If you want your settlers to _look_ like they're on guard duty, assign them to the Scavenging Station. They'll produce scrap for crafting, but also walk around your settlements as if on patrol.
If you assign a settler to a guard post and have another that isn't assigned, the guard will patrol between them. Found it out at the castle, where there are a few guard posts already available. Posted a guard and they started wandering around and went to a guard post with no one assigned to it.
I always uniform settlers. I keep track of who has been given better weapons using Vault suits. You get a lot of them. I rarely use power armour so I want them to use it. Miniguns are a fun way to upgrade settlers so never scrap. Also give them all mining helmets you find to make night attacks easier.
Recruitment beacons can draw settlers who get in your way when you're building. Thankfully, each beacon is equipped with an ingenious bit of Old World technology, an off switch. A person could also simply disconnect the power supply. I'm no Fallout 4 expert, but the best item to store if you're trying to drop the build meter is a gamma gun. I'll keep five at any given site I'm working on so I can cycle them in and out of the workbench quickly. One benefit of having at least one settler assigned to guard duty is they run on Morrowind NPC behavior and never sleep. So you can assign them to the bed you want to place in your own quarters and it will never be occupied by a new settler. This won't appeal to everyone, but using the beta wave emitter if you have the Wasteland Whisperer perk can be very beneficial. At sprawling settlements like Starlight Drive-In or Longfellow's Cabin I will keep a pair of legendary radscorpions as shock troops. They teleport to the enemy, locking them in place so the settlers & turrets can open fire and shred them where they stand. I equip all my provisioners & as many settlers as possible with plasma weapons. More bang for the buck, but you also have a chance the enemies will drop nuclear material. If you're playing on survival mode, think twice before responding to an attack on Graygarden. Those robots can be permanently destroyed, unlike settlers who sit down and take a time out. Another survival mode tip, some locations are worth more to you as a player if they aren't cleared. If you never enter the Mole Rat Den under the Red Rocket, the crate of tools and the gas and oil canisters will reset every time the cell resets, making it very easy to get plenty of oil and gears for heavy machine gun turrets. Similarly, if you never go through the trapdoor at Gorski Cabin, you can farm circuitry from the hot plate each time you visit Sunshine Tidings. If you are tasked by the Brotherhood to clear out College Square, never enter the subway after that assignment. The ghouls on the streets above and the area will respawn. You can then farm legendary items. The area also reliably has clocks, canisters, & aluminum cans, making it easy to stock up on these relatively rare components each time you walk from Starlight to Hangman's Alley. Once you have enough of a stockpile, feel free to clear those areas and complete that quest. For the same reason, I tend to not clear either Cutler Bend or the Nahant Oceanological Society to make farming mirelurk meat & eggs easy. Having a secure food supply is a must. Jet & purified water are a great way to get caps & building an empire by selling cow farts & Dasani makes sense as jet makes you thirsty. If you have the Chemist perk, crafting poison caltrops is a great way to convert steel into caps. If I'm a few hundred caps short when shopping in the early game, I'll see if I can't whip up some Jet or caltrops to make up the difference. This works well at the Nucleus & Diamond City, as there are chem stations. I've only found one vendor who won't buy Jet. Dejen in Acadia. If you know of more, please let me know. Great video, Grey. The first paragraph about simply slapping the off switch was just a friendly tweak of the nose. No hard feelings. Don't let anyone who calls a cookie a biscuit give you a hard time over how you say or spell aluminum. Atom above, how did this quick comment become a novella?
I came here to say the same thing about guard posts. Playing on survival makes having a nice bed very important. Also, I found a simple Google research in the pronunciation of aluminium enlightened me on why there is even a different pronunciation at all.
@@somebloke3869 Yeppers on aluminum. Adding that extra I is just the Brits doing what they do, cheating at Scrabble. So, like song lyrics I misheard 30 years ago, I'll keep saying aluminum.
Lexington's laundrymat contained those bones from a full skeleton before the Creation Club even became a thing - my main from the game's original release used to raid that location to brew up some cutting fluid and later to create synth settlers (thanks to Kensington's excellent mod.)
A handy combination of two features you duscussed is instant supply lines to unpopulated new settlements, but supported by the new settlement with the provisioner being the first settler. Once a workshop is unlocked, fast travel to your population production location. Choose an unassigned or farming settler. ~Transfer him to the new location, but _immediately_ (before he walks away) assign him to supply line duty as a provisioner, linking the new settlement to the link up settlement of choice. You now have full spare resources at your new settlement ~instantly~ as you can fast travel/teleporr(molecular rekay)/sprint there before the provisioner gets there and the link of supplies is already in place. Plus each supply line provisioner then is assigned to and pulls support from the new location.
6 settlements with beacon, 1 with dog cage, to send those to all other settlements with no beacon. I use 14 charisma to have 24 settler settlements with no power needed. Just 8 water pumps , 24 water, 24 food, 24 beds and 18 scavenging stations, a barber, 2 shops and the pommel and weightbench per settlement. 4 farmers 18 scavs 1 supply 2 shoppers, i am lvl 28, have 10 settlements with a total of 200 workers😂 360 items per day, junk factory
When your trading perk is high enough, many different types of ammo can be bought and sold for the same price. So when selling items to a vendor, if they run out of caps, then buy ammo from them. These can be used directly instead of caps.
