I only recently discovered that building the settlements is actually pretty fun and useful, your videos have been really helpful and inspiring. I'm currently at coastal cottage and would like to see what you'd build on the weird terrain there.
On this location I build a glas pyramide, Louvre style. Did you ever get to the top of the Nuka bottle? There's a mud pool at the road nearby where you can squeeze in 2 purifiers if you need more water. There are some conductors special for electrics through walls but a simple cheat I often use for it is placing a conductor on a pilar, connect it and then pick up pillar and turn it around: The conductor stays connected but the wire is pulled through the wall.
I love this build of yours. Its realistic, yet effective. Looks like something that could actually withstand a full force assault from a powerful faction.
If you haven't already made a video on Oberland station, I think that could be pretty cool due to the uneven ground and the train tracks that go through the settlement perhaps you could make it look like an old train station used as a stopping point for caravans
Also one thing that will help you imensly if i spelled that right is the mod place anywhere mod. Once you get the hang of it its easy to use and you can place things out of the green pretty far if your quick lol. And instead of tearing apart the entire build cuz one piece snaps buts red place it pick it up press x and then place it where it snapped red and press x and it will be placed there very simple.
Not a bad build. The only thing you might want to change is the Vault door is facing the wrong way if you wanted to go fully lore accurate since that's the old style vault door.
that's an interesting idea. I've never really thought about it. it's not my usual play style, I usually play games for the story more-so than for the challenge, but I wouldn't be too opposed to it. thanks for being my 800th sub. you rock.
To answer the question if the Vaultec Door can be opened by NPCs? I've used one for years and have never had one opened by anyone other than the player. I assume that means it requires a pipboy.
I notice powered doors are REALLY finicky to actually attach to other walls, is there a trick to using them that I don't know...? I also really like the idea for this build in particular, it provides a nice outer wall and the center tower also protects the settlers from being attacked by Bloodworms (though one could probably add a few more concrete floors to connect to the four watchtowers as well for a bit more roleplaying safety).
they are really sensitive to being placed too deep into dirt, or being glitched through flooring where there are walls and objects beneath. I was just fighting with this a couple days ago on a video series I'm working on. most of the time though, I don't have too much trouble since I usually just stick with concrete where possible.
I'm no Fallout 4 expert. I only began playing it in 2020, what with the extra time on the hands. Is there a benefit to having multiple instances of happiness-producing items, or is one unit sufficient? I usually stop after placing one weight bench, one slot machine, & one pommel horse. Most of my settlements cap out between 80 & 90 for happiness. They don't seem to like sharing living space with tamed beasts. Also, I'm surprised you didn't use the pillar glitch to drop the fusion generator into the ground a bit. You can totally bury them, or just drop them enough so they aren't taller than the concrete walls.
first of all, I've been reading through the comments and you appear to be watching a fair number of my videos, even the early ones that are really bad quality so sincerely, thank you. second, happiness is sort of a game of averages. each settler inherently has 50 happiness. as long as they aren't hungry, thirsty, and have a sufficiently covered bed, they will remain at 50%. if you give a settler a job I think that's +10%, so if you have 10 settlers and only one of them has a job the settlement's happiness will be 51% as that 10 points of happiness is averaged across the settlement. there is no limit to the number of each type of happiness generator you can build, most people get lazy and just throw in a bunch of bars since they have the highest happiness generating potential, but I try to diversify.
@@Theegreygaming I always enjoy looking at what others build so I can steal the ideas I like. Comments - I try to leave a comment on videos which I find interesting or entertaining just to play the algorithm game. Lastly, thanks. Thanks for sharing your designs & for the reply regarding happiness.
