THAT'S hilarious. "Well citizens. I COULD build you some generators, power lines, and lights. But I just kicked some raiders out of a dunwich borers and I grabbed a ton of these hard hats with lights on them."
I like to equip my farmers with cheap & plentiful mining helmets. Easy to see at a glance who's doing essential farming work & adds +3 armour. And they can work all night. 😏
Honestly.. I stoped playing fallout 4 a couple years ago after only playing for a few hours. Since the show I started playing again and absolutely appreciate these videos.
I'm in the same boat. LOVED Skyrim (and still do), but never really got into fallout. Played a few hours of 3/NV/4 each but it never hooked me. I watched the show - got hyped to try it out again and played enough to actually learn the gameplay loops and get hooked. How F4 may be one of my favorite games of all time!
In addition to Corn, Tatos and Mutfruit, anyone playing Survival should also go for Razorgrain as it's a component of Noodle Cups - which counts toward both hunger and thirst.
The downside of noodle cups is they do satisfy drink. Typically you want to stay well fed so you can use foods to heal and somewhat thirsty for better xp. Because its worth to have have idiot savant×2 even on high int build. Therefor its best to stay thirsty for -2int and -1per (or parched if you really need the PER) and get more savant triggers.
Noodle Cups are one of the most under rated resources in Survival. Not only do they fix both hunger and thirst at the same time, they are super easy and cheap to make, the hardest part being finding enough bottles and dirty puddles to make dirty water in large quantities, they also fetch a pretty penny when you get your bartering up. Far better than fussing with caltrops which eats all your steel, and its a barter resource you can also eat in a pinch to help you.
Tips for increase happines: Never scrap the cat bowl. Placed in a settlement, it attracts a cat that will increase happiness Some stores also increase. Keep your settlers employed. Check that every settler has an assigned his bed. If settlement need help, let go help them. Another tips not affecting happines: Equip provisioners with strong armor and weapon. Place bathtub for brahminas
Grab all the bones and acid you find. A couple other common items makes cutting fluid in the chem station. Cutting fluid gives you 3 oil and 1 steel. Oil is crucial, bruv.
I think you can pickpocket the power cores out again and the settler will just exit like anyone else. I'm not sure though because I only let some random take my power armor once.
They just remove it when they go sleep I gave many power Armor for the minuteman in the castle, they let them everytime next to their beds and go to sleep.. And if they take one during an assault, just talk with them your character Ask them to exit it.
Don't forget the Decontamination arch with the wasteland workshop DLC. You build it in settlements to get rid of radiation, which helps when you need to eat and drink on survival. Worth the cost if you play survival.
You shouldnt use rad away at all on survival (maybe in a pinch early game) as it makes you catch more disease. Only use cooked mutant hound or refreshing beverage(chemist 1). *i think is a couple more foods and drink anything with - rads. These also make the decontam unit a bit superfluous but I suppose semi handy.
But that needs 9 Endurance, which is much for the early game. And to get rid of Rads it needs lvl 3 of the perk, when i remember correctly. I Prüfer solar Power, but yes, in combination with ghoulish
You are very wrong about settlers not showing up at a settlement if there aren't enough beds. I can't count how many times I've forgotten about an active beacon at a settlement I rarely visit. Having a dozen settlers you didn't know about can be surprising.
This is true, will tank the happiness but they will definitely show up at least to a cap which is charisma+10 if I remember correctly. Also use to be a bug at least on PS4 where a settlement would show there are more settlers in a settlement than there actually is.
@@DustinDonald-cz9otthat bug usually means the settlement is under attack, if you see the bug happen but you don't get a misc quest to go defend them, then they're probably still under attack BUT you're under no obligation to help, if you show up later the settlers won't shut up about how they showed those raiders/mutants/synths who's boss for the duration of your visit and you probably won't have to repair anything, but sometimes the game will decide a few turrets were broken during the fighting.
They are so damn annoying. I turn my back for a few minutes and now a handful of settlements with like less than 5 people now suddenly have 20 people who never stop complaining about the lack of food, water, beds, and defense. 😭🥲
@brookelynnwu8016 it seems like it happens a lot with claiming a new settlement that you never seem to go to unless Preston sends you there. I try to remember to turn off radio beacons at settlements I don't feel like using as soon as I can. Most times, I forget.
Start with Int 6. This allows you to get the Science perk as soon as you level. You can build an industrial water purifier as soon as you reach Sanctuary Hills which gives you a steady income of caps and completes the water quest when you bring the minutemen to the settlement. For crops, plant tato, grain, and mutfruit. This feeds you settlers but also provides material for vegetable glue, which is worth 5 adhesive.
It’s so crazy and wonderful that we live in a world where all this content is for free, and we have so many amazing content creators willing and eager to answer questions about the things they are passionate about for free
Playing this for the second time after a 6-yr hiatus, it is truly amazing all the info/tips/tricks here on UA-cam that people have dedicated themselves to sharing with fellow FO4 fans. The more I learn, the more I feel like I could play this game forever, and never get bored because of the almost infinite variety of builds/alliances you can work through. And with the settlement-building tips and tricks, the possibilities seem endless. Kudos to the original designers, *AND* to all the UA-cam creators who show others how to unlock the incredible depth and nuances of this great game!!! 👍
There is a way around the settlement cap that you outlined. After defeating the Mechanist and sparing her life, you can get unlimited quests from her called Rogue Robot. When doing the quests there is a good chance you will come across three settlers at the target location. Once the area is secure and kill all the robots, talk to one of the settlers and you will be able to send them to the settlement of your choice, no matter the population or your charisma level. However, you will not encounter settlers in every mission. Sometimes you will find others fighting the robots instead like members of other factions. A hard save is recommended before doing each mission, in case one or all of the settlers die.
I had that happen three times since finishing Automatron. First time, I didn't realize how this was happening, thought it was an unmarked random encounter, lost the settlers when I died before saving.
@@keithsavagelives When doing these missions you have a 1 in 3 chance of encountering settlers. When you do enough of these missions, you'll be able to tell which locations will have a chance at finding them and locations that won't.
@@keithsavagelives There are only 3 locations that will have a chance to find settlers. Near Andrew Station (the building where you find the Grognak magazine. A location near Hangman's Alley that also serves as a random spawn point, and a location near the Fort Hagen gas station which is another random spawn point. Any other location you go to, the robots will be fighting other enemies. Don't be surprised if the game sends toy to the same location twice in a row at times. Have fun!
To get absolutely insane numbers of settlers: The radiant “Rogue Robots” quest at the end of the Automaton dlc nearly always has a settler to be rescued. For some inexplicable reason, when sending this settler to a location the Cap is ignored. So, you can repeat Rogue Robot as many times as you want and have full cities.
And not only that. Thanks to that DLC, I always build slim robots to take care of the crops and tank-strong ones for the supply lines, so the settlers can do the other jobs.
@@BETMARKonTube Robots in Suply lines turn back in protectron default after days playing the game. I played this game since the launch and always happen this bug,robots are the best guard defense of setlements and in some cases companions ,put them in suply lines only result in lose all materals you invest in the mods.
@@ninjawwhitin8787 Really? It happened to me only few times and I thought it was because they got destroyed, so I just made them "strongher". I restarted the game 2 weeks ago and so far I only sent a couple of those as Supply Lines. If that will happen again, I'll write a comment about it.
@@BETMARKonTube Yes, I tested several types of robots in a single save and even the robot with the best mods returned to standard, even ADA is affected by the bug. Recently I noticed that Brahmins are disappearing from settlements and the setler counter does not go down, besides a strange bug where the entire game world is restored a few centimeters crooked, like Diamond City where the vendors are a little next to the stores and boxes. I hope Bethesda redoes some changes in the update because the melee combat is bugged when in third person and there are a lot of setlers disappearing without warning, perhaps because they fell into some abyss below the game
@@BETMARKonTube I personally made videos of the game's combat and some constructions on my channel years ago, but with this new edition the saves were broken and I started over without mods and because I play on the Ps4 I didn't want to risk losing more than 56 days of gameplay again. , but I still face old and new problems
Supply line provisioners also act as a patrol. Give them a good gun with 5 ammo, maybe a molotov, and an armor if you are really in good mood. You can use this to send their patrol lines through locations you need them, for example having all of them go to Hangman's Alley near Diamond City then your guys will be everywhere in Boston, frequently. Also you can have 3-5 supply lines along similar path making that path safer a little bit for you.
Mine tend to become tanks as the game progresses. Especially when traveling through tougher areas. I also always equip them with mining helmets if possible. This makes them easier to identify while on the road because outside of the quarry almost no one wears them. They use common routes, so it isn't uncommon to see a group of them traveling as a convoy. They will also use healing items like stimpacks. The effect is instead of being knocked down during a fight and just sitting there, they pop right back up and continue.
You can also build cages for various creatures and when released, they give you more defence. Just remember to place the Beta Wave Emitter in the settlement. It's pretty funny when you arrive at your settlement and there is ten mythic deathclaws just hanging around :D
@@johnlombardo7816 If you place the Beta Wave Emitter, then yes! They will just walk around the settlement and defend it from various threats. Deathclaws give 10 defence each, so it's a great investment. Just remember that releasing different species in the same settlement might make them fight each other, regardless if you have the Emitter or not. And also remember that you have to repair the trap after each catch and it costs some resources (for the Deathclaw trap you will need Yao Guai meat and some other components - it's still pretty cheap to repair). Cheers!
Now this might just be a glitch for my game but I have a ton of deathclaws hanging around sanctuary. When I found the vault-tec salesman and sent him to sanctuary the second I got anywhere close the deathclaws immediately recognized the salesman as an enemy and killed him. I tried multiple times to save him but nothing.
Make sure your generator is enclosed and well-defended. If the generator which powers the Beta Wave Emitter goes down, those once-friendly critters turn on you and your settlement. Large settlements like Starlight Drive In benefit from having radscorpion shock troops. They'll teleport to the enemy with their burrow ability.
If you're playing as a female character, completing the Curtain Call quest from Rex Goodman at Trinity Tower awards you Agatha's dress, a piece of clothing that gives you +3 Charisma. Have it be part of your "Charisma" attire at all times. The male equivalent Reginald's suit does the same thing BTW.
