor without a bench? I would love to just be able break things down on the fly....
Not without a mod, unfortunately.
Oh, all that wonderful scrap that's just outside of your settlement zone! If I could just... drag it... Damn!
Some of it, you can, up to and including engines. Doing so with an engine is slow going, so hauling that engine up from the river between Sanctuary and Red Rocket takes a few minutes.
If it gives you the option to lift it and walk, however slowly, you can drag it all the way to your nearest settlement zone. ;)
The 8 steel scrap from an engine usually isn't worth the effort. The additional explosion when said engine gets properly perforated, however, is quite gratifying. Perhaps one might entertain parking it adjacent to a vehicle with some remaining paint... ;)
Abraham spalding |
Fake Healer wrote:Is there any way to scrap weapons or armor without a bench? I would love to just be able break things down on the fly....
Not without a mod, unfortunately.
Oh, all that wonderful scrap that's just outside of your settlement zone! If I could just... drag it... Damn!
Some items you can. Like dragging bodies out of your settlements some of the scrap can be dragged in -- I tested this with a tricycle at sanctuary.
Turin the Mad |
I wasn't aware that you could lift the engines - thanks!
I'm always seeing barrels, tree branches, and cinder blocks just outside of the settlement zone and it irks me. And all those car frames near Taffington - sooo wish I could scrap them!
Not familiar enough w/ Taffington to say specifics, but in general if it lifts, it scraps. ;)
Setting engines astride a car or two leads to hilarity!
DeathQuaker RPG Superstar 2015 Top 8 |
Fake Healer |
Fake Healer wrote:Is there any way to scrap weapons or armor without a bench? I would love to just be able break things down on the fly....
Not without a mod, unfortunately.
Oh, all that wonderful scrap that's just outside of your settlement zone! If I could just... drag it... Damn!
I've done that occasionally with things like the tires on the road just outside of the Red Rocket near Sanctuary, or the long red tanks that you can shoot the end off and they rocket away. lol....
Fake Healer |
Warwick Homestead is weirdly absent sources of rubber. Fortunately nearby there are tires you can pick up and carry to the workshop.
I just wish I could build a bridge to Spectacle Island.
Spectacle Island is a huge build site! I haven't done anything with it though yet, can you assign a provisioner to it? I love the idea of an island fortress with settlers and such...
Tvarog |
Another question....I keep finding cans of paint. Can you paint things? If so what can you paint and how? I would love to paint some of the buildings I make or get my outfit/armor all uniform.
Some of the paint cans can be used for a quest in Diamond City. Mostly I think they're just a decent source of oil.
Caineach |
DeathQuaker wrote:Spectacle Island is a huge build site! I haven't done anything with it though yet, can you assign a provisioner to it? I love the idea of an island fortress with settlers and such...Warwick Homestead is weirdly absent sources of rubber. Fortunately nearby there are tires you can pick up and carry to the workshop.
I just wish I could build a bridge to Spectacle Island.
Yes you can. They swim
blood_kite |
Fake Healer wrote:Yes you can. They swimDeathQuaker wrote:Spectacle Island is a huge build site! I haven't done anything with it though yet, can you assign a provisioner to it? I love the idea of an island fortress with settlers and such...Warwick Homestead is weirdly absent sources of rubber. Fortunately nearby there are tires you can pick up and carry to the workshop.
I just wish I could build a bridge to Spectacle Island.
Word of caution. I think provisioners can also die of radiation poisoning from water exposure. Settlers can die from other radiation sources (rad barrels at the drive-in), so water immersion might kill them. I had a provisioner going between the Castle and Spectacle Island, and then I didn't. No idea why they stopped, might have been radiation. The provisioner was also a ghoul, so this seems odd.
DeathQuaker RPG Superstar 2015 Top 8 |
What I've heard about that is Spectacle Island provisioners actually get lost rather than die from anything. Sometimes the pathfinding through the water fails and they just get stuck and the game eventually disables them.
I do dress my provisioner in a hazmat suit, but that's more for show.
I'd still rather be able to build a bridge. I'd actually like to walk back and forth myself rather than swim and/or fast travel (if I built a bridge doubtless the NPCs would fall off anyway ;) ).
Caineach |
What I've heard about that is Spectacle Island provisioners actually get lost rather than die from anything. Sometimes the pathfinding through the water fails and they just get stuck and the game eventually disables them.