@@Theegreygaming It's been 4 months since you posted this but woah, a few corrections need to be made here. Settlers default to 80% happiness. They lose happiness from several permanent "status" modifiers and several temporary "event" modifiers. For temporary modifiers, settlement happiness is reduced by 20% temporarily by the death of a settler, or the failure to repel a raid at that settlement (the inverse is true for the latter as well, with successful defense granting a bonus). When this wears off, the happiness of settlers will return to 80% assuming there are no permanent status modifiers. Status modifiers include: -20% Happiness from insufficient food production. -20% Happiness from insufficient water production. -20% Happiness from insufficient defense. -20% Happiness from not having a bed. If the previous does not apply, -10% from the bed not being fully sheltered (unable to be hit by rain or rads during weather events). Settlers get bonus happiness evenly distributed from settlement objects. For example, an assigned Tier 3 Bar provides 40 Happiness. If you have a population of 10 in the settlement, happiness will average at 84% without other factors due to each getting an equal portion of the happiness from the Bar. If you have multiple happiness items, they all have their points pooled together in a sort of "happiness bank" from where their happiness points are withdrawn and evenly distributed through dividing them amongst the settlers. Any assigned robots will reduce Happiness by having an average happiness of 50%. Unemployment does not actually reduce happiness; I have some settlements currently (Sunshine Tidings Co-op at 23 Settlers at 80% happiness currently) that have several unassigned settlers yet are at the 80% average without any shops or happiness items added. Happiness levels fluctuating seemingly results from weather affecting sleeping capabilities as well as food and water resources deloading while too far away. Difficulty pathfinding to beds also seems a possible suspect alongside food and water domestic production being below settler population even with supply lines providing far more than sufficient food and water production.
Just found your channel and subscribed because I love building in fallout as well. But you are missing alot of workshop items you can build with as i am missing some things like the caravan tent you have. Theres nuka beds trunks lamps all kinds of funiture and brick walls plaster walls wood panel walls and everything and more your missing bud. I always build a concrete wall around the border first with a lockdown gate and then proceed to building my utilities shed and refurbish buildings if there are then power once everythings built then you van work on furnishing. Its fun as hell lol. I cant stop building for hours on end haha.
I got an unusual problem. I went the red rocket in NukaWorld just to check on things and a settler approached me and asked me to fix their generator. The one supplying it is fine and that little task flag is over the workbench. Ive never had this happen in about 20 play throughs. If i hit the station ,it just goes into work mode ,but no way to fix what isnt broken. It still shows as a not done task and the flag is still over the work station. I pride myself on doing everything, but this isnt possible.
I also had that happen just this last week. I am thinking this was added in the next-gen update. similar events were part of the far harbor DLC, the condensor down event for example, so I'm guessing they decided to enable a similar one for the other settlements as well. makes sense, but completely caught me off guard after almost 2000 hours played.
@Theegreygaming I agree. It's like PAM giving the Courser task where he is underneath the platform in the Battle Zone. There isn't anyway to get to him. I could always fix the condensers, how do you fix a workbench? Impossible! P.S. I'm 72yrs old and have been gaming since King Kong was a spider monkey. I played FO1 back in 99 and have played each continuously since then. They will find me with the controller in hand and I'll be fighting for the Commonwealth in the sky!
Why didn't you just use a powered garage door in front of the vault door like Bethesda did in the Armatron dlc? Wouldn't that be a simple solution to the door problem?
There is definitely a red Nukaworld steamer trunk. Creation Club is on hand and sanctioned by the developers, serving as DLC rather than game-breaking mods.
I only recently discovered that building the settlements is actually pretty fun and useful, your videos have been really helpful and inspiring. I'm currently at coastal cottage and would like to see what you'd build on the weird terrain there.
This is an inspiration, gonna build an NPC prison & treat them firmly, but fairly.
On this location I build a glas pyramide, Louvre style. Did you ever get to the top of the Nuka bottle?
There's a mud pool at the road nearby where you can squeeze in 2 purifiers if you need more water.
There are some conductors special for electrics through walls but a simple cheat I often use for it is placing a conductor on a pilar, connect it and then pick up pillar and turn it around: The conductor stays connected but the wire is pulled through the wall.
Oh my gosh! How did I not know I could build a settlement here? Awesome video!
I love this build of yours. Its realistic, yet effective. Looks like something that could actually withstand a full force assault from a powerful faction.
One of the best fortresses I've ever seen on this game. I appreciate a good fortress,as it's my go to for most non-farm settlements.
I once had a 'random spawn' attack there, where about 25 Ghouls appeared and went crazy. You may want more turrets.
... Noted...