I have a fully level 5 ballistic weave version of it. I also use a militia hat and fashionable glasses that is +5 charisma total which makes a significant different in speech checks and vendor pricing. It's only under 5 lbs total not a big deal. I keep a hazmat suit on me too just in case. I play on survival that is the ONLY way to truly enjoy this game as intended.
The map that you referenced with the Mechanist Lair as the hub is most ideal for one reason: Robots They don't rank in emotion and will drag down your average happiness in a settlement. Populating that settlement with only robots works as you cannot grow food or collect water. The entire population can all be tasked to create supply lines Adding to the idea stacking Charisma, if you're lucky enough to score Unyielding armor, lower your health to 25% and you get +3 to all stats for each piece that you have equipped. If you can acquire a full set, this will give you +15 Charisma
Another good food and water tip. Settlers will eat and drink stuff that you put in the workshop if they don't produce anything themselves. So a place that is tough to grow crops, like Hangmans Alley. You can just dump pre war food you find out in the commonwealth and the food counter will go up. The caveat is...they actually use it. So it will be gone and the number will drop back down to zero. This is a fun added element if you want to roleplay as a hunter or whatever. Anything you cook yourself and then dump in a workshop, the settlers will eat. You can amass a ton of food just killing and cooking. I have tested this multiple times and it works. it's really cool feature nobody talks about. You could TECHNICALLY have your restaurants provide food by buying all the cooked food and then putting it in the workshop. Or go on grocery runs every 7 days to the super duper mart and grab all of the prewar food and store it in a workshop for the settlers to eat.
@@emmy5815 oh totally true. And I have mods that add planters and stuff. I just love that you dont HAVE to have crops if you dont want and it gives you something to do with the piles and piles of pre war food you end up with late in the game.
I dump all my pre-war food in the workbench, I wondered if they ate it, same goes for when I'm lightening my aid load of cooked food. I do have supply lines, some farms have many extra crops, which makes crops a thing not to worry about so much in other locations, so, in those locations I have increased people scavenging...very helpful because it takes the load off of me and provides plenty of resources. Also, planting in the trash works. I haven't used any planters yet, they are on the to-do list, just to clean things up...eventually.
@@vegastrina I am 99% sure that is a vanilla feature. But i do run a lot of mods so it MIGHT be workshop framework. but i think I did test it without it once. Try it sometime. Go to a smaller settlement that it wouldn't be that much of a pain and store all of your crops so your food drops to 0. Then throw all of your prewar and cooked food in the workshop. The food counter should go up (I have no idea what the formula is to determine by how much.) If it doesn't you may have to leave the cell for a bit and come back. THEN you can go away for a few days come back and see if any of those food items are gone from the workshop.
Here are some other suggestions that are usually not covered in such videos. Like 'Mover the Mouse' said, make your trade routes all filter to one settlement. I usually call this the "Primary Settlement". In short, this is the one you like to visit the most. Sanctuary is usually the default, but Castle, Spectral Island, or any place with lots of water and food is best so you can get the goods easily. Making a grand large settlement is great, but for some (including me) running around a large town to sell goods can get tiresome or annoying (especially if you are overloaded). Your Primary Settlement should have the workstations, the shops, and your personal quarters (if you make one) all close by so you can make quick drop offs and go back to killing or salvaging. This does not need to hold true with other settlements. Making some personal quarters for yourself also helps. Keep it so it's hard for other settlers to reach, like put settler quarters near the farmland or a bar. They will usually go for the nearest bed with easy access. Make your quarters to your own liking, but a good practice is to use display cases. Why? Weapon storage and armor storage. Why search through a long list in a toolbox list for the gun you want when you can just go to a wall and get the gun you need by sight. It's easy on the eyes, allows you to swap weapons quickly, and makes a decent decoration. Keep various types of guns in this weapon's room since you get different types of ammo. Run out of one ammo, swap out to another gun, and move on. If it's in your personal quarters, take a quick nap afterward for an experience bonus. Quick and simple. In short, you want EASY AND QUICK ACCESS in your Primary Settlement. Whatever you like to do, put it close to where your character spawns, preferably near the workstation. Concerning armor and clothes, I recommend making separate safes and boxes. I usually put a floor safe next to the workstation so I can store special items I don't think I'll use but keep in case I want them. Clothes I want to keep are put in some drawers near the workstation. Mannequins are good for armor you plan to switch out quickly. Put them in front of your Clothes Store and you got a display area for your store. Also, Settlers are dumb! They love to clog up stairs or passages (and get stuck on roofs or through elevated floors). When making a staircase they need to use to another level, put another set of stairs next to it. Make multiple entrances. Small single passages into areas (like an entrance to a bar) always makes a large clog of people. Settlers need lots of space unfortunately and are too dumb to figure things out. These are some of my suggestions.
Excellent suggestions! I do things very much the same. The main difference being, I try to make every Settlement that developed. Each unique, but all capable of being THE primary settlement. I only got Automatron recently, so the Mechanist Lair concept wasn't possible for most of my (long) playthrough. I did the (historically accurate) keep your supply lines short method, where no single Settlement has no more than three lines radiating from it. I have very few problems with multiple provisioners arriving at once. Nor do I have the robot/happiness problem, except at a few places where I deliberately set a sentrybot as a guard. Doesn't matter, really... When those places get attacked, the Sentrybot and turrets annihilate the assault. All the "new" supply lines since getting Automatron use robot provies emanating from the Lair. So now my set-up is a hybrid of the two.
You can kinda get that experience by turning the difficulty to survival mode l. You need food, water, you can’t save unless you sleep. It’s pretty cool
You can actually get past max settlers without any help from chems. Send supply runs from other settlements and wait for them to show up at your preferred settlement. You can then enter build mode and make them do something at camp and it will increase your settlers
Settlers can watch up to three guard stations. This might even them out with turrets for effective defense of a settlement, but the tradeoff is that for smaller settlements that NPC might be better assigned to food production. Although guard posts easier to produce and use more common resources than turrets. So each has their use and having a mix of both can't hurt.
Once you finish the Automatron DLC, you can raise your number of settlers to get your number of settlers pretty much whatever you want. Just do the quests Cruze gives you. If you can save the settlers fighting the robots, you can send them to any settlement. Even settlements that have gotten to the cap.
Nothing negative happens if you just ignore Preston Garvey. Even if you fail a mission to a new settlement, you can just go there and talk to them, and they will have a new quest to unlock them.
Yeah so tired of the narrative from people that hate Preston AND Settlement building, that they are somehow forced to do either. I actually like Preston. LOVE the minutemen and building. But I did a run through of the game without ever saving the people in sanctuary. Every time I passed through the area I would go around the museum.
4:17 He says each settler assigned to crops can produce up to six food, which is a little confusing. Each settler can tend 6 food. So (1) settler can tend 6 mutfruit trees since they are 1 food each, or 12 of any of the other crops which are all .5 food equalling out to 6 food. I have discovered that I put down food six at a time, then assign a settler so they tend in nice rows.
i always use the Hub supply line method centering on Mechanist's Lair. i build a bunch of Sentry bots outfitted with plenty of weapons. (always remember the Robots lower happiness because they have a max happiness of 50 so having them all centered in that one settlement keeps that down. a Provisioner counts towards the max settler count for the settlement it was sent out from originally) i then simply name each bot based on the settlement its heading out to.
I didnt really care for settlement builds when i played the game years back, but because of the HBO series and watching fallout building videos, I got a new taste for it, I got some mods (ps4) and so on, and while i might be cheating with 999+ materials in the settlements, i still find myself having a blast building them. I heard that Hnagmans alley is painfull to build in, and sure, its a small space, but I feel i got a silly but neat settlement build there. Fallout 4 settlements is a challenge, and i like that, I do prefer the smaller settlements, as i find the big ones to be more challenging, idk i like cramped places for builds.
The only way settler, provisioner, NPCs, traders can die is: if they are seriously wounded they sit down. They are not targeted directly by anyone from that point on. BUT area effects still harm them. So to avoid such losses 1. don't use missile turrets if you got settlers. 2. don't give them grenade, missile lanucher, Fatman 3. When defending if any enemy has missile lanucher, or you see throwing grenades or molotov focus on killing them first.
@@NikoKuehne On the outer perimeter with wall/structure separating it from your settlement they are good, cause massive area damage, limbs flying etc. Just make sure they have bo line of fire to your things.
Tip - do NOT waste time and resources building a large wall around your settlements. Bad guys spawn in the middle of the settlements near the red workbench! Just make sure your settlers are armed and there’s turrets on site.
Yeah I only wall for roleplay purposes. They don't always spawn inside though. I also use a mod that lets you move the attack spawn markers. They only spawn inside if there is no clear path to the settlement center marker. But if you move the markers far enough outside of you walls They will spawn there first and then try to move in. The way to fix the spawning is to create a chokepoint in your wall. As long as there IS a way in your settlement it will lower the chance of teleportation.
This is in reference to having purified water: You can sell your purified water at traders around the world map to offset the costs of buying shipments of supplies. Die note, you deposit those shipments with the “store all junk” button when you arrive at that settlement location. Your character will remain to have those shipments until doing so. Or you can store specific shipments to workshops by storing that specific shipment in it. Purified water is also great on survival. It will allow to heal during combat. You can drink multiple waters at a time to increase your recovery rate. I sometimes do this to out heal strong DOT like poison of Mirelurk Queen
Finally getting into Fallout after all these years - so nice to have videos like this that explain everything in great detail. This video actually taught me a lot and has me excited to play tomorrow after work and try some of these tips out! Good stuff, man!
Every item your settlement produces is limited. So purified water, mutfruit, melon, etc. If you remove those from the workshop inventory they will refill it again. Food ones can be depleted, used remotely through supply lines by cooking, using them for recipes. The rest you either empty manually frequently or you won't get any yield.