Damn you Weatherby Savings & Loan! Migrate higher level Far Harbour settlers to the Commonwealth. Then make them Provisioners in X-01 with red arms and head (with red headlamp), with black torso and legs. Give them a red wounding gatling laser and nuka grenades. Those red eyes in the night foretoken death to all enemies out in the wastes!
There's a funny story about how the whole aluminium pronunciation/spelling argument got going. When the research paper covering the isolation and confirmation of the element was being sent over the Atlantic, a typo was included (this being the day of typewriters). Thus ever since, Americans have missed the second i because the scientists on their side of the pond refused to acknowledge the typo for some reason. Further, this isn't technically a UK vs US argument but rather a Denmark + Germany vs US argument. UK just happens to be on the former side. In any case, great video. Even as a non-Fallout player mostly here for the lore (and your amazing New Vegas audio fanfic!), it was most enjoyable.
Didn't the american's agree to Aluminium at some point, only to promptly back out when they got the concessions they wanted in exchange? Or am I remembering that wrong?
That's not the story I had read. When aluminium was first isolated and described by scientists the pronunciation was how the US pronounces it now. Some years later, at a gathering of scientists the pronunciation was changed to fit in line with similar elements. Notable that the very young nation of the United States of America was not invited to this scientific gathering.
To recruit Tina, you have to finish Austin's quest and then convince Bobby to quit his jet addiction, then you'll have to pass a speech check to convince Tina to join your settlement
Great video, very useful. Although I didn't learn any new building tips, I've previously watched all of your build videos, some of the resource locations were definitely new to me. I've always built an adhesive farm early, usually at Starlight, as you always run out of that stuff. Any beds that are built inside the ruined houses of Sanctuary, will count as covered, even though it makes no sense.
I do feel another exploit worth using in settlement building is the doormat placement exploit. Basically, if you take a structure and place it on top of a doormat, then use the "grab entire build" function while highlighting the doormat, the entire structure can then be placed using just the doormat's placement restrictions instead of the structure as a whole. This then lets you clip the structure through unscrappable parts of the settlement. It can take a bit of finagling, but it's nice being able to take the burnt out shells in Tenpines Bluff or County Crossing and turning them into actual housing or rebuilding the house walls in Sanctuary or Croup Manor.
Combining the rug glitch with the pillar glitch can also help when repairing the floors at Croup Manor, the Visitors Center, or Echo Lake Lumber. Dropping a campfire allows you to sink the pillar through a solid floor.
This post is unrelated to this video, but merely a small rant i want to get off my chest. I might be the only person that feels this way, but I believe that the lazer musket was mishandled. I believe that it should have been made with no ammo type, as it is obvious that the crank is a straight line generator connected to a glass capacitor that discharges into the photon emitter from a regular laser rifle. The main reason why I feel this way is due to the fact that a struggling militia would have a difficult time finding ammunition for weapons, but there being an overabundance of laser weapons produced (indicated by the existence of the bureau of alcohol, tobacco, firearms and lasers in the fallout universe) it would make sense to convert weapons that have no ammunition over to a system that generates said ammunition, due to the fact that the ammunition is, in fact, electricity. So from a lore perspective, it would make sense that the militia would be armed with weapons that have been modified to not require fusion cells. From a game mechanics perspective, an easy fix to the weapon being an unlimited ammunition type would be to Nerf it to the point of where a fully maxed out (damage wise) laser musket would do as much damage as a baseline laser rifle. So the trade-off would be having unlimited ammunition, but only doing as much damage per 6 cranked shot as any regular laser rifle
16:50 Industrial water purifiers can be built at the Airport in vanilla but it does require some serious building tricks. 39:11 The bones exist without Creation Club. 48:42 "Immersion breaking" .... Speaking of immersion breaking I can't stop staring at that chair clipping into the desk at 48:51 50:53 If you're not on survival and don't want to travel back to, and defend, a settlement that is being attacked you can quicksave and then sleep or wait until it's over. If it fails just reload and repeat again until it works. Since you asked I was not surprised by any of these but I've been playing Fallout 4 for a very long time with the majority of my focus on settlements.
Settlers, water pumps and Brahmin *_stop_* adding food, junk, water and fertilizer if your workshop already has too many. If you have roughly 20 Food, Purified Water or Fertilizer stored in your workshop, they’ll stop adding that type. Same with around 200 junk items. You can add a huge amount, the way Water and Melon Farms do. But if you don’t remove them, no more gets added the next time. You’ll have to take them out daily if you want more added. Either manually, or by crafting. Supply line connected settlements can use them up remotely by crafting. This mechanic is relatively unknown. And not explained anywhere in the game. It’s easy to overlook it; you’d need a bookkeeper to figure it out. But it’s worth keeping your workshop empty of those items anyway. For one, settlement attacks increase based on how much food and water you have stored. If you fail to defend, a random amount of junk is permanently removed (this includes connected settlements; no one is safe). Also, settler scavengers generate rare resources, like Ballistic Fiber in ammo bags, crystal in microscopes, and Antifreeze for Berry Mentats. With some luck, you’ll have a Padded chestpiece before level 8, without leaving the NW corner of the map. I’ll conclude by sharing what I think is a justifiable reason for using the “settlement size glitch”, as it’s known; fewer attacks and more productive settlers. Many playthroughs, I’ll drop *_all my junk_* after every trip, scrap it all, then store it in a container. That way scavenging generates more resources, daily, and it makes it easier to pull out what I need if it’s stored as components. This drops the size limit in a totally natural way. Likewise, guns can be taken during an attack by *_both settlers and attackers!_* Even ones on racks and in containers. Better to scrap them. Which lowers the build limit, naturally. *Bonus:* The Armor Racks (the mannequins), are completely safe storage for your precious guns. They’ll be safe from settlers and attackers alike.