Feed the algorithm with the comments. But like fallout 4 is fun as hell because of the settlement builds
Hey man great work, it seems like you put a lot of time and thought into each build can't wait to see what comes next
If you haven't already made a video on Oberland station, I think that could be pretty cool due to the uneven ground and the train tracks that go through the settlement perhaps you could make it look like an old train station used as a stopping point for caravans
Great build ❤always enjoy seeing yours build with no mods
Incredibly underrated video creator
Amazing build 👏 👏 👏
I've never thought to use the vault walkways in a regular settlement. They look great.
You give me inspiration to make Fallout Videos. My settlements are massive and have a shit load of details. Hmmmm
Also one thing that will help you imensly if i spelled that right is the mod place anywhere mod. Once you get the hang of it its easy to use and you can place things out of the green pretty far if your quick lol. And instead of tearing apart the entire build cuz one piece snaps buts red place it pick it up press x and then place it where it snapped red and press x and it will be placed there very simple.
Not a bad build. The only thing you might want to change is the Vault door is facing the wrong way if you wanted to go fully lore accurate since that's the old style vault door.
Quality content man
Oh, crying for a reply! 15:00! There is also a clean and new Nuka cola themed restaurant booth!
800th subscriber boom awesome video and are you planning on doing a survival playthrough
that's an interesting idea. I've never really thought about it. it's not my usual play style, I usually play games for the story more-so than for the challenge, but I wouldn't be too opposed to it. thanks for being my 800th sub. you rock.
I just turned the place into a big farm/trading area with huge living/sleeping building and enough hardware to take out any raiders.
To answer the question if the Vaultec Door can be opened by NPCs? I've used one for years and have never had one opened by anyone other than the player. I assume that means it requires a pipboy.
Nice! I'd like to build something like this as a BOS fortress. Maybe on Spectacle island? Hmm....
I think there is a cleaner version of the email restaurant tables in but I think it’s under the Nuka seemed creation I believe
Have you looked for a cleaner version of the dinner table/seats in the nuka-cola I have them
Holy shit and I thought I played this game too much
I notice powered doors are REALLY finicky to actually attach to other walls, is there a trick to using them that I don't know...?
I also really like the idea for this build in particular, it provides a nice outer wall and the center tower also protects the settlers from being attacked by Bloodworms (though one could probably add a few more concrete floors to connect to the four watchtowers as well for a bit more roleplaying safety).
they are really sensitive to being placed too deep into dirt, or being glitched through flooring where there are walls and objects beneath. I was just fighting with this a couple days ago on a video series I'm working on. most of the time though, I don't have too much trouble since I usually just stick with concrete where possible.
I'm no Fallout 4 expert. I only began playing it in 2020, what with the extra time on the hands.
Is there a benefit to having multiple instances of happiness-producing items, or is one unit sufficient? I usually stop after placing one weight bench, one slot machine, & one pommel horse.
Most of my settlements cap out between 80 & 90 for happiness. They don't seem to like sharing living space with tamed beasts.
Also, I'm surprised you didn't use the pillar glitch to drop the fusion generator into the ground a bit. You can totally bury them, or just drop them enough so they aren't taller than the concrete walls.
first of all, I've been reading through the comments and you appear to be watching a fair number of my videos, even the early ones that are really bad quality so sincerely, thank you. second, happiness is sort of a game of averages. each settler inherently has 50 happiness. as long as they aren't hungry, thirsty, and have a sufficiently covered bed, they will remain at 50%. if you give a settler a job I think that's +10%, so if you have 10 settlers and only one of them has a job the settlement's happiness will be 51% as that 10 points of happiness is averaged across the settlement. there is no limit to the number of each type of happiness generator you can build, most people get lazy and just throw in a bunch of bars since they have the highest happiness generating potential, but I try to diversify.
@@Theegreygaming I always enjoy looking at what others build so I can steal the ideas I like.
Comments - I try to leave a comment on videos which I find interesting or entertaining just to play the algorithm game.
Lastly, thanks. Thanks for sharing your designs & for the reply regarding happiness.
@@Theegreygaming It's been 4 months since you posted this but woah, a few corrections need to be made here.
Settlers default to 80% happiness. They lose happiness from several permanent "status" modifiers and several temporary "event" modifiers.