Crops and water are a balancing act since the more water+food production you have, the more often that settlement gets attacked. You can counter that with a high defense but early on that means investing a lot of the components you get from scrapping junk. Later in the game, any defense above 100 does nothing to reduce attacks. Scrapping armor and weapons -- at an armor or weapons workbench, not by throwing it on the ground and scrapping it -- produces a lot more components than typical junk, including adhesive. For turrets, early on it's better to build more Mk 1 MG turrets than fewer Mk1 HGM turrets. The MG turrets fire faster and with more of them, they take down enemies faster, even though the HMG does more damage per hit. They also cost less circuitry, a component that is in limited supply in the early game. For example, if you are building a defense of 40 that will be 8 Mk1 MG turrets for a cost of 64 steel, 8 circuitry, 16 gears, and 16 oil. If you get that 40 defense from 5 HMG turrets it will take 50 steel (but steel is easy to find), 10 circuitry, 10 gears, and 20 oil. Those 5 HMG turrets can't cover as many approaches to your settlement and they are slower to take down enemies in any attack you help fight off. Later in the game you can build much more powerful turrets so the math changes. BTW, the most effective upgrade I've found to help settlements fight off attacks is to arm everyone with automatic weapons. It doesn't affect the settlement defense rating but in any attack you help defend against, it quickly takes down attackers before they can damage your settlement. Automatic weapons seem to work much better for this than arming them with high-damage simi-automatic weapons. Don't give them rockets launchers, grenades, flamers, or a fat man. Don't even store those in the workshop because they can find them. They will damage the settlement and maybe kill you. Instead, store those in individual containers if you aren't going to carry them or scrap them. For supply lines I recommend spoke and hub because it keeps the links simple. I have had supply lines bug out because the links were too complex and some settlement weren't getting supplies even though they were linked to the network. Spoke and hub has always worked flawlessly. Also, use humans, not robots for provisioners. Robots can get bugged sometimes if you try to rearrange your supply lines, especially if you have the Automatron DLC. HTH
I've been playing the game for years and I never once knew about the vegetable starch = adhesive thing. Adhesive was like gold dust to me before. Also, it's important to know that some settlers, like robots, negatively impact settlement happiness.
Don' t you people read what actually is written in the games? When you go to that cookingstation, you can read it there. At all workbenches stands, what is required to build it.. and i was and am always interested in all menus. Fascinating that some people dont realize basic shit for nearly 10 years. But i gotta say, that i just found out how to lift entire buildings, pressing E for to long by accident 😅
@@craigunshallach4951 Come on, give people a break! Not everyone is as bright as you! 😅 Seriously, I started playing in Jan 2020, on a base game, no mods, no dlc, totally vanilla playthrough. Because the game is NOT at all instructive on so many topics, I missed loads of stuff. Now, on a second playthrough at level 95, still unmodded, but with all DLCs and a few CC content, I have learned loads the game never mentions. It's all thanks to social media and fans like you guys.
Basic video or no, I did NOT KNOW you could mark materials for search from within the Pip-Boy! I thought you HAD to do it in a workbench, which sometimes resulted in marking stuff you didn't want. So I learned something!
Thanks, I did not know that you needed to equal defense with food+water! That explains why sanctuaryhills never seemes happy! Too much water production🤣
Get to Vault 88 ASAP...which is hard because it's way down south...but having Vault-tec patts to build with is a great way to grow the settlements fast. The machines earned give happiness boosts for cheap electricity and ine even generates a small amount you can then use to power the others if you go the good route during the mission to get them.
I agree, and add that you have the option to eliminate the biggest threat to the Wasteland since the Enclave in FO3. Dr. Barstow is Fallout's Dolores Umbridge.
@@keithsavagelives Yeah. She's pretty unapologetically terrible, So I don't mind. I never kill her though, I just take her pistol and let her own disappointment that I'm not a sociopath lead her to her own logical end. 🤷
Crops: it doesn't matter what kind you grow each settler can do 6 worth total, so 12x 0.5, 6x1, or 3x1 and 6x0.5, etc. In the cooking station see last utility item you can cook, for adhesive. Due to this you better make those, but any will do.
Funny how I'm finally getting around to building my own buildings. I would usually just slap down a large wooden prefab house with MG turrets and call it a block house.
I like to build a shack wall with a roof on it, scrap the current wall, build a new one on your existing roof and put a seconds roof on that (2nd story) then place a turret on THAT roof. Once the turret is up there, scrap the remaining roof and wall and boom, floating turrets all over your settlement.
I like to organize my supply routes, Red Rocket is a good hub to branch out to many other settlements. It's also fun to be on the road and see one of your well armed provisioners kicking ass.
Thanks. I just bought game+ dlc last week for 23 bucks. I been stealing crops from other farms to plant at sanctuary. I was just kinda winging it until i just found your vid
I played this on PS4 back in the days. I remember that in the more dangerous areas you could build like a tower with turrets to handle spawning enemies. And it was very effective.
if you make your settlers naked. And then leave some suits of power armor with fusion cores in them nearby.The next time on attack happens.They will get into the power armor and then all of your settlers will be in power armor which looks kind of cool, and it's a bit better than leaving then around on display. You can also use stolen power.Armor suits which provoke more attacks more often which will help your settlement get fully power armored up
You can actually bypass the charisma requirement for settlement population caps. Assign a person of a small settlement to start a supply line with the large one. Then travel to the large one and wait until the new provisioner appears. You can now select them and assign them to do something in the large settlement and they'll be added to it, ignoring the settler cap.
Amazing video man 👏 A tip is that you can give weapons and armor to your providers if you want to customize them even more or if you're playing survival the provisioner wont die too fast in case they encounter danger
Good timing. I am level 55 in the main campaign, near the end of the Main quest, and have done huge chunks of Nuka World and Far Harbor and finished Automaton. I have the bare basics in Sanctuary. I do not so far enjoy building settlements. And wiring power to objects is a wonky pain in the ass. Still, I plan to eventually play Survival Mode, and I will need to master that, among other strategies, as from what I have heard it is a completely different game from vanilla Fallout.
It is, and I am working towards trying it myself, after getting as many settlements done as possible. Believe me, I know how wonky wiring is! I am constantly having to "update"/ "reset" mine. Where I have flashing lights with an interval switch, sometimes all it needs is the switch turned back on (activate it twice), but other times, it's "store and rerez" - a pain if you have a lot of wires to replace. May I ask how you're playing? PC or console, modded or vanilla? Do you have all DLCs? I'd like to share ideas, but some wouldn't work for me, being on a PS4, completely unmodded.
@@statesman6379 I assume you mean the Wifi Glitch. I have used it when wires would look odd, like when powering my floating Starbug (see my Graygarden series here on UA-cam), but it has its own issues like just stopping randomly. If you store the generator it's linked to, you have to do it all over again. It's not worth doing for multi-component systems, with lots of switches and logic gates.
you can arm and armor up settlers/provisioners. Has anyone "supplied" up their provisioners? Have them carry water etc? Pros are already a good way to get an extra gun. And an Attack cow sometimes too haha. Why not on the fly supplies?
Whats also good is if you are out and about in survival and low on water. If you give your provisioners water ,like you said, you can trade with them and get water or food you stashed on them. The settlement system is so cool. I just don't understand the people that hate it. I swear if we don't get an even BETTER settlement system in Fallout 5 because of the whiners.........
There are sharp armors, each piece of which gives +1 charisma - a total of 5. Can be worn instead of a suit for 2 charisma. +3 is obtained. You can start with 10 charisma, wait for survival to drop by starving, and study the book in the player's home. That way you will have +1 charisma. You can get a haircut in the settlement, which will even give you a temporary bonus (until you replace it with someone else) with another +1 charisma. There is also Pups Charisma which gives you an additional +1 Charisma.
24 is mathematically the ideal number of Settlers and 11 Bars to utilize per Settlement for 100% Happiness. If your goal is 100% efficiency for Cap acquisition.
Besides the necessities, everyone else on scrap production(scav station). Use the scav station scrap to build more water purifiers. Make a scrap and water empire(sell water at markets) ???(scav yourself for needed materials/use water sales to buy needed materials) Profit!
on survival rank 3 of strong back allows u not to get broken legs,and max rank will decreass ap from carrying when overcumber,is one of the best perks to max on survival if u like to drag all junk with u.
I absolutely love building settlements so I gave you a like 😊 I have been playing since the game version 1.9.4 I've played well over 3000 hours... Talking about water if you use water anywhere mod you can have purifiers at every settlement
Even if there aren't enough beds, settlers will still show up aa long aa the beacon stays on so, be careful that you turn that thing off lest your settlement ends up overpopulated.
Turrets level changes! Once you are hihger level and your settlement in higher level area your same gun turrets will be better versions.... sometimes. Sometimes not. When selecting before putting them down check if they are MK-1, MK-5, etc. change turret type back and forth until higher level version is offered for the same amount of resource. Higher MK version uses Armor Piercing, incendary, and other ammo all kind of goodness, displayed on the turret.
This demands where on the map the settlement is. The more south, the more advanced they get. Gunnut 0 or Gunnut 4, the game just gives me Mark 1 for SH or AF.
@@craigunshallach4951 Basically they scale up as enemies too, as you level up, but each zone has a max level limit. In Sanctuary you never have best ones. Same as finding Power Armors. Once you are level 28 you might even find X-01, if the zone is not limited to lower level, like level 20, or 10.... So the Power Armor near the USAF Olivia satellite dish can never be X-01, it will always be T-45 because that is a low level zone. And you are right the further you are from Sanctuary, the higher the zone max level, but not only South, East too.
@@80PercentAshamedOfU No because 1. you cannot store something in a settlement then take it out in another only raw components are shared, not already built mods, furniture, turrets, only screws, steel, wood, etc. 2. Even at the same high level settlement where you can build higher level turrets you store and take out the same "turret", only it appears diiferent each time. You store a gun turret, not a gun turret Mk 5. And it becomes something as you try to place it. This is why where it allows higher level you have to put it away then taking it out many times until you get the ones you want. Avoid explosive bullet ones, they can destroy crops, kill settlers, etc.
3:58 You can get the charisma bobblehead when at 10 charisma to get a default of 11 without clothing/consumables bonuses. And if you can get legendary armour pieces with the sharp effect then they give +1 charisma, which when combined with the summer shorts give way more than a suit can, as the shorts only takes up thr chest piece slot, giving you the potential for 4 extra charisma.
Most suit, dress gives 1 or 2 CHA, but it is possible to find left right arm, left right leg, and chest armor piece giving +1 CHA each. The hunt is on. :)
Always remove the fusion coil from power armor to stop settlers using them. I used to link up supply lines to every settlement, not very effective until late in the game when all settments were sorted. So set up supply lines after you have established a strong settlement, usually Sanctuary. Next supply line it to the next settlement you want to develop, and so forth.