I very often set up everything in my "dream settlement" long before I set up the electrical system. I usually have a building set aside for it, of course. I do whatever the settlement theme is, then when I am the right level, the electrical goes in, then the guns and armor and ammo for my settlers is collected and off I go!
Water pumps are cheaper and can be build on any settlements. You can put them on those dirt tiles from the item menu and build your water farm vertically, which means some thing with places like Abernathy farm. The best late game cap machine are those chem producing machines that you unlock after getting 3 raider outposts. Chems have a higher caps to carry weight ratio than purified water.
By the time I've reached Nuka World, I am absolutely swimming in caps, so much so, that I buy out all of the Nuka Market stock of 7.62 ammo several times over. It's very easy to make caps in FO4, even at the start, just sell every weapon and armor piece that provides 10 caps or more, for each pound of weight, and all of the ammo that you will never use. No need to build a water farm. You can solve the Wolfgang/Trudy confrontation peacefully, and along with Carla, that gives you 3 traders to sell/trade all of your unwanted guns, ammo and armour. To collect guns, ammo and armour, I highly recommend "Chaos Junction", between Hangmans Alley and Vault 81, as there is always some kind of gun fight taking place there.
Once you can fast travel when overencombered, water isn't a problem, grab them, fast travel, trade and store the rest, with sanctuary crashing my game if i look at my purifiers 😂 producing 1200 water each drop
@@Tarex_ it is pretty fun and frustating if you go blindly into your first run, but after figuring out how the game mode works, it becomes tedious. It kinda surprised me how easy it was to work around this game mode
A note about the illusion of keeping settlers out of your personal space and/or your storage bins and personal weapons. True, the NPC can't jump gaps in flooring and cannot work powered doors. But every time you re-start the game or visit a settlement for the first time during play, settlers can spawn virtually ANYWHERE, including inside your settler-proofed personal spaces. I once built a heavily fortified, elevated, thick-walled personal player home, with one powered door and switch AND a single staircase access to that door which I removed every time I left. And sometimes I return there to find a settler, or even a provisioner AND his brahmin walking around inside my impenetrable fortress. The only truly foolproof way to keep NPCs out of your space and away from your guns is to keep them in the root cellar in Sanctuary Hills or in a settlement with ZERO settlers.
I even built one of those tree-house type structures in Sanctuary, and removed the stair access to it, only to watch multiple settlers huddle together underneath it and eventually just float up and glitch through the floor to get inside and get to the weight bench above them that they were apparently dying to get to!
What "feature" is supposedly being "misused" and not exploited? Is it the dynamic-resizing of the maximum_complexity threshold to accommodate the placing->scrapping workflow? Because I'm not convinced that this was *_intended_* to be unlimited--it's pretty obvious to me that they missed this potential behavior and would have added additional constraints if they had known! Unless maybe there *_IS_* a secondary constraint on the maximum size of the *_storage space_* allocated? If it was truly impossible to inflate the maximum_complexity threshold infinitely because of a second constraint of some kind, then I could be convinced to go along with the "misuse not exploit" argument. Otherwise this seems like a potential method to inject bogus data into active memory by exceeding allocated storage space.
To recruit Tina, you have to make Bobby overdose. You also have to have a settlement with 14+ settlers if I remember correctly and you'll want super high charisma
Im sorry to be this guy, but actually you don't want to take all of the settlers ammo. If they only have one round they will reload the mag after every shot. Its best to give them a full mag, a grenade or Molotov cocktail, and some stimpacks. I personally give them med-X, psycho, jet, rad away & rad-x and buffout. Seing as how raiders will use stempacks during combat, i figured that they can use anything in their inventory, so the settlers can too. Still building up my battle building using the settlement security creation club mod to have a settlement with max settlers that have the best armor and guns, some turrets and a few traps. Going to see how long they can defend themselves for and if they will use the combat chems in battle.
yeah, every settler needs an assigned job to be happy (I think the game says this somewhere, like in a loading screen?) I think even putting them in the stocks works
If I have to give one single tip, It would be never go to more tha 96 food in a single settlement. Once foood goes to 100 or more, The AI tends to break and reset their assignement. So if you want to build big farms (for vassal settlement for example) I recommend yo reconsider your plans.
My most recent time I did an inept Minuteman playthrough where I stripped down all the existing settlements (in favor of building in all the abandoned settlements and yes it means you're having to transfer lots of wood, metal, and concrete on foot to settlements actively being used), refused to help any existing settlements once I had control of them, and found out that due to certain quirks in the game many locations are actually difficult, if not impossible, to lose due to low happiness as long as you leave the settlers with just enough food for themselves. Several locations have beds that can't be moved or salvaged which means beds are always available and crops can't be damaged if the player doesn't respond to an attack. It's also impossible for Sanctuary to rebel even with 0% happiness. Since unemployed npcs scavenge 1 junk item a day it technically means you can "farm" existing settlements you control but don't want to improve or build in. It may not be very rp friendly but considering FO4 doesn't care what the player does outside of whether the Institute and/or Brotherhood are destroyed at the end of the main story and ultimately all items exist solely for the settlement building and crafting (which only the player does) it can be refreshing to sometimes only engage with the parts of the game the player wants to engage with.