I do dress my provisioner in a hazmat suit, but that's more for show.
I'd still rather be able to build a bridge. I'd actually like to walk back and forth myself rather than swim and/or fast travel (if I built a bridge doubtless the NPCs would fall off anyway ;) ).
Or even a boat.
Fake Healer |
Fake Healer wrote:Some of the paint cans can be used for a quest in Diamond City. Mostly I think they're just a decent source of oil.Another question....I keep finding cans of paint. Can you paint things? If so what can you paint and how? I would love to paint some of the buildings I make or get my outfit/armor all uniform.
Yeah, I did that...I just thought it would be cool if the game let you use them for painting your own stuff...oh well.
DeathQuaker RPG Superstar 2015 Top 8 |
I'm with you, Fake Healer, it's odd you can find so many cans of paint but there's so little use for them (outside of being a source of oil and steel). The one quest you only need a couple.
If it's not put in DLC (where I expect we'll see more settlement stuff) I expect it would be easy enough to mod in walls that are painted just by taking the existing wall models and recoloring them, and adding to the list of construction requirements the appropriate color of paint.
Fake Healer |
I'm with you, Fake Healer, it's odd you can find so many cans of paint but there's so little use for them (outside of being a source of oil and steel). The one quest you only need a couple.
If it's not put in DLC (where I expect we'll see more settlement stuff) I expect it would be easy enough to mod in walls that are painted just by taking the existing wall models and recoloring them, and adding to the list of construction requirements the appropriate color of paint.
Yeah, it would just really look awesome to make The Crimson Hold or Amarillo Station or Verdant Town as your base.....I would love a Fort all of one cool color to stand out from the wasteland. Maybe DLC as you said, or the next game even....
Turin the Mad |
I'd like settlement templates. Say "Sanctuary Agrarian 1" or "Red Rocket Missiles o' Doom" or something, perhaps 2-3 per settlement. Provided sufficient resources are available in the workshop/supply network, you can slap down an entire array of predesigned stuff in a given settlement.
Let's say "Balanced" (sufficient food and water for 20 settlers, defense sufficient for 2 to 3 times the combined value), and a variety of "optimized for x" options amongst food/water, defense, scavenging et al.
I get that they want players to become invested in the settlements, which is fine for the first 8-10. When you hit 20-30 for some it's become a chore.
I'd like flag poles and decent lighting options. Street lights. Industrial 'emergency' lights. Embedded wiring instead of naked wires hanging every which way. Wall-mounted spotlights and turrets. Ceiling-mounted turrets.
As Fake Healer points out, I'd like to be able to clean/pretty up a place. Clean up all the perma-trash, say it requires brooms, Abraxo cleaner, a mop, 1 or more metal buckets, a well pump or industrial purifier on site and assigning a settler/scavenger to the task for (x game time).
Repair (and SEAL) the roofs. Mount solar panels on them, which would give us something useful to do with all the junk glass and plastic. Repair and re-install the doors and install locks on the things! Floor and wall safes. Scaffolding.
Size limits for most settlements seem to be too small unless one goes fairly ... Spartan.
Some of the bad guys' locations seem far more useful/defensible. Installing a full perimeter to force foes to come into a desirable chokepoint eats up a metric ton of the size limit.
Designate a brute squad. After a little while, you'll have more T-45 and T-51 power armor suits than you can throw one of the many 10th level housecats at.
It'd be nice to design a queue for "tasks on arrival" by settlement. Sure, the default food/defense works great ... until both of those are full up and then they go to poor-man's scrounger mode. Which does no one any good since they won't grab a scrounging station if they're available. Beds, why won't they self-assign beds? *facepalm*
Ah well, betting first DLC addresses primarily settlement goodies.
Otherwhere |
Simplify the Settler Assignment.
I mean, if I click on someone and "assign" them to a food source, they'll do up to 6 units of it regardless of type, right? And someone "assigned" to defense at a guard post will wander to up to 3. At The Castle, most of them don't even use the guard posts that already exist along the top of the wall that I may assign them to stand watch at, so why do I need to actively select one?
Let me: select a Settler;
see if they are assigned;
if not, let me assign a task rather than assign an object for them to do their task with/at.
And, yes, PLEASE adjust the AI so they will self-assign beds!