It takes a lot of grinding, but you can also get all of your armor with the unyielding legendary effect which gives you +3 to all stats when you're below 25% health. This stacks so you can jump from tall heights to lower your health which can boost your charisma stat by +15 from the armor. You can also wear the black rimmed glasses and militia hat for a +2 to charisma. so added with chems and alcohol, you can get up to 50 settlers!
That last option for supply lines though 😂 I had it as sanctuary in my first few play throughs and all I can say is the last thing you hear after losing that save file will be 200 glitching moo's and 200 NPC voice lines about easy living slowly glitch into nothing as the file dies 😂😂
I like to equip my settlers with power armor. You can pickpocket the fusion core from any raider or BoS with power armor. They will immediately exit the power armor leaving it open for the taking. Bring it to your settlement and give it to someone. You can have an army of power armor equipped settlers.
In terms of gear you can wear; The Dapper Gent (Hat from Vault 118 in Far Harbor) is +2, Black Rim Glasses +1, Summer Shorts (Body) +2 ~ with this you can then wear Left & Right Arms and Legs ~ Sharp Arms/Legs for +4 : +9 from clothing before you add alcohol and drugs. Can take a while to get the Sharp items in a play through, but throughout your game you will get them. Once you have maxed out your settlers using the 10+Charisma method you can then also continue to take the Rogue Robots quest from Mechanist/Ada and you will get to know which locations lets you recruit settlers, these settlers recruited through this method don't need the Charisma check, so you can go beyond the 35 or so that that check allows. Just remember though, settlers will leave if they have no jobs. So food/stores(bars/clinics etc) and then a good way to have more jobs is the Junk station (under Resources>Miscellaneous) , just remember to clear those junk items every 7~10 days. Putting settlers on guard posts at this point is also a good way to make the settlement look more active and defended. Remember also that Robots will bring down the average happiness in a settlement, but using them as Provisioners based out of the Mechanist Lair is a great way to get around that, as they won't affect the happiness of other settlements that way. Also remember to move the caps and purified water out of your workshop every few days as well, as it caps out and no more will gather, so definitely keep collecting in the early game when you need those caps most. All stores in your settlements share a Caps pool, once one merchant is out they are all out, but still invest in them so you have a bigger Caps pool to take advantage of. For recruiting the unique merchants, try to get this done early game, before going near Ada to start the Mechanist DLC as once that initial fight starts the spawn points for unique merchants will most likely be taken over by Rust Devils.
I'm clearing junk out of my workshops for the first time, in my current playthrough. I saw a video that said your workshop can fill up, and the scavenger stops putting junk in. But since I started putting it all in one place, I have never been so short of resources in any playthrough. I think the stuff is disappearing, TBH. Any expert thoughts on that?
@@Tijuanabill Can't say I have experienced junk items disappearing but I have seen materials disappear. It usually only happens to me later in a play through when I have literal thousands of materials. I know when people use the material duplication glitch for example and start getting over 80k of a material the game will just reset the amount of materials back to like 14k or so. When you bring the junk to one place, is that place connected by provisioner to your other settlements where you are trying to use it? I have had play throughs where I have missed a settlement but it appeared to be connected when looking at the map lines and I've had settlements like County Crossing auto connect to my lines even though I had just allied with them and had assigned no one, so that can get messy sometimes. Try reset that provisioner and see if that helps the materials show when trying to build.
@@IIMatt_DII Could just be in my head; I'm not actually sure. I just had a streak where I felt like I was harvesting truckloads of water for junk, and still just not being able to build things, or I would run out of one component or another, after building one thing. It could also just be I finally got Science up to 4, and all that machinery eats it up like mad. Thanks for the response; I just thought there might be some known glitch I was unaware of, but maybe not after all.
@@Tijuanabill The one thing I thought of as I was watching another video, if you have "junk" items in your workshop and you start building things that require just 1 "material" from that junk item it will scrap the item and place the rest of the materials in your workshop. So it might be that the junk is breaking down to component materials and you feel like you're running out because you aren't noticing another material increasing in amount? Like I said above the only bug I know for sure affects late game when you have literal thousands of materials.
When attacked all NPC, trader, settler will also try to grab gun, jump in nearby power armor, etc. To avoid your power armor stolen don't leave fusion core in it when parking it (or intendtedly live them with fusion core hoping not a raider jumps in them) To avoid your legendary weapons ever stolen (rare but CAN happen) the only 99% safe is to store them in a settlement without settler, 100% is to use root cellar, minibunker behind the house in Sanctuary to store your best not to be ever stolen stuff. If got stolen, check settlers inventory hoping they have it. If you need to stole back something (or just stole it) and flagged as red stolen sell it to a vendor then ask refund, this will remove the stolen flag.
It is enough to place guns etc. you wann keep in seperate chests. Settlers only grab whats in the workbench. And even that poorly, at least for me 🤣 Once, i wanted them to grab weapons by their own, because it is apita to arm them manually. But i wanted als to get rid of that useless pipeguns... so i emptied their inventories. Atack came, and they where punching the shit outta some gunners. The only one to grab an actual weapon was Sturges, who grabbed a minigun, but also all the ammo, ( which is not bad, i took everything back except one round, so he can shoot as hell) but another one grabbed not just 3000+ .38 ammo, but 35 pipepistols... ignoring the laserrifles, plasma and 10mm guns that also laid in the workbench... ammo is of course also there... so i had to arm them manually again... apita, really.
@@craigunshallach4951 They rarely grab weapons, but they do from ALL containers. Believe me once they joink your legendary weapon you will never ever store them anywhere but in the Root Cellar. Or in Diamond City home. Rare but it happens, not only by settlers but by attackers too. From the game's point of view grabbing a gun from your chest is the same as for a raider taking a minigun from the just shot dead partner who used it ealier like that chick in USAF Olivia. You shoot her then sometimes another grab the minigun. Container, container. I agree settlers must be manually armed.
There's a nice glitch to double your building materials in your workshop it saves the monotonous collecting and breaking down of items. It just requires the art of the sliding thumb. There's a video on here to show you how to do it.
Ug, what a basic video.
Wow! A basic tips and tricks video is basic! Who would’ve guessed! Stfu
Ug, what a basic comment.
@@zantar666 Ug, what a basic comment to a basic comment
@@kutas- Ug, what a basic comment to a basic comment to a basic comment
@@kutas-ugh, what a basic comment to a basic comment about a basic comment
You can equip your settlers with weapons. If you give them a gun, only give them a single bullet for it. They will have infinite ammo from it.
A note for this is that this doesn’t work for explosive weapons!
You can do the same with grenades. Just give them one and they will never run out.
@@squishybrrrrt Probably for the better, so they don’t destroy everything (except the enemy)
I did this once (years ago) and noticed, that settler ran out of ammo and changed weapon to default. But I will check it again.
If only that worked for companions.
Thanks! About 80 hours into first playthrough. Mostly just been exploring with Nick and just started focusing on settlements. Helpful👍
Save mining helmets to equip on settlers to save on lighting costs.
THAT'S hilarious. "Well citizens. I COULD build you some generators, power lines, and lights. But I just kicked some raiders out of a dunwich borers and I grabbed a ton of these hard hats with lights on them."
I like to equip my farmers with cheap & plentiful mining helmets.
Easy to see at a glance who's doing essential farming work & adds +3 armour.
And they can work all night. 😏
damn this is genius lol
Lol I like this idea
i use the helmets on my provisioners
Scrapping Shaun's bed is where I draw the line.
First one to mention that lol
I was hoping Shaun's bed is quest relevant, trailer made me think maybe Dogmeat can pick up the scent.
I paused it to come look for this reply.
You can also "store" Shaun's crib. Just FYI. I turned the house into my first power armor workshop and storage barn.
@@keithsavagelives I put stripper poles in shaun's room
Honestly.. I stoped playing fallout 4 a couple years ago after only playing for a few hours. Since the show I started playing again and absolutely appreciate these videos.
Welcome back to Boston!
Thank you. Glad to be back!
I back after 6 years. My wife removed my saves. Today I played from 2am to 2 pm... This game is awesome.
I'm in the same boat. LOVED Skyrim (and still do), but never really got into fallout. Played a few hours of 3/NV/4 each but it never hooked me. I watched the show - got hyped to try it out again and played enough to actually learn the gameplay loops and get hooked. How F4 may be one of my favorite games of all time!
In addition to Corn, Tatos and Mutfruit, anyone playing Survival should also go for Razorgrain as it's a component of Noodle Cups - which counts toward both hunger and thirst.
The downside of noodle cups is they do satisfy drink.
Typically you want to stay well fed so you can use foods to heal and somewhat thirsty for better xp.
Because its worth to have have idiot savant×2 even on high int build. Therefor its best to stay thirsty for -2int and -1per (or parched if you really need the PER) and get more savant triggers.
Noodle Cups are one of the most under rated resources in Survival. Not only do they fix both hunger and thirst at the same time, they are super easy and cheap to make, the hardest part being finding enough bottles and dirty puddles to make dirty water in large quantities, they also fetch a pretty penny when you get your bartering up. Far better than fussing with caltrops which eats all your steel, and its a barter resource you can also eat in a pinch to help you.
And they have no rads despite being made with dirty water
Tips for increase happines:
Never scrap the cat bowl. Placed in a settlement, it attracts a cat that will increase happiness
Some stores also increase.
Keep your settlers employed.
Check that every settler has an assigned his bed.
If settlement need help, let go help them.
Another tips not affecting happines:
Equip provisioners with strong armor and weapon.
Place bathtub for brahminas
I thought you can only get cats from the trap cage.🤔
I'm gonna try the cat dish thing. I wonder if the cats and dogs will get along 🤔
I was about to sit down and play the game so I could build a cage n trap a cat. now i gotta try the cat bowl.
I think the cat bowl is just a salvageable junk item. If you want cats you have to trap it.
thanks!
Grab all the bones and acid you find. A couple other common items makes cutting fluid in the chem station. Cutting fluid gives you 3 oil and 1 steel. Oil is crucial, bruv.
Yea sir!