Im busy building a whole network of settlements in fallout london. Started a faction i call the cabbies, and im building them a farm settlement, a water settlement, and a city in covent garden
Tina deluca is a bit tricky but really the only way I figured out how to recruit her is to: 1: do the vault 81 hole in the wall quest 2: come back at a later time and talk with Bobby deluca, he’s complaining about his addiction and needs help to kick it. Instead of helping him you need to belittle him and make him go agro. Kill him when he’s trying to kill you and it’s self defense so no hostile vault dwellers. 3: talk to Tina and she will understand what happened and be open to leaving the vault if you offer her a job
Just a pain how if you routinely automatically store all your junk, then it’ll end up in your storage, since it able to be used a cloth But then again, like many things, if you’re on pc, not an issue due to mod that makes it misc. item
I wouldn't waste a lot of time and resources to put armor on settlers. I've played for over 1000 hours, have settlers in every settlement, and in all my time have seen only four settlers die from attacks, and at least three of those dead settlers proved to be synths! They are generally very resilient-they'll get hurt, sit on the ground panting for a while, then get back up and join the fight. However, ARMING them well is very useful, both for keeping them out of your other weapons, and for maximizing how quickly they help shut down settlement attacks. You still have to show up when called to help defend the settlement, but in a well-armed settlement the attack is all but shut down by the time I get there.
that is so weird? everything I've seen, and have been told is that is impossible... maybe they are stuck at 50 base but the other half can be made up for by additional bonuses? interesting none-the-less.
So here is a fun exploit for Nuka Red Rocket. If you have the settlement defense creation. All of the enemies will spawn in one location and since each wave of attacks spawns a legendary enemy, you can use it to farm. So I essentially built a legendary factory churning out legendary weapons to insanity😊
K learned a lot actually ... adhesive and water farms for example. For defense I like lots and lots of turrets. If your settlements defense is high enough it wont loose the fight
However, I am of the opinion that some mods are necessary, the ones I recommend are, Preston Garvey no radiant settlement Quest almost completely removes Preston's constant requests, after conquering the castle, and You and what army 2, with this you will be able to form a real Minutemen army, which can be assigned to patrol specific areas as well as provide support in case of attacks on settlements, however I have not yet found a mod, which makes the settlers a little more active, and less heavy, in short, move and do something instead of complaining all day
You can build 3 wallwidhts thick by placing warehouse wall, concrete against it, warehouse wall in that concrete wall, anorher concrete against the 1st and that clips through the first warehouse wall. and half walls snap offset for the 3rd position. Glass walls inside concrete window walls look so nice and I have not seen anyone use it so far. Concrete stairs on wood floor can be placed 1floorlevel up or 1floorlevel down. Since your player is like 2 thirds of a warehouse high , you can have less high rooms, good luck with the stair implementation lol You can use a settler as a living light switch to switch on the lights at night when he lies down with a laser tripwire over his or her bed😂
I’ve found turrets to be the best defense that a figuring out where they (enemies) spawn and either box said area in with walls then placing turrets on the walls to mow them down. Or wrap the settlements with walls and turrets atop
I use either the Mechanist Lair or the Sanctuary Hills Red Rocket for my player-only home. Brute Force Scrapper, Blue Waters and Green Grasses and The Cheat Terminal are my favorite mods, but I still collect and scrap organically in-game as needed. I once used the Green In The Commonwealth mod, scrapped all of Sanctuary Hills and turned it into a lush, verdant and very green park... which promptly crashed my sad Xbox One X. Oh, and my tower builds are now all your fault, Mr. Grey. :)
@Grey Gaming I hope you do videos on Raider Settlements in the future. The raider settlements have access to the Special Chest, and infinite chem vending machines.
Two things still irritate me even with 550 hours, the Data Tab shows completely bull*#@*# statistics like no beds or no food or 20 happiness on well maintained settlements, and my main player home caps out at 97 happiness preventing me from getting the platinum lol.. but i love that to this day there are still new F4 videos like this coming out, keep em coming
"Settlement building mechanic can be a great way to break the manotanty of doing radiant quests" bro the quests are the break from settlement building for me💀
About settlers taking your gear. The best solution I have found is to NOT store ammo along with weapons and such you do not want your settlers to take. especially MININUKES.