Fake Healer |
Simplify the Settler Assignment.
I mean, if I click on someone and "assign" them to a food source, they'll do up to 6 units of it regardless of type, right? And someone "assigned" to defense at a guard post will wander to up to 3. At The Castle, most of them don't even use the guard posts that already exist along the top of the wall that I may assign them to stand watch at, so why do I need to actively select one?
Let me: select a Settler;
see if they are assigned;
if not, let me assign a task rather than assign an object for them to do their task with/at.And, yes, PLEASE adjust the AI so they will self-assign beds!
Yup, and I hate finding a settler, clicking on them and then having to run all the way across the settlement to assign him to the guard station. I love the idea of just clicking on a list of tasks for them: farming, defense, scavenge, or repair crew (I would love to be able to assign someone to that so if stuff is damaged in a raid or something they fix it, or if the buildings need fixing up they do that, I mean why in the world is Sturgis and Mama constantly hammering on a building in Sanctuary if it never gets better looking or fixed up? And if I can't fix it up why can't I tear it down in sections to use the scrap?)
Caineach |
re: Spectacle Island and Provisioners - is it possible for Provisioners to get replaced by a Synth? Or are they the one Settler you can rely on to never be replaced?
I believe any non-named character can be a synth without plot. Some of the named characters may be synths, I don't know.
Otherwhere |
I found this on the Wiki:
Provisioner Notes:
If a named NPC (not a settler) is designated to be a Provisioner, then they will not be renamed Provisioner, and will keep their existing interactions.It is possible for a Provisioner to die in an attack while travelling between settlements (only seems to happen if the player is in close proximity, and can be prevented by killing the attackers).
Provisioners have been found wandering in unaffiliated settlements (E.g Diamond City) having a little bit of downtime without their pack Brahmin.
Assigned provisioners may turn out to be Synths upon their death.
So they can be replaced, and they can die. Seems problematic to me. :(
DeathQuaker RPG Superstar 2015 Top 8 |
Provisioners will only be killed if you happen to be nearby.
They might be synths, but whether they're spies or unwitting rescuees of the Railroad we'll never know. :) Also, they might have been a synth when you assigned them, not replaced after the fact (even some of your settlement brahmin can be synths :) ).
In my current playthrough I've largely been ignoring the Minutemen. After some thought, I've decided AFTER I finish the main quest, then I'll work with the Minutemen to build things up (once all the other sources of organizational power are neutralized and they have no potential strong opposition :) ). Amongst other things, that way any synths that end up in the populace will be more likely to be friendly. ;)
Actually, the buildings in Sanctuary change over time.
Really? Source/pics? In my first playthrough I did Minuteman stuff extensively throughout the game, and I did not notice any changes to the buildings at all (save changes I myself made, like putting up walls or paintings to block holes in the walls). The only discussion threads I can find show that while some think the main yellow house where the workbenches are get improved, others have seen no changes over hundreds of hours of play. I can't find any screenshots (which is not to say they don't exist, simply that I can't find any). If you've got any, that would be awesome.
It would be welcome news if it were true.
Caineach |
Provisioners will only be killed if you happen to be nearby.
They might be synths, but whether they're spies or unwitting rescuees of the Railroad we'll never know. :) Also, they might have been a synth when you assigned them, not replaced after the fact (even some of your settlement brahmin can be synths :) ).
In my current playthrough I've largely been ignoring the Minutemen. After some thought, I've decided AFTER I finish the main quest, then I'll work with the Minutemen to build things up (once all the other sources of organizational power are neutralized and they have no potential strong opposition :) ). Amongst other things, that way any synths that end up in the populace will be more likely to be friendly. ;)
Caineach wrote:Actually, the buildings in Sanctuary change over time.Really? Source/pics? In my first playthrough I did Minuteman stuff extensively throughout the game, and I did not notice any changes to the buildings at all (save changes I myself made, like putting up walls or paintings to block holes in the walls). The only discussion threads I can find show that while some think the main yellow house where the workbenches are get improved, others have seen no changes over hundreds of hours of play. I can't find any screenshots (which is not to say they don't exist, simply that I can't find any). If you've got any, that would be awesome.
It would be welcome news if it were true.