If you leave power armor at a settlement, ALWAYS take the fusion core out. Unless you want your settlers to (sometimes) have it permanently.
Remember to leave it next to power armor rack. Problem solved.
@@W-Ostr not true, I set up multiple power armor racks with armor in them and they use them and defend the town.
I think you can pickpocket the power cores out again and the settler will just exit like anyone else. I'm not sure though because I only let some random take my power armor once.
Leave it! Let the chaos consume the wasteland. (You'll have as many as you want. So you lose a few. Your camp will be very protected)
They just remove it when they go sleep
I gave many power Armor for the minuteman in the castle, they let them everytime next to their beds and go to sleep..
And if they take one during an assault, just talk with them your character Ask them to exit it.
Don't forget the Decontamination arch with the wasteland workshop DLC. You build it in settlements to get rid of radiation, which helps when you need to eat and drink on survival. Worth the cost if you play survival.
Then go ghoulish and never worry about rads again.
You shouldnt use rad away at all on survival (maybe in a pinch early game) as it makes you catch more disease.
Only use cooked mutant hound or refreshing beverage(chemist 1). *i think is a couple more foods and drink anything with - rads.
These also make the decontam unit a bit superfluous but I suppose semi handy.
But that needs 9 Endurance, which is much for the early game. And to get rid of Rads it needs lvl 3 of the perk, when i remember correctly. I Prüfer solar Power, but yes, in combination with ghoulish
Been playing this game for years and didn’t know about tier 4 shops/vendors
"Preston: You can expect me to help settlements or to stay away from chems. You cannot expect both! - The General" Lol
You are very wrong about settlers not showing up at a settlement if there aren't enough beds. I can't count how many times I've forgotten about an active beacon at a settlement I rarely visit. Having a dozen settlers you didn't know about can be surprising.
This is true, will tank the happiness but they will definitely show up at least to a cap which is charisma+10 if I remember correctly. Also use to be a bug at least on PS4 where a settlement would show there are more settlers in a settlement than there actually is.
@@DustinDonald-cz9otthat bug usually means the settlement is under attack, if you see the bug happen but you don't get a misc quest to go defend them, then they're probably still under attack BUT you're under no obligation to help, if you show up later the settlers won't shut up about how they showed those raiders/mutants/synths who's boss for the duration of your visit and you probably won't have to repair anything, but sometimes the game will decide a few turrets were broken during the fighting.
They are so damn annoying. I turn my back for a few minutes and now a handful of settlements with like less than 5 people now suddenly have 20 people who never stop complaining about the lack of food, water, beds, and defense. 😭🥲
@brookelynnwu8016 it seems like it happens a lot with claiming a new settlement that you never seem to go to unless Preston sends you there. I try to remember to turn off radio beacons at settlements I don't feel like using as soon as I can. Most times, I forget.
Hey, here's an idea... turn off the radio beacon!
Start with Int 6. This allows you to get the Science perk as soon as you level. You can build an industrial water purifier as soon as you reach Sanctuary Hills which gives you a steady income of caps and completes the water quest when you bring the minutemen to the settlement.
For crops, plant tato, grain, and mutfruit. This feeds you settlers but also provides material for vegetable glue, which is worth 5 adhesive.
It’s so crazy and wonderful that we live in a world where all this content is for free, and we have so many amazing content creators willing and eager to answer questions about the things they are passionate about for free
And so wonderful more people are finding this game 9 years later. Thanks for your comment, it's appreciated.
And all this despite capitalism!
Playing this for the second time after a 6-yr hiatus, it is truly amazing all the info/tips/tricks here on UA-cam that people have dedicated themselves to sharing with fellow FO4 fans. The more I learn, the more I feel like I could play this game forever, and never get bored because of the almost infinite variety of builds/alliances you can work through. And with the settlement-building tips and tricks, the possibilities seem endless. Kudos to the original designers, *AND* to all the UA-cam creators who show others how to unlock the incredible depth and nuances of this great game!!! 👍
There is a way around the settlement cap that you outlined. After defeating the Mechanist and sparing her life, you can get unlimited quests from her called Rogue Robot. When doing the quests there is a good chance you will come across three settlers at the target location. Once the area is secure and kill all the robots, talk to one of the settlers and you will be able to send them to the settlement of your choice, no matter the population or your charisma level. However, you will not encounter settlers in every mission. Sometimes you will find others fighting the robots instead like members of other factions. A hard save is recommended before doing each mission, in case one or all of the settlers die.
I talk to Ada and she does the samething
I had that happen three times since finishing Automatron. First time, I didn't realize how this was happening, thought it was an unmarked random encounter, lost the settlers when I died before saving.
@@keithsavagelives When doing these missions you have a 1 in 3 chance of encountering settlers. When you do enough of these missions, you'll be able to tell which locations will have a chance at finding them and locations that won't.
@@michaelproctor8100 Thanks 👍 I'll keep looking for them!
@@keithsavagelives There are only 3 locations that will have a chance to find settlers. Near Andrew Station (the building where you find the Grognak magazine. A location near Hangman's Alley that also serves as a random spawn point, and a location near the Fort Hagen gas station which is another random spawn point. Any other location you go to, the robots will be fighting other enemies. Don't be surprised if the game sends toy to the same location twice in a row at times. Have fun!
To get absolutely insane numbers of settlers:
The radiant “Rogue Robots” quest at the end of the Automaton dlc nearly always has a settler to be rescued. For some inexplicable reason, when sending this settler to a location the Cap is ignored. So, you can repeat Rogue Robot as many times as you want and have full cities.
And not only that.
Thanks to that DLC, I always build slim robots to take care of the crops and tank-strong ones for the supply lines, so the settlers can do the other jobs.
@@BETMARKonTube Robots in Suply lines turn back in protectron default after days playing the game. I played this game since the launch and always happen this bug,robots are the best guard defense of setlements and in some cases companions ,put them in suply lines only result in lose all materals you invest in the mods.
@@ninjawwhitin8787
Really?
It happened to me only few times and I thought it was because they got destroyed, so I just made them "strongher".
I restarted the game 2 weeks ago and so far I only sent a couple of those as Supply Lines.
If that will happen again, I'll write a comment about it.
@@BETMARKonTube Yes, I tested several types of robots in a single save and even the robot with the best mods returned to standard, even ADA is affected by the bug. Recently I noticed that Brahmins are disappearing from settlements and the setler counter does not go down, besides a strange bug where the entire game world is restored a few centimeters crooked, like Diamond City where the vendors are a little next to the stores and boxes. I hope Bethesda redoes some changes in the update because the melee combat is bugged when in third person and there are a lot of setlers disappearing without warning, perhaps because they fell into some abyss below the game
@@BETMARKonTube I personally made videos of the game's combat and some constructions on my channel years ago, but with this new edition the saves were broken and I started over without mods and because I play on the Ps4 I didn't want to risk losing more than 56 days of gameplay again. , but I still face old and new problems
Supply line provisioners also act as a patrol. Give them a good gun with 5 ammo, maybe a molotov, and an armor if you are really in good mood.
You can use this to send their patrol lines through locations you need them, for example having all of them go to Hangman's Alley near Diamond City then your guys will be everywhere in Boston, frequently. Also you can have 3-5 supply lines along similar path making that path safer a little bit for you.
Mine tend to become tanks as the game progresses. Especially when traveling through tougher areas. I also always equip them with mining helmets if possible. This makes them easier to identify while on the road because outside of the quarry almost no one wears them.
They use common routes, so it isn't uncommon to see a group of them traveling as a convoy.
They will also use healing items like stimpacks. The effect is instead of being knocked down during a fight and just sitting there, they pop right back up and continue.
@@christopherconard2831 Did they loose stimpacks or 1 good for multiple battles?
@@MolnarG007 I believe they use them. I'll usually issue two. On the road, when I trade or check inventory they'll have one.
You can also build cages for various creatures and when released, they give you more defence. Just remember to place the Beta Wave Emitter in the settlement.
It's pretty funny when you arrive at your settlement and there is ten mythic deathclaws just hanging around :D
whoa thanks! so do you just create the trap and they show up docile?
@@johnlombardo7816 If you place the Beta Wave Emitter, then yes! They will just walk around the settlement and defend it from various threats. Deathclaws give 10 defence each, so it's a great investment. Just remember that releasing different species in the same settlement might make them fight each other, regardless if you have the Emitter or not. And also remember that you have to repair the trap after each catch and it costs some resources (for the Deathclaw trap you will need Yao Guai meat and some other components - it's still pretty cheap to repair). Cheers!
@@Woobuz oh wow thanks! i got the cages but nothing was coming, this makes more sense! haha appreciate ya!
Now this might just be a glitch for my game but I have a ton of deathclaws hanging around sanctuary. When I found the vault-tec salesman and sent him to sanctuary the second I got anywhere close the deathclaws immediately recognized the salesman as an enemy and killed him. I tried multiple times to save him but nothing.
Make sure your generator is enclosed and well-defended. If the generator which powers the Beta Wave Emitter goes down, those once-friendly critters turn on you and your settlement.
Large settlements like Starlight Drive In benefit from having radscorpion shock troops. They'll teleport to the enemy with their burrow ability.
If you're playing as a female character, completing the Curtain Call quest from Rex Goodman at Trinity Tower awards you Agatha's dress, a piece of clothing that gives you +3 Charisma. Have it be part of your "Charisma" attire at all times. The male equivalent Reginald's suit does the same thing BTW.
I have a fully level 5 ballistic weave version of it. I also use a militia hat and fashionable glasses that is +5 charisma total which makes a significant different in speech checks and vendor pricing. It's only under 5 lbs total not a big deal. I keep a hazmat suit on me too just in case. I play on survival that is the ONLY way to truly enjoy this game as intended.
The male player also gets a +3 Cha suit. The gender is irrelevant.
@@AnAZPatriot I literally said that in the post.
The map that you referenced with the Mechanist Lair as the hub is most ideal for one reason: Robots
They don't rank in emotion and will drag down your average happiness in a settlement.
Populating that settlement with only robots works as you cannot grow food or collect water. The entire population can all be tasked to create supply lines
Adding to the idea stacking Charisma, if you're lucky enough to score Unyielding armor, lower your health to 25% and you get +3 to all stats for each piece that you have equipped.