Tina Deluca is glitched. You need a mod or console command to recruit her. Water farms are great and all, but mutfruit sells for the same amount and weighs 1/10th as much. Brahmin can be summoned in sufficiently populated settlements by placing a trough. Usually maxes at 2, though. And, even after 2K+ hours, I still learned new things from this video. Good work! Before you approach any of the level 4 merchants, make sure you have at least 1 level 3 store of their type in one of your settlements with no one assigned to it. Even better, as soon as possible, slap those stores up before you explore too far. Many of them are random encounters and nonessential. You may never encounter them, or they may already be dead when you do. If you do encounter them, but don't have a free store for them to go to in that location, or your settlements are already max population, they may vanish, never to be seen again, whether you hired them or not. I'm going to list a few things that I've experienced in my playthroughs that don't jibe with this video. This is over 2,246 hours of play. Don't judge me. :( These were all current as of my last playthrough before my video card died, so some recent game updates may have changed them.. The only place to store special gear is a settlement or location settlers don't have access to. Home plate for instance, or a player home mod. I've WATCHED settlers levitate up through a solid second story floor to reach a workbench. Don't trust locks or gaps or even solid walls. If they want what's on the other side of that barrier, they'll get it. Settlers will also swipe random stuff out of the workbench, so don't store the good stuff there. Particularly, don't leave power cores there. Leaving a couple of sets of power armor in any given settlement isn't a bad idea. Don't leave cores in them, or course, but that won't prevent the settlers from climbing in. I once found one of my settlers at the Sanctuary Red Rocket in a suit of power armor standing over the body of a dead super mutant. I've experienced settlers doing this repeatedly, all with coreless power armor. Once you find the settler in your armor, speak to them. A line will appear, "I'm gonna need you to get out of that armor" or something similar. They'll say, sure, or okay, and climb out. Enjoy your brand new, fully charged power core, courtesy of the settler who borrowed it. Downside is the armor will probably need some repair. Settlers don't do subtle. I've also caught a raider inside a set I had on display. I wasn't able to salvage the frame, but when I searched the body, there was a 100% power core in it. This was in my Vault 88 inner sanctum which should have been unreachable by all the metrics Grey laid out. Find a mod or use console to name your settlers. YOU WILL EVENTUALLY NEED TO IDENTIFY THEM. I kept a spreadsheet detailing who was where doing what. I learned the hard way. At one point, around level 91, the Sanctuary Red Rocket, which had been my main base, completely reset. The 20+ settlers in top line gear with OP weaponry were all replaced, or 'reimagined' if you will, back to default, entry level, using netflix/amazon casting preferences. Which means many gender/race swaps. So, if you moved settlers to correct the "sausage fest", don't count on that lasting. Granted, it's rare for an entire settlement to reset, but I've seen enough random settler gender swaps spontaneously happen to rate it as common. Most people don't notice, I guess because to most people, all settlers look alike. You also want to dress them in legit clothing rather than the rags they show up in. You'll want to notice when the resets happen, because they may well have been unassigned from their bed and task. If they're named and wearing non-default clothing, it'll give you a head start figuring out what settlement object is now non-functional. It'll also help you notice when somebody new shows up. I've had instances where I took drugs or donned items that increased my charisma so I could do some trading, only to find that one or more randos had taken advantage of the temporary population cap raise to show up inside of some high happiness settlements. Upon returning, spotting somebody named "Settler" wandering main street looking like a hobo allowed me to handle the situation right away, before the happiness score dropped too much. If you store food or water in the workbench, those totals will be added to the total value of the settlement for the purposes of generating raider attacks. I kept wondering why my settlements with 24 settlers and 150+ defense kept getting attacked. That's why. This may only happen if you uncap the workshop storage. IIRC, if left to default, once the total of the harvestable item hits whatever you planted +10, the farmers will stop farming, and nothing will be harvested unless the player shows up to harvest manually. Of course, if the player then stores that stuff in the workbench, it'll count towards the attack score.
Big thnx, I watch videos everyday to learn but this is uniwue info. im in 250 hours and have a underground underthemap 8 floors down safe power armour and stolen power armour storage, settlers and other npc,s can go only go 1 level underground. I'm working on how to get them to stay there😂 I planned on clothing and weaponizing all 24 settlers per settlement but ill only give the best stuff to provisioners then, since they might reset, or set characters like blake abernathy. I just figured out how to build 3 walls thick, warehouse walls and halfwalls inside concrete wall do that.
@@BeautifulSafety I watched a default equipped provisioner murderize 2 stingwings with 2 shots using a .38 pipe pistol once. I remember feeling really inadequate. Guy wasn't even wearing armor. Once I beat Automaton, I swapped out every provisioner with maxed out Mr. Gutsy robots.I mean, heavy armor, dual wielding gatlings hardcore murder machines. It was hilarious. I'd be wandering the commonwealth and hear automatic weapons fire and notice my XP ticking up. I'd check in the direction of the gunfire and find my provisioner clearing out a bandit camp or super mutant den, with its brahman following dutifully. Yes, if you're close enough, at least, if your provisioner kills things, you get some of the XP. all that's left is to loot the bodies in the aftermath of the carnage. Just be aware, if you're using robots as provisioners, you'll want to go to the central depot model of trade routes, with all provisioners home based in the same settlement. As Grey said, robots don't count for happiness, so if you've got a robot provisioner based in a given settlement, even if its never there, it'll still keep the place from reaching 100%.
Its crazy that basic building tips are still relevant. I'm not complaining or trying to start something. But... 💭 lol... Even if someone does "misuse" the size cap by dropping weapons (or whatever) that is still unnecessary time management. Why not just mod the size limit? Anyone that does this trick and says "mod free" I just think ok, it took you 3 times as long to build rather than just downloading a simple mod. Anyway my two cents,lol. Love your videos!
I like it when tutorial builds don't use mods because I might have different mods installed than they do and don't want to switch just to use what they're teaching, and then again, some people want to keep the game vanilla for trophies or something. As someone who only uses convenience mods like Scrap That Settlement, it's so much better to see a tutorial that doesn't use any truly game changing mods. Every tutorial would be for a more niche audience because everyone has their own preferred mods.
@@murrtdurrt Achievements I completely understand. Yet a size limit mod is just an easier way to do what you can already do in game. It saves a lot of time. Scrap that settlement actually does something one can't do without mods. I would think sts is more game changing. Not to mention every platform has a size limit mod if I'm not mistaken. I just feel like some who say I prefer vanilla builds but do use some mods and not others. Or saying they don't use mods but do things certain mods do is kinda of a double standard. Achievements is a good reason for not using any mods. Which I understand FO4 is getting a lot of new players.