For temporary modifiers, settlement happiness is reduced by 20% temporarily by the death of a settler, or the failure to repel a raid at that settlement (the inverse is true for the latter as well, with successful defense granting a bonus). When this wears off, the happiness of settlers will return to 80% assuming there are no permanent status modifiers.
Status modifiers include:
-20% Happiness from insufficient food production.
-20% Happiness from insufficient water production.
-20% Happiness from insufficient defense.
-20% Happiness from not having a bed.
If the previous does not apply, -10% from the bed not being fully sheltered (unable to be hit by rain or rads during weather events).
Settlers get bonus happiness evenly distributed from settlement objects. For example, an assigned Tier 3 Bar provides 40 Happiness. If you have a population of 10 in the settlement, happiness will average at 84% without other factors due to each getting an equal portion of the happiness from the Bar. If you have multiple happiness items, they all have their points pooled together in a sort of "happiness bank" from where their happiness points are withdrawn and evenly distributed through dividing them amongst the settlers.
Any assigned robots will reduce Happiness by having an average happiness of 50%.
Unemployment does not actually reduce happiness; I have some settlements currently (Sunshine Tidings Co-op at 23 Settlers at 80% happiness currently) that have several unassigned settlers yet are at the 80% average without any shops or happiness items added.
Happiness levels fluctuating seemingly results from weather affecting sleeping capabilities as well as food and water resources deloading while too far away. Difficulty pathfinding to beds also seems a possible suspect alongside food and water domestic production being below settler population even with supply lines providing far more than sufficient food and water production.
Just found your channel and subscribed because I love building in fallout as well. But you are missing alot of workshop items you can build with as i am missing some things like the caravan tent you have. Theres nuka beds trunks lamps all kinds of funiture and brick walls plaster walls wood panel walls and everything and more your missing bud. I always build a concrete wall around the border first with a lockdown gate and then proceed to building my utilities shed and refurbish buildings if there are then power once everythings built then you van work on furnishing. Its fun as hell lol. I cant stop building for hours on end haha.
in creations they have booths with nuka cola ones
I got an unusual problem. I went the red rocket in NukaWorld just to check on things and a settler approached me and asked me to fix their generator. The one supplying it is fine and that little task flag is over the workbench. Ive never had this happen in about 20 play throughs. If i hit the station ,it just goes into work mode ,but no way to fix what isnt broken. It still shows as a not done task and the flag is still over the work station. I pride myself on doing everything, but this isnt possible.
I also had that happen just this last week. I am thinking this was added in the next-gen update. similar events were part of the far harbor DLC, the condensor down event for example, so I'm guessing they decided to enable a similar one for the other settlements as well. makes sense, but completely caught me off guard after almost 2000 hours played.
@Theegreygaming I agree. It's like PAM giving the Courser task where he is underneath the platform in the Battle Zone. There isn't anyway to get to him. I could always fix the condensers, how do you fix a workbench? Impossible!
P.S. I'm 72yrs old and have been gaming since King Kong was a spider monkey. I played FO1 back in 99 and have played each continuously since then. They will find me with the controller in hand and I'll be fighting for the Commonwealth in the sky!
Nice
@ 10.30 in you made a comment bout nuka world trunk, there is one in the creations area b4 you go in game
What about a wasteland mansion? It's scrappy but elegant at the same time.
Bethesda puts red rockets anywhere, farmland boom red rocket. Military base boom red rocket. Like well
❤
All these specific items you want... cant you just use mods? Since your on pc?
I got recommended by UA-cam!
Why didn't you just use a powered garage door in front of the vault door like Bethesda did in the Armatron dlc? Wouldn't that be a simple solution to the door problem?
..also noted...
Dude, blood is only red when wet. Dried blood stains would be a brown to black color.
3 bathrooms, have you ever lived with 3 daughters and a wife??? Dude! That ain't anywhere near enough. Lmao
Rooftop gardens are da shiznet.
There is definitely a red Nukaworld steamer trunk. Creation Club is on hand and sanctioned by the developers, serving as DLC rather than game-breaking mods.
Wow, such empty
Bello , ma poco illuminato all interno..!🇮🇹🇮🇹👍