If you can acquire a full set, this will give you +15 Charisma
Another good food and water tip. Settlers will eat and drink stuff that you put in the workshop if they don't produce anything themselves. So a place that is tough to grow crops, like Hangmans Alley. You can just dump pre war food you find out in the commonwealth and the food counter will go up. The caveat is...they actually use it. So it will be gone and the number will drop back down to zero. This is a fun added element if you want to roleplay as a hunter or whatever. Anything you cook yourself and then dump in a workshop, the settlers will eat.
You can amass a ton of food just killing and cooking. I have tested this multiple times and it works. it's really cool feature nobody talks about. You could TECHNICALLY have your restaurants provide food by buying all the cooked food and then putting it in the workshop. Or go on grocery runs every 7 days to the super duper mart and grab all of the prewar food and store it in a workshop for the settlers to eat.
If you have the DLCs one of the new building items is actually a garden bed so now you can grow in harder to grow areas with not much or no dirt :)
@@emmy5815 oh totally true. And I have mods that add planters and stuff. I just love that you dont HAVE to have crops if you dont want and it gives you something to do with the piles and piles of pre war food you end up with late in the game.
I dump all my pre-war food in the workbench, I wondered if they ate it, same goes for when I'm lightening my aid load of cooked food. I do have supply lines, some farms have many extra crops, which makes crops a thing not to worry about so much in other locations, so, in those locations I have increased people scavenging...very helpful because it takes the load off of me and provides plenty of resources. Also, planting in the trash works. I haven't used any planters yet, they are on the to-do list, just to clean things up...eventually.
@@vegastrina I am 99% sure that is a vanilla feature. But i do run a lot of mods so it MIGHT be workshop framework. but i think I did test it without it once. Try it sometime. Go to a smaller settlement that it wouldn't be that much of a pain and store all of your crops so your food drops to 0. Then throw all of your prewar and cooked food in the workshop. The food counter should go up (I have no idea what the formula is to determine by how much.) If it doesn't you may have to leave the cell for a bit and come back. THEN you can go away for a few days come back and see if any of those food items are gone from the workshop.
@@xtremejay2000 I'll let you know how it goes.
Here are some other suggestions that are usually not covered in such videos.
Like 'Mover the Mouse' said, make your trade routes all filter to one settlement. I usually call this the "Primary Settlement". In short, this is the one you like to visit the most. Sanctuary is usually the default, but Castle, Spectral Island, or any place with lots of water and food is best so you can get the goods easily. Making a grand large settlement is great, but for some (including me) running around a large town to sell goods can get tiresome or annoying (especially if you are overloaded). Your Primary Settlement should have the workstations, the shops, and your personal quarters (if you make one) all close by so you can make quick drop offs and go back to killing or salvaging. This does not need to hold true with other settlements.
Making some personal quarters for yourself also helps. Keep it so it's hard for other settlers to reach, like put settler quarters near the farmland or a bar. They will usually go for the nearest bed with easy access. Make your quarters to your own liking, but a good practice is to use display cases. Why? Weapon storage and armor storage. Why search through a long list in a toolbox list for the gun you want when you can just go to a wall and get the gun you need by sight. It's easy on the eyes, allows you to swap weapons quickly, and makes a decent decoration. Keep various types of guns in this weapon's room since you get different types of ammo. Run out of one ammo, swap out to another gun, and move on. If it's in your personal quarters, take a quick nap afterward for an experience bonus. Quick and simple. In short, you want EASY AND QUICK ACCESS in your Primary Settlement. Whatever you like to do, put it close to where your character spawns, preferably near the workstation.
Concerning armor and clothes, I recommend making separate safes and boxes. I usually put a floor safe next to the workstation so I can store special items I don't think I'll use but keep in case I want them. Clothes I want to keep are put in some drawers near the workstation. Mannequins are good for armor you plan to switch out quickly. Put them in front of your Clothes Store and you got a display area for your store.
Also, Settlers are dumb! They love to clog up stairs or passages (and get stuck on roofs or through elevated floors). When making a staircase they need to use to another level, put another set of stairs next to it. Make multiple entrances. Small single passages into areas (like an entrance to a bar) always makes a large clog of people. Settlers need lots of space unfortunately and are too dumb to figure things out.
These are some of my suggestions.
Excellent suggestions! I do things very much the same.
The main difference being, I try to make every Settlement that developed. Each unique, but all capable of being THE primary settlement.
I only got Automatron recently, so the Mechanist Lair concept wasn't possible for most of my (long) playthrough. I did the (historically accurate) keep your supply lines short method, where no single Settlement has no more than three lines radiating from it. I have very few problems with multiple provisioners arriving at once.
Nor do I have the robot/happiness problem, except at a few places where I deliberately set a sentrybot as a guard. Doesn't matter, really... When those places get attacked, the Sentrybot and turrets annihilate the assault. All the "new" supply lines since getting Automatron use robot provies emanating from the Lair. So now my set-up is a hybrid of the two.
Number 4 of the Wasteland Survival Guide (#4, The Scrapyard Home Decoration Guide) also gives you some decoration. The two flamingos to be specific.
I would unironically love a game that is just settlement building in a post apocalypse environment. Fallout themed or not.
You can kinda get that experience by turning the difficulty to survival mode l. You need food, water, you can’t save unless you sleep. It’s pretty cool
Rimworld
there’s a decent one called surviving the aftermath :^)
You can actually get past max settlers without any help from chems. Send supply runs from other settlements and wait for them to show up at your preferred settlement. You can then enter build mode and make them do something at camp and it will increase your settlers
Settlers can watch up to three guard stations. This might even them out with turrets for effective defense of a settlement, but the tradeoff is that for smaller settlements that NPC might be better assigned to food production. Although guard posts easier to produce and use more common resources than turrets. So each has their use and having a mix of both can't hurt.
Once you finish the Automatron DLC, you can raise your number of settlers to get your number of settlers pretty much whatever you want. Just do the quests Cruze gives you. If you can save the settlers fighting the robots, you can send them to any settlement. Even settlements that have gotten to the cap.
didn't know the last part, thanks!
Nothing negative happens if you just ignore Preston Garvey. Even if you fail a mission to a new settlement, you can just go there and talk to them, and they will have a new quest to unlock them.
Yeah so tired of the narrative from people that hate Preston AND Settlement building, that they are somehow forced to do either. I actually like Preston. LOVE the minutemen and building. But I did a run through of the game without ever saving the people in sanctuary. Every time I passed through the area I would go around the museum.
@@xtremejay2000 Damn, that puts me in between a rock and a hard place- I love building and hate Preston! 😅
4:17 He says each settler assigned to crops can produce up to six food, which is a little confusing.
Each settler can tend 6 food. So (1) settler can tend 6 mutfruit trees since they are 1 food each, or 12 of any of the other crops which are all .5 food equalling out to 6 food. I have discovered that I put down food six at a time, then assign a settler so they tend in nice rows.
Excellent suggestion! Will be stealing that... 😊
i always use the Hub supply line method centering on Mechanist's Lair. i build a bunch of Sentry bots outfitted with plenty of weapons. (always remember the Robots lower happiness because they have a max happiness of 50 so having them all centered in that one settlement keeps that down. a Provisioner counts towards the max settler count for the settlement it was sent out from originally) i then simply name each bot based on the settlement its heading out to.
I used to do that until they kept on turning into armour-less Protectrons. So now I send humans and name their gun what their trade route is.
Thx for making this video. Had no idea you can send people with supplies to other settlements.
I didnt really care for settlement builds when i played the game years back, but because of the HBO series and watching fallout building videos, I got a new taste for it, I got some mods (ps4) and so on, and while i might be cheating with 999+ materials in the settlements, i still find myself having a blast building them.
I heard that Hnagmans alley is painfull to build in, and sure, its a small space, but I feel i got a silly but neat settlement build there. Fallout 4 settlements is a challenge, and i like that, I do prefer the smaller settlements, as i find the big ones to be more challenging, idk i like cramped places for builds.
The only way settler, provisioner, NPCs, traders can die is: if they are seriously wounded they sit down. They are not targeted directly by anyone from that point on.
BUT area effects still harm them. So to avoid such losses
1. don't use missile turrets if you got settlers.
2. don't give them grenade, missile lanucher, Fatman
3. When defending if any enemy has missile lanucher, or you see throwing grenades or molotov focus on killing them first.
why would you ever use missile turrets? they damage way too many things, especially other turrets
Also your shots can kill settlers and other NPCs. Make sure of your target.
@@NikoKuehne On the outer perimeter with wall/structure separating it from your settlement they are good, cause massive area damage, limbs flying etc. Just make sure they have bo line of fire to your things.
My Greygarden missile launcher once killed Supervisor Greene! I reloaded instantly.
@@keithsavagelives they only good if blocked toward the settlement even then your side can run in front of it RIP.
Tip - do NOT waste time and resources building a large wall around your settlements. Bad guys spawn in the middle of the settlements near the red workbench! Just make sure your settlers are armed and there’s turrets on site.
Yah i usually build a gauntlet that leads into our walls. Just make sure you have a proper pathway
I wall my cities so I know where they coming in
Yeah I only wall for roleplay purposes. They don't always spawn inside though. I also use a mod that lets you move the attack spawn markers. They only spawn inside if there is no clear path to the settlement center marker. But if you move the markers far enough outside of you walls They will spawn there first and then try to move in. The way to fix the spawning is to create a chokepoint in your wall. As long as there IS a way in your settlement it will lower the chance of teleportation.
They usually only spawn in the middle if you fast travel directly there. Fast Travel to a nearby location and not to the settlement itself.
I haven't had this issue, but now that my game system saw me read this..I'm sure to see this situation on the regular. 😅
This is in reference to having purified water:
You can sell your purified water at traders around the world map to offset the costs of buying shipments of supplies. Die note, you deposit those shipments with the “store all junk” button when you arrive at that settlement location. Your character will remain to have those shipments until doing so. Or you can store specific shipments to workshops by storing that specific shipment in it.
Purified water is also great on survival. It will allow to heal during combat. You can drink multiple waters at a time to increase your recovery rate. I sometimes do this to out heal strong DOT like poison of Mirelurk Queen
You can get a natural 11 cha if you save the bobblehead till you are at 10.