I may have to find some pics, but the holes in the walls got replaced with new ones and they change the colors of them over time in my game, even on one of the buildings your supposed to scrap. Because the new walls don't count as scrap, I couldn't scrap one of the buildings.
DeathQuaker RPG Superstar 2015 Top 8 |
Turin the Mad wrote:Ah well, betting first DLC addresses primarily settlement goodies.Probably right, which means that unfortunately I will have to wait for future DLC to provide something I actually care about.
I'd reckon the first DLC, while possibly adding more settlement goodies, probably will also have story stuff that is hopefully of interest to everyone. Hearthfire for Skyrim was the second DLC between two story-heavy DLCs, and I wouldn't be surprised if they followed a similar formula. While people into the settlement stuff are REALLY into it, Bethesda is well aware not everyone is and probably would not release their first DLC to cater to only one portion of their fanbase.
Caineach: bummer that apparently a rarely noticed/occurring feature broke your settlement building!
Otherwhere |
I may have to find some pics, but the holes in the walls got replaced with new ones and they change the colors of them over time in my game, even on one of the buildings your supposed to scrap. Because the new walls don't count as scrap, I couldn't scrap one of the buildings.
WHA-???!
Oh no... I left at least one of those scrappable homes as potential resources for later on. In the meantime, I figured it was providing a barrier like the impassable shrubbery next to it. :(
Hopefully that mod that lets you scrap everything will be available for the Xbox!
DeathQuaker RPG Superstar 2015 Top 8 |
Otherwhere |
Guards will wander between 3 posts and give you the benefit from all 3 for 1 person.
That's my understanding of it. 1 Settler assigned as guarding can provide 6 defense if you build 3 guard posts - BUT they have to be not too far apart from each other. What that range is, I don't know.
A single settler assigned to defense will patrol between several guard posts and can support the benefit of up to three guard posts (giving a total of 6 defense per assigned guard assuming the Sole Survivor has sufficient guard posts).
It's one of the things that bothers me when I assign someone to a specific post, but find them walking away from it to stand at another one. Or, in the case of The Castle, just at a corner of the wall looking out.
"No, dammit! I want you to be my sniper lookout! Get back to that post!"
"But I'm bored..."
"I don't care! I gave you a powerful but slow to reload weapon because it has a fantastic range and is most useful up there! Now, get to it!"
"Yeah, whatever..." (wanders off to stand at another post)
@DeathQuaker: I've seen them move, even when I have a 1:1 ratio of guards to posts. They'll take turns covering the other spots, so I end up with someone at the post, just not the settler I assigned to it.
DeathQuaker RPG Superstar 2015 Top 8 |
'Fair nuff. I remember seeing defense go up when I assigned an extra settler to an already existing guard post, but I might not be remembering correctly. It's been awhile since I looked at my mega-settlement game where I had a lot of stuff like guard posts to manage.
In my current game with my two mere occupied settlements, my guards are staying put though. In Starlight, my Minion Settlement (companions only) Cait always stands at the one post I assigned her to (often, oddly enough, complaining about "walking" too much when she stands stock still all day) and... well, Danse never stands at the other one, technically, but he always stands in the middle of the settlement and never moves (I think the power armor won't let him fit properly in the post). And in Sunshine, my normal settler settlement, I've got two posts, and Missile Launcher Gal always stays at the one spot and Fat Man Man always stays at the other (but before I assigned Fat Man Man, Missile Launcher Gal wandered between the two). Huh.
Maybe it depends on the settlement and the size, and as you note, the distance between posts. Come to think of it, in my other game, I do vaguely remember a lot of people wandering away from the posts at the Castle.
I think it may also be Vault-Tec testing us, and creating different results in our games. ;)
I wonder if the "Sanctuary fixed" is based on graphics settings. That would account for some seeing it and others never after hundreds of hours of play. Maybe on some settings the "fixed" textures don't load.
Fake Healer |
Caineach wrote:I may have to find some pics, but the holes in the walls got replaced with new ones and they change the colors of them over time in my game, even on one of the buildings your supposed to scrap. Because the new walls don't count as scrap, I couldn't scrap one of the buildings.WHA-???!
Oh no... I left at least one of those scrappable homes as potential resources for later on. In the meantime, I figured it was providing a barrier like the impassable shrubbery next to it. :(
Hopefully that mod that lets you scrap everything will be available for the Xbox!