@@STEELwanderer I was thinking a little more about people who want no mods but still need help, stc is definitely more game changing than no limits. I was just bringing reasons as to why a random someone may want or prefer no mod tutorials and then relating it to my own experience :D
@@murrtdurrt gotcha, I appreciate your logical reasoning and positive feedback. Regardless as to whether or not everyone agrees on every little thing, it's refreshing to see someone reply like an adult.
settlers can take power armor without fusin cores since a update that came years ago, i have seen it happen, cait does it all the time, i can do it, but armor walks slow, npcs walk normally, you must put the armors behind doors or you loose the armor
I thought this was a great video! I remember all the questions I had in the beginning, and this video answers a lot of them. One question remains, however... Should I build a condominium out of aluminium, or should I build a condominum out of aluminum? 😉
Idk if you have any videos already containing them, but one with tips on powerline and grid building would be great. The only downside with relocating settlers is that not all can be relocated. There are a few seetlements that are just bad ideas to live in and I wish I could relocate everyone and just abandon the settlements
@@Theegreygaming that would be great because Finch Farms is the settlement that I most would abandon and relocate everyone to another. Its just terrible, sandwich in between a raider base and a super mutant camp
Tina De Luca is bugged, pretty sure she never actually leaves the vault even if you do recruit her Be careful with adhesive farms, as settlers WILL consume tatos first before any other food substance The Lexington Laundromat does indeed have that full skeletons worth of bones regardless of you having the AMR CC installed. Comes to 80-90 units of bone if I remember right
I wish i knew why on PC the Settlement Recruitment Radip is automatically turned on when i hook it to power. I made sure it was off before powering it but after connecting a wire it flips on, But worse is if i turn it off it just keeps recruiting i turn it off i can scrap it it still plays and recruits to overflow in a matter of days. Whether i rescue floppy hat or not whether i join MM or not , if Sanctuary quest starts to build for Sturges all my crops i have going vanish right before my eyes. And sometimes the tutorial pop up for workshop mode will not update it just keeps flashing vault-boy build this connect this power object it wont complete but this is only half the time i start new game.
As of now i am building a warehouse for my 17 power armor without dlcs, struggling with getting a steady supply of fiberglass, gears and aluminum. Wish me luck
With walls I've always been able to rotate the wall after it snaps to previous wall. Wall snaps, hit rotate button to change, and place. No need to use floors.
only certain buildsets do that, the warehouse/barn can rotate, but only internally, and the concrete can, but has to snap end-to-edge so you don't get the proper dimensions to install flooring/ceiling tiles.
Also in order to have trader Riley not despawn you can’t compete the longneck quest. You can go in and take the bobble head and magazine but don’t go into the basement. Even after recruiting her and had her set up shop for months, I went back and completed the quest and guess what? She disappeared from the game entirely.
You can also get him off chems by passing a speech check to send him to the clinic in Vault 81. Either way, once Bobby is off chems (or dead), you can recruit Tina. I don't think you can recruit her until after the mole rat disease quest (Hole in the wall).
Just wrapping up my first long playthrough (currently level 109) with lots of settlement building and through this video all I see are the mistakes I made 😭 the bushes poking through floors is so ugly, especially at Murkwater lol
hey it took me several play throughs to figure some of these out... I think I was on my 5th character before I started getting super serious about getting better at it.
it's stictly there because the liberty reprimed quest required you to build certain parts for liberty prime with a workshop... pretty much completely unnecessary, but not entirely useless. the mechanists lair on the other hand... there really was no good reason for including it that I can see.
For tough survival challenge runs with tough rule sets (think Mitten Squad type runs) it can help to build a bed and water fountain there before becoming enemies with the Brotherhood. You can still use them after you become an enemy.
I'll fight you on the proper pronunciation of aluminium (pay attention to the spelling, lol) but having grown up in Canada with parents from the UK I may have divided loyalties...) {linguistically}
If you like this sort of content and would like to make a direct contribution to Grey Gaming, consider becoming a www.patreon.com/TheeGreyGaming
If you want your settlers to _look_ like they're on guard duty, assign them to the Scavenging Station. They'll produce scrap for crafting, but also walk around your settlements as if on patrol.
I always thought that was a bit odd that they walk around with their weapon drawn when they're supposed to be scavenging...
also, just in case you haven't seen my message yet, thanks for the patreon support. :)
@@Theegreygaming you never know when will you find a mole rat nibbling at your scrap pile
@@Theegreygamingwhat a kind gentleman you are grey
If you assign a settler to a guard post and have another that isn't assigned, the guard will patrol between them. Found it out at the castle, where there are a few guard posts already available. Posted a guard and they started wandering around and went to a guard post with no one assigned to it.
I always uniform settlers. I keep track of who has been given better weapons using Vault suits. You get a lot of them. I rarely use power armour so I want them to use it. Miniguns are a fun way to upgrade settlers so never scrap. Also give them all mining helmets you find to make night attacks easier.
Recruitment beacons can draw settlers who get in your way when you're building. Thankfully, each beacon is equipped with an ingenious bit of Old World technology, an off switch. A person could also simply disconnect the power supply.