Finally getting into Fallout after all these years - so nice to have videos like this that explain everything in great detail. This video actually taught me a lot and has me excited to play tomorrow after work and try some of these tips out! Good stuff, man!
Every item your settlement produces is limited.
So purified water, mutfruit, melon, etc. If you remove those from the workshop inventory they will refill it again. Food ones can be depleted, used remotely through supply lines by cooking, using them for recipes. The rest you either empty manually frequently or you won't get any yield.
Crops and water are a balancing act since the more water+food production you have, the more often that settlement gets attacked. You can counter that with a high defense but early on that means investing a lot of the components you get from scrapping junk. Later in the game, any defense above 100 does nothing to reduce attacks.
Scrapping armor and weapons -- at an armor or weapons workbench, not by throwing it on the ground and scrapping it -- produces a lot more components than typical junk, including adhesive.
For turrets, early on it's better to build more Mk 1 MG turrets than fewer Mk1 HGM turrets. The MG turrets fire faster and with more of them, they take down enemies faster, even though the HMG does more damage per hit. They also cost less circuitry, a component that is in limited supply in the early game. For example, if you are building a defense of 40 that will be 8 Mk1 MG turrets for a cost of 64 steel, 8 circuitry, 16 gears, and 16 oil. If you get that 40 defense from 5 HMG turrets it will take 50 steel (but steel is easy to find), 10 circuitry, 10 gears, and 20 oil. Those 5 HMG turrets can't cover as many approaches to your settlement and they are slower to take down enemies in any attack you help fight off. Later in the game you can build much more powerful turrets so the math changes.
BTW, the most effective upgrade I've found to help settlements fight off attacks is to arm everyone with automatic weapons. It doesn't affect the settlement defense rating but in any attack you help defend against, it quickly takes down attackers before they can damage your settlement. Automatic weapons seem to work much better for this than arming them with high-damage simi-automatic weapons. Don't give them rockets launchers, grenades, flamers, or a fat man. Don't even store those in the workshop because they can find them. They will damage the settlement and maybe kill you. Instead, store those in individual containers if you aren't going to carry them or scrap them.
For supply lines I recommend spoke and hub because it keeps the links simple. I have had supply lines bug out because the links were too complex and some settlement weren't getting supplies even though they were linked to the network. Spoke and hub has always worked flawlessly. Also, use humans, not robots for provisioners. Robots can get bugged sometimes if you try to rearrange your supply lines, especially if you have the Automatron DLC.
HTH
Thanks so much for all those lists in the description! Great resource to have, especially with my questionable memory
Best video ive seen about settlements in the te years ive been playing this game
Thank you! This was honestly extremely helpful, I learned a lot.
Thousands of hours in the series, gotta say, well made introformative video!
I've been playing the game for years and I never once knew about the vegetable starch = adhesive thing. Adhesive was like gold dust to me before. Also, it's important to know that some settlers, like robots, negatively impact settlement happiness.
Codsworth is the exception to that rule.
Don' t you people read what actually is written in the games? When you go to that cookingstation, you can read it there. At all workbenches stands, what is required to build it.. and i was and am always interested in all menus. Fascinating that some people dont realize basic shit for nearly 10 years. But i gotta say, that i just found out how to lift entire buildings, pressing E for to long by accident 😅
@@craigunshallach4951 Come on, give people a break! Not everyone is as bright as you! 😅
Seriously, I started playing in Jan 2020, on a base game, no mods, no dlc, totally vanilla playthrough. Because the game is NOT at all instructive on so many topics, I missed loads of stuff.
Now, on a second playthrough at level 95, still unmodded, but with all DLCs and a few CC content, I have learned loads the game never mentions. It's all thanks to social media and fans like you guys.
Basic video or no, I did NOT KNOW you could mark materials for search from within the Pip-Boy! I thought you HAD to do it in a workbench, which sometimes resulted in marking stuff you didn't want. So I learned something!
I just got news from a settlement that needs our help. I’ll mark it on your map.😂
Thanks, I did not know that you needed to equal defense with food+water! That explains why sanctuaryhills never seemes happy! Too much water production🤣
Get to Vault 88 ASAP...which is hard because it's way down south...but having Vault-tec patts to build with is a great way to grow the settlements fast. The machines earned give happiness boosts for cheap electricity and ine even generates a small amount you can then use to power the others if you go the good route during the mission to get them.
I agree, and add that you have the option to eliminate the biggest threat to the Wasteland since the Enclave in FO3. Dr. Barstow is Fallout's Dolores Umbridge.
@@keithsavagelives Yeah. She's pretty unapologetically terrible, So I don't mind.
I never kill her though, I just take her pistol and let her own disappointment that I'm not a sociopath lead her to her own logical end. 🤷
for anyone new make sure to not have any settlers unemployed because they can decrease happiness if you wanna keep a happy settlement that is
I started working on settlements, now I can't stop
I saw a few days ago a dude with 50 settlers and no mods on, that is the max I've seen to this day
Crops: it doesn't matter what kind you grow each settler can do 6 worth total, so 12x 0.5, 6x1, or 3x1 and 6x0.5, etc.
In the cooking station see last utility item you can cook, for adhesive. Due to this you better make those, but any will do.
Funny how I'm finally getting around to building my own buildings. I would usually just slap down a large wooden prefab house with MG turrets and call it a block house.
Hey thanks for this video. I started playing fallout 4 again a few weeks ago and never really understood the specifics of settlement building
Glad I could help!
This game satisfies my loot everything desire 😊
It’s crazy I had Fallout 4 on Disk drive for 4 years and I never played it until just recently… 😮😢😢
I've been Fallout for years. Always had trouble getting my settlements to 100% Hopefully these tips gives me the extra push for that goal.
Thanks this is a good refresher after not playing for years.
@@gemmel3197 welcome back to the Commonwealth!
I like to build a shack wall with a roof on it, scrap the current wall, build a new one on your existing roof and put a seconds roof on that (2nd story) then place a turret on THAT roof. Once the turret is up there, scrap the remaining roof and wall and boom, floating turrets all over your settlement.
I like to organize my supply routes, Red Rocket is a good hub to branch out to many other settlements. It's also fun to be on the road and see one of your well armed provisioners kicking ass.
Thanks. I just bought game+ dlc last week for 23 bucks. I been stealing crops from other farms to plant at sanctuary. I was just kinda winging it until i just found your vid
@@NeonBanshee00 welcome to the Commonwealth!
I played this on PS4 back in the days. I remember that in the more dangerous areas you could build like a tower with turrets to handle spawning enemies. And it was very effective.
I started playing 3 days ago, and im overwhelmed by rhe settlement building mechanic. I don't know how I'm gonna do it. It's deep as hell.
if you make your settlers naked. And then leave some suits of power armor with fusion cores in them nearby.The next time on attack happens.They will get into the power armor and then all of your settlers will be in power armor which looks kind of cool, and it's a bit better than leaving then around on display. You can also use stolen power.Armor suits which provoke more attacks more often which will help your settlement get fully power armored up
If you ever want them to get out of your power armor then just assign them to a vendor job and they get right out
I been playing fallout 4 for years and theres still so much i dont know about
Me, too! I'm on the upside of the learning curve, but I learn new details all the time.
You can actually bypass the charisma requirement for settlement population caps. Assign a person of a small settlement to start a supply line with the large one. Then travel to the large one and wait until the new provisioner appears. You can now select them and assign them to do something in the large settlement and they'll be added to it, ignoring the settler cap.
Amazing video man 👏 A tip is that you can give weapons and armor to your providers if you want to customize them even more or if you're playing survival the provisioner wont die too fast in case they encounter danger
Good timing. I am level 55 in the main campaign, near the end of the Main quest, and have done huge chunks of Nuka World and Far Harbor and finished Automaton. I have the bare basics in Sanctuary. I do not so far enjoy building settlements. And wiring power to objects is a wonky pain in the ass. Still, I plan to eventually play Survival Mode, and I will need to master that, among other strategies, as from what I have heard it is a completely different game from vanilla Fallout.
It is, and I am working towards trying it myself, after getting as many settlements done as possible.
Believe me, I know how wonky wiring is! I am constantly having to "update"/ "reset" mine.
Where I have flashing lights with an interval switch, sometimes all it needs is the switch turned back on (activate it twice), but other times, it's "store and rerez" - a pain if you have a lot of wires to replace.
May I ask how you're playing? PC or console, modded or vanilla? Do you have all DLCs? I'd like to share ideas, but some wouldn't work for me, being on a PS4, completely unmodded.
Learn the no-wire glitch. It is easy creating electrical items with no wires; no mods required.
@@statesman6379 I assume you mean the Wifi Glitch. I have used it when wires would look odd, like when powering my floating Starbug (see my Graygarden series here on UA-cam), but it has its own issues like just stopping randomly. If you store the generator it's linked to, you have to do it all over again. It's not worth doing for multi-component systems, with lots of switches and logic gates.
@@keithsavagelives No. That's not it. Try "Wireless Settlement Objects."
@@keithsavagelives Let me know if that helps. Or I'll try to explain it further.
you can arm and armor up settlers/provisioners. Has anyone "supplied" up their provisioners? Have them carry water etc? Pros are already a good way to get an extra gun. And an Attack cow sometimes too haha. Why not on the fly supplies?
Whats also good is if you are out and about in survival and low on water. If you give your provisioners water ,like you said, you can trade with them and get water or food you stashed on them. The settlement system is so cool. I just don't understand the people that hate it. I swear if we don't get an even BETTER settlement system in Fallout 5 because of the whiners.........
There are sharp armors, each piece of which gives +1 charisma - a total of 5. Can be worn instead of a suit for 2 charisma. +3 is obtained. You can start with 10 charisma, wait for survival to drop by starving, and study the book in the player's home. That way you will have +1 charisma. You can get a haircut in the settlement, which will even give you a temporary bonus (until you replace it with someone else) with another +1 charisma. There is also Pups Charisma which gives you an additional +1 Charisma.
24 is mathematically the ideal number of Settlers and 11 Bars to utilize per Settlement for 100% Happiness. If your goal is 100% efficiency for Cap acquisition.
A happy settlement is a drunk settlement 😂😂
Besides the necessities, everyone else on scrap production(scav station).
Use the scav station scrap to build more water purifiers.