Yeah, I have to see that because I beat the main quest and had over 100 hours on the one file with not a single change to the buildings. Not saying it's not true but I need to see it to believe it....
Otherwhere |
I tested the guard post thing in Sanctuary. The distance between them might be a factor if you have multiple posts and multiple guards.
I set up a solitary post on the far end (near the big tree) and I have two posts near the bridge, plus another one guarding the water purifier. The solitary guard stayed there, where I had assigned her. The others would stand at their post for a while, then switch, wandering over to man the water purifier post, which meant leaving the bridge unguarded, and then wander back. I didn't have a 1:1 ratio of guards to posts, however.
It seems that the two guards near the bridge and water purifier would make sure those 3 posts got coverage while the solitary guard stayed put. I assume it's due to: the other posts being too far away; and the other posts having someone already assigned. ??
But as with other aspects of this game, ymmv.
I kind of like it this way, though. No need to assign 1 settler per post, freeing them up for other tasks, and getting up to 6 defense off of 1 person.
DeathQuaker RPG Superstar 2015 Top 8 |
Okay, loading my Minuteman-heavy playthrough where I got Sanctuary Hills as a settlement ASAP and constantly worked on it:
Here is the workshop house about 50 hours in
And here is the workshop house about 130 hours in
(Yes, Piper is back to original coat in the second picture because I had ballistic weave by that point. :) )
I don't see any differences, do you?
Turin the Mad |
Okay, loading my Minuteman-heavy playthrough where I got Sanctuary Hills as a settlement ASAP and constantly worked on it:
Here is the workshop house about 50 hours in
And here is the workshop house about 130 hours in
(Yes, Piper is back to original coat in the second picture because I had ballistic weave by that point. :) )
I don't see any differences, do you?
No differences that I can see.
It'd be interesting to see the scavenger settlers actually effect repairs to the 'subdivision' settlement homes over the passage of game time.
Turin the Mad |
Regarding guard posts:
Much like food production, defense production by way of guard posts is 1 settler per 6 points' worth. If you want your guards to stay close to the desired defensive point as much as possible, build guard posts in threes that are basically adjacent to each other.
I don't recall if this is 100% effective, but it's the most effective I've found so far. Added benefits are size limit efficiency and it's usually easier to locate that area's guard.
Frankly, once you've attained a certain amount of junk production via settler scroungers/scavengers, you should be able to completely remove defense points production via guards, replacing them with turrets and whatever else you fancy.
Early on 2 or 3 guards (12-18 defense) per farmer (6 food) and water production (6 water) are must-haves, most readily afforded by way of guard posts. Loot drop will soon enough provide adequate armor and weapons for your minions, while you are steadily scrounging and scrapping enough hot plates and telephones to generate sufficient circuitry for turrets. Once your veggie starch is chugging along, you can eventually afford to upgrade said minions' primary weaponry.
Fake Healer |
It's night?
Is the settlement building or whatever, part of the Xbox One game too.
Yes, and it is a really fun feature in the game if you like that stuff. I just decided that I was gonna start a new game and full out enclose the workshop house in sanctuary in a giant building and the building now surrounds the house and extends across the next-door neighbor foundation, it's 3 stories tall so far with a mess hall/food court, places for shops, and an entertainment area with bar and all the TVs scavenged from the surrounding neighborhood. I still need to roof it over but I am not done building upward yet....I also have made giant castles, odd tubular mazelike dwellings, thin and tall spires....it really is pretty awesome as much as I complain about little stuff like not being able to add color to the walls and such.
My new game is hitting 7 hours of gameplay (and level 6)and I haven't left Sanctuary yet. Soon I will go into the wasteland to bring people into my compound where they will be safe under my rule.RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
My new game is hitting 7 hours of gameplay (and level 6)and I haven't left Sanctuary yet. Soon I will go into the wasteland to bring people into my compound where they will be safe under my rule.
I did a similar thing on my current playthrough. I managed to find a microscope in a dresser, and was able to build a recruitment beacon before leaving, then only slowly and methodically ventured to nearby locations for scavenging.
I've currently got a wizard's tower at Abernathy Farm (a large stone tower in one of the crafting mods, with a bunch of scientific equipment on the top level), a boxing ring and amphitheater at Sanctuary, and a bachelor's pad at Hangman's Alley.