I'm no Fallout 4 expert, but the best item to store if you're trying to drop the build meter is a gamma gun. I'll keep five at any given site I'm working on so I can cycle them in and out of the workbench quickly.
One benefit of having at least one settler assigned to guard duty is they run on Morrowind NPC behavior and never sleep. So you can assign them to the bed you want to place in your own quarters and it will never be occupied by a new settler.
This won't appeal to everyone, but using the beta wave emitter if you have the Wasteland Whisperer perk can be very beneficial. At sprawling settlements like Starlight Drive-In or Longfellow's Cabin I will keep a pair of legendary radscorpions as shock troops. They teleport to the enemy, locking them in place so the settlers & turrets can open fire and shred them where they stand.
I equip all my provisioners & as many settlers as possible with plasma weapons. More bang for the buck, but you also have a chance the enemies will drop nuclear material.
If you're playing on survival mode, think twice before responding to an attack on Graygarden. Those robots can be permanently destroyed, unlike settlers who sit down and take a time out.
Another survival mode tip, some locations are worth more to you as a player if they aren't cleared. If you never enter the Mole Rat Den under the Red Rocket, the crate of tools and the gas and oil canisters will reset every time the cell resets, making it very easy to get plenty of oil and gears for heavy machine gun turrets. Similarly, if you never go through the trapdoor at Gorski Cabin, you can farm circuitry from the hot plate each time you visit Sunshine Tidings. If you are tasked by the Brotherhood to clear out College Square, never enter the subway after that assignment. The ghouls on the streets above and the area will respawn. You can then farm legendary items. The area also reliably has clocks, canisters, & aluminum cans, making it easy to stock up on these relatively rare components each time you walk from Starlight to Hangman's Alley. Once you have enough of a stockpile, feel free to clear those areas and complete that quest.
For the same reason, I tend to not clear either Cutler Bend or the Nahant Oceanological Society to make farming mirelurk meat & eggs easy. Having a secure food supply is a must.
Jet & purified water are a great way to get caps & building an empire by selling cow farts & Dasani makes sense as jet makes you thirsty. If you have the Chemist perk, crafting poison caltrops is a great way to convert steel into caps. If I'm a few hundred caps short when shopping in the early game, I'll see if I can't whip up some Jet or caltrops to make up the difference. This works well at the Nucleus & Diamond City, as there are chem stations.
I've only found one vendor who won't buy Jet. Dejen in Acadia. If you know of more, please let me know.
Great video, Grey. The first paragraph about simply slapping the off switch was just a friendly tweak of the nose. No hard feelings. Don't let anyone who calls a cookie a biscuit give you a hard time over how you say or spell aluminum.
Atom above, how did this quick comment become a novella?
I came here to say the same thing about guard posts. Playing on survival makes having a nice bed very important.
Also, I found a simple Google research in the pronunciation of aluminium enlightened me on why there is even a different pronunciation at all.
@@somebloke3869 Yeppers on aluminum. Adding that extra I is just the Brits doing what they do, cheating at Scrabble. So, like song lyrics I misheard 30 years ago, I'll keep saying aluminum.
Lexington's laundrymat contained those bones from a full skeleton before the Creation Club even became a thing - my main from the game's original release used to raid that location to brew up some cutting fluid and later to create synth settlers (thanks to Kensington's excellent mod.)
thanks for the confirmation.
A handy combination of two features you duscussed is instant supply lines to unpopulated new settlements, but supported by the new settlement with the provisioner being the first settler.
Once a workshop is unlocked, fast travel to your population production location. Choose an unassigned or farming settler.
~Transfer him to the new location, but _immediately_ (before he walks away) assign him to supply line duty as a provisioner, linking the new settlement to the link up settlement of choice.
You now have full spare resources at your new settlement ~instantly~ as you can fast travel/teleporr(molecular rekay)/sprint there before the provisioner gets there and the link of supplies is already in place. Plus each supply line provisioner then is assigned to and pulls support from the new location.
Recommend setting up “recruitment settlements “ so you don’t get unwanted Brahmin at settlements like Hangman’s Alley.
that's a good one...
6 settlements with beacon, 1 with dog cage, to send those to all other settlements with no beacon.
I use 14 charisma to have 24 settler settlements with no power needed. Just 8 water pumps , 24 water, 24 food, 24 beds and 18 scavenging stations, a barber, 2 shops and the pommel and weightbench per settlement. 4 farmers 18 scavs 1 supply 2 shoppers, i am lvl 28, have 10 settlements with a total of 200 workers😂 360 items per day, junk factory
When your trading perk is high enough, many different types of ammo can be bought and sold for the same price. So when selling items to a vendor, if they run out of caps, then buy ammo from them. These can be used directly instead of caps.
Damn you Weatherby Savings & Loan! Migrate higher level Far Harbour settlers to the Commonwealth. Then make them Provisioners in X-01 with red arms and head (with red headlamp), with black torso and legs. Give them a red wounding gatling laser and nuka grenades. Those red eyes in the night foretoken death to all enemies out in the wastes!
There's a funny story about how the whole aluminium pronunciation/spelling argument got going. When the research paper covering the isolation and confirmation of the element was being sent over the Atlantic, a typo was included (this being the day of typewriters). Thus ever since, Americans have missed the second i because the scientists on their side of the pond refused to acknowledge the typo for some reason.
Further, this isn't technically a UK vs US argument but rather a Denmark + Germany vs US argument. UK just happens to be on the former side.
In any case, great video. Even as a non-Fallout player mostly here for the lore (and your amazing New Vegas audio fanfic!), it was most enjoyable.
Didn't the american's agree to Aluminium at some point, only to promptly back out when they got the concessions they wanted in exchange? Or am I remembering that wrong?
@@TGAPOO I don't recall, if so, then the rabbit hole goes even deeper than I thought! XD
That's not the story I had read.
When aluminium was first isolated and described by scientists the pronunciation was how the US pronounces it now. Some years later, at a gathering of scientists the pronunciation was changed to fit in line with similar elements. Notable that the very young nation of the United States of America was not invited to this scientific gathering.
Best video for beginners! Definitely would recommend for new players.
To recruit Tina, you have to finish Austin's quest and then convince Bobby to quit his jet addiction, then you'll have to pass a speech check to convince Tina to join your settlement
Great video, very useful. Although I didn't learn any new building tips, I've previously watched all of your build videos, some of the resource locations were definitely new to me. I've always built an adhesive farm early, usually at Starlight, as you always run out of that stuff. Any beds that are built inside the ruined houses of Sanctuary, will count as covered, even though it makes no sense.
I do feel another exploit worth using in settlement building is the doormat placement exploit. Basically, if you take a structure and place it on top of a doormat, then use the "grab entire build" function while highlighting the doormat, the entire structure can then be placed using just the doormat's placement restrictions instead of the structure as a whole. This then lets you clip the structure through unscrappable parts of the settlement. It can take a bit of finagling, but it's nice being able to take the burnt out shells in Tenpines Bluff or County Crossing and turning them into actual housing or rebuilding the house walls in Sanctuary or Croup Manor.
Combining the rug glitch with the pillar glitch can also help when repairing the floors at Croup Manor, the Visitors Center, or Echo Lake Lumber. Dropping a campfire allows you to sink the pillar through a solid floor.
Wireless glitch is best❤ and because they only help, bethesda leaves them, great devs.
This post is unrelated to this video, but merely a small rant i want to get off my chest.
I might be the only person that feels this way, but I believe that the lazer musket was mishandled. I believe that it should have been made with no ammo type, as it is obvious that the crank is a straight line generator connected to a glass capacitor that discharges into the photon emitter from a regular laser rifle. The main reason why I feel this way is due to the fact that a struggling militia would have a difficult time finding ammunition for weapons, but there being an overabundance of laser weapons produced (indicated by the existence of the bureau of alcohol, tobacco, firearms and lasers in the fallout universe) it would make sense to convert weapons that have no ammunition over to a system that generates said ammunition, due to the fact that the ammunition is, in fact, electricity. So from a lore perspective, it would make sense that the militia would be armed with weapons that have been modified to not require fusion cells. From a game mechanics perspective, an easy fix to the weapon being an unlimited ammunition type would be to Nerf it to the point of where a fully maxed out (damage wise) laser musket would do as much damage as a baseline laser rifle. So the trade-off would be having unlimited ammunition, but only doing as much damage per 6 cranked shot as any regular laser rifle
Well put, it also never made sense to me how the cells are being loaded into the weapon.
This is exactly what i needed for my minuteman playthrough
You needed it so much you had to post this comment three times?
@@NamesAreForFriends-ki8oi i believe something went wrong while i did it the first time
Nice, thanks man! Ive been playing this game for years and years and still find new stuff i didnt know about 😅 love your work!
16:50 Industrial water purifiers can be built at the Airport in vanilla but it does require some serious building tricks.
39:11 The bones exist without Creation Club.
48:42 "Immersion breaking" .... Speaking of immersion breaking I can't stop staring at that chair clipping into the desk at 48:51
50:53 If you're not on survival and don't want to travel back to, and defend, a settlement that is being attacked you can quicksave and then sleep or wait until it's over. If it fails just reload and repeat again until it works.
Since you asked I was not surprised by any of these but I've been playing Fallout 4 for a very long time with the majority of my focus on settlements.
Settlers, water pumps and Brahmin *_stop_* adding food, junk, water and fertilizer if your workshop already has too many. If you have roughly 20 Food, Purified Water or Fertilizer stored in your workshop, they’ll stop adding that type. Same with around 200 junk items. You can add a huge amount, the way Water and Melon Farms do. But if you don’t remove them, no more gets added the next time.
You’ll have to take them out daily if you want more added. Either manually, or by crafting. Supply line connected settlements can use them up remotely by crafting.
This mechanic is relatively unknown. And not explained anywhere in the game. It’s easy to overlook it; you’d need a bookkeeper to figure it out.
But it’s worth keeping your workshop empty of those items anyway. For one, settlement attacks increase based on how much food and water you have stored. If you fail to defend, a random amount of junk is permanently removed (this includes connected settlements; no one is safe). Also, settler scavengers generate rare resources, like Ballistic Fiber in ammo bags, crystal in microscopes, and Antifreeze for Berry Mentats. With some luck, you’ll have a Padded chestpiece before level 8, without leaving the NW corner of the map.
I’ll conclude by sharing what I think is a justifiable reason for using the “settlement size glitch”, as it’s known; fewer attacks and more productive settlers.
Many playthroughs, I’ll drop *_all my junk_* after every trip, scrap it all, then store it in a container. That way scavenging generates more resources, daily, and it makes it easier to pull out what I need if it’s stored as components. This drops the size limit in a totally natural way.
Likewise, guns can be