Make a scrap and water empire(sell water at markets)
???(scav yourself for needed materials/use water sales to buy needed materials)
Profit!
New to fallout. Great tips on settlements . Thank you☝
I had absolutely no idea that defence had to be greater than or equal to food + water production, but that makes a lot of sense actually lmao
on survival rank 3 of strong back allows u not to get broken legs,and max rank will decreass ap from carrying when overcumber,is one of the best perks to max on survival if u like to drag all junk with u.
I absolutely love building settlements so I gave you a like 😊 I have been playing since the game version 1.9.4 I've played well over 3000 hours...
Talking about water if you use water anywhere mod you can have purifiers at every settlement
Super vid. Starting another play through in a very long time and I feel like a noob again.
Even if there aren't enough beds, settlers will still show up aa long aa the beacon stays on so, be careful that you turn that thing off lest your settlement ends up overpopulated.
Turrets level changes!
Once you are hihger level and your settlement in higher level area your same gun turrets will be better versions.... sometimes. Sometimes not.
When selecting before putting them down check if they are MK-1, MK-5, etc. change turret type back and forth until higher level version is offered for the same amount of resource.
Higher MK version uses Armor Piercing, incendary, and other ammo all kind of goodness, displayed on the turret.
This demands where on the map the settlement is. The more south, the more advanced they get. Gunnut 0 or Gunnut 4, the game just gives me Mark 1 for SH or AF.
@@craigunshallach4951 Basically they scale up as enemies too, as you level up, but each zone has a max level limit. In Sanctuary you never have best ones.
Same as finding Power Armors. Once you are level 28 you might even find X-01, if the zone is not limited to lower level, like level 20, or 10.... So the Power Armor near the USAF Olivia satellite dish can never be X-01, it will always be T-45 because that is a low level zone.
And you are right the further you are from Sanctuary, the higher the zone max level, but not only South, East too.
@@MolnarG007 So in theory, can I build high-level turrets in more dangerous southern areas, store them in my bench, then set them up in Sanctuary?
@@80PercentAshamedOfU No because 1. you cannot store something in a settlement then take it out in another only raw components are shared, not already built mods, furniture, turrets, only screws, steel, wood, etc. 2. Even at the same high level settlement where you can build higher level turrets you store and take out the same "turret", only it appears diiferent each time. You store a gun turret, not a gun turret Mk 5. And it becomes something as you try to place it.
This is why where it allows higher level you have to put it away then taking it out many times until you get the ones you want.
Avoid explosive bullet ones, they can destroy crops, kill settlers, etc.
3:58 You can get the charisma bobblehead when at 10 charisma to get a default of 11 without clothing/consumables bonuses. And if you can get legendary armour pieces with the sharp effect then they give +1 charisma, which when combined with the summer shorts give way more than a suit can, as the shorts only takes up thr chest piece slot, giving you the potential for 4 extra charisma.
Most suit, dress gives 1 or 2 CHA, but it is possible to find left right arm, left right leg, and chest armor piece giving +1 CHA each.
The hunt is on. :)
Always remove the fusion coil from power armor to stop settlers using them.
I used to link up supply lines to every settlement, not very effective until late in the game when all settments were sorted.
So set up supply lines after you have established a strong settlement, usually Sanctuary. Next supply line it to the next settlement you want to develop, and so forth.
I think the lady settler at Tenpines is the prettiest person in Fallout 4.
It takes a lot of grinding, but you can also get all of your armor with the unyielding legendary effect which gives you +3 to all stats when you're below 25% health. This stacks so you can jump from tall heights to lower your health which can boost your charisma stat by +15 from the armor. You can also wear the black rimmed glasses and militia hat for a +2 to charisma. so added with chems and alcohol, you can get up to 50 settlers!
Thank you! gonna be hopping into the game in a few days will save this for later
That last option for supply lines though 😂
I had it as sanctuary in my first few play throughs and all I can say is the last thing you hear after losing that save file will be 200 glitching moo's and 200 NPC voice lines about easy living slowly glitch into nothing as the file dies 😂😂
That's why you don't do that, even at the lair, cause many, many moo cows lost in the tunnels is a game breaker! 😅
OMG MOVETHEMOUSE!!! I remember watching your first series on Cities skylines
Mükemmel anlatmış. Yeni başlıcak arkadaşlar bu videoyu izlemeli.
I don’t think you need Scrapper to tag resources. That perk just gives you more crafting components for scrapping items.
Scrapper Level 2
fallout.fandom.com/wiki/Scrapper_(Fallout_4)
I like to equip my settlers with power armor. You can pickpocket the fusion core from any raider or BoS with power armor. They will immediately exit the power armor leaving it open for the taking. Bring it to your settlement and give it to someone. You can have an army of power armor equipped settlers.
That sign is everything. 😂
Please do more of this, im very interested
In terms of gear you can wear; The Dapper Gent (Hat from Vault 118 in Far Harbor) is +2, Black Rim Glasses +1, Summer Shorts (Body) +2 ~ with this you can then wear Left & Right Arms and Legs ~ Sharp Arms/Legs for +4 : +9 from clothing before you add alcohol and drugs. Can take a while to get the Sharp items in a play through, but throughout your game you will get them.
Once you have maxed out your settlers using the 10+Charisma method you can then also continue to take the Rogue Robots quest from Mechanist/Ada and you will get to know which locations lets you recruit settlers, these settlers recruited through this method don't need the Charisma check, so you can go beyond the 35 or so that that check allows. Just remember though, settlers will leave if they have no jobs. So food/stores(bars/clinics etc) and then a good way to have more jobs is the Junk station (under Resources>Miscellaneous) , just remember to clear those junk items every 7~10 days. Putting settlers on guard posts at this point is also a good way to make the settlement look more active and defended.
Remember also that Robots will bring down the average happiness in a settlement, but using them as Provisioners based out of the Mechanist Lair is a great way to get around that, as they won't affect the happiness of other settlements that way.
Also remember to move the caps and purified water out of your workshop every few days as well, as it caps out and no more will gather, so definitely keep collecting in the early game when you need those caps most. All stores in your settlements share a Caps pool, once one merchant is out they are all out, but still invest in them so you have a bigger Caps pool to take advantage of.
For recruiting the unique merchants, try to get this done early game, before going near Ada to start the Mechanist DLC as once that initial fight starts the spawn points for unique merchants will most likely be taken over by Rust Devils.
I'm clearing junk out of my workshops for the first time, in my current playthrough. I saw a video that said your workshop can fill up, and the scavenger stops putting junk in. But since I started putting it all in one place, I have never been so short of resources in any playthrough. I think the stuff is disappearing, TBH. Any expert thoughts on that?
@@Tijuanabill Can't say I have experienced junk items disappearing but I have seen materials disappear. It usually only happens to me later in a play through when I have literal thousands of materials. I know when people use the material duplication glitch for example and start getting over 80k of a material the game will just reset the amount of materials back to like 14k or so.
When you bring the junk to one place, is that place connected by provisioner to your other settlements where you are trying to use it? I have had play throughs where I have missed a settlement but it appeared to be connected when looking at the map lines and I've had settlements like County Crossing auto connect to my lines even though I had just allied with them and had assigned no one, so that can get messy sometimes. Try reset that provisioner and see if that helps the materials show when trying to build.
@@IIMatt_DII Could just be in my head; I'm not actually sure. I just had a streak where I felt like I was harvesting truckloads of water for junk, and still just not being able to build things, or I would run out of one component or another, after building one thing. It could also just be I finally got Science up to 4, and all that machinery eats it up like mad. Thanks for the response; I just thought there might be some known glitch I was unaware of, but maybe not after all.
@@Tijuanabill The one thing I thought of as I was watching another video, if you have "junk" items in your workshop and you start building things that require just 1 "material" from that junk item it will scrap the item and place the rest of the materials in your workshop. So it might be that the junk is breaking down to component materials and you feel like you're running out because you aren't noticing another material increasing in amount? Like I said above the only bug I know for sure affects late game when you have literal thousands of materials.
Or use 5x piece of unyielding armor to max out charisma. Make sure ur hp is 25% and lower to trigger the legendary armor effect
When attacked all NPC, trader, settler will also try to grab gun, jump in nearby power armor, etc.
To avoid your power armor stolen don't leave fusion core in it when parking it (or intendtedly live them with fusion core hoping not a raider jumps in them)
To avoid your legendary weapons ever stolen (rare but CAN happen) the only 99% safe is to store them in a settlement without settler, 100% is to use root cellar, minibunker behind the house in Sanctuary to store your best not to be ever stolen stuff.
If got stolen, check settlers inventory hoping they have it. If you need to stole back something (or just stole it) and flagged as red stolen sell it to a vendor then ask refund, this will remove the stolen flag.
It is enough to place guns etc. you wann keep in seperate chests. Settlers only grab whats in the workbench. And even that poorly, at least for me 🤣 Once, i wanted them to grab weapons by their own, because it is apita to arm them manually. But i wanted als to get rid of that useless pipeguns... so i emptied their inventories. Atack came, and they where punching the shit outta some gunners. The only one to grab an actual weapon was Sturges, who grabbed a minigun, but also all the ammo, ( which is not bad, i took everything back except one round, so he can shoot as hell) but another one grabbed not just 3000+ .38 ammo, but 35 pipepistols... ignoring the laserrifles, plasma and 10mm guns that also laid in the workbench... ammo is of course also there... so i had to arm them manually again... apita, really.
@@craigunshallach4951 They rarely grab weapons, but they do from ALL containers. Believe me once they joink your legendary weapon you will never ever store them anywhere but in the Root Cellar. Or in Diamond City home. Rare but it happens, not only by settlers but by attackers too.
From the game's point of view grabbing a gun from your chest is the same as for a raider taking a minigun from the just shot dead partner who used it ealier like that chick in USAF Olivia. You shoot her then sometimes another grab the minigun. Container, container.
I agree settlers must be manually armed.
So no change then? Cool!
Nice to know everything still works exactly the same as it has for years!
Thanks! This is exactly the information I needed as a noobie. Thanks!
@0:26 I like that note to Preston 😆
There's a nice glitch to double your building materials in your workshop it saves the monotonous collecting and breaking down of items. It just requires the art of the sliding thumb. There's a video on here to show you how to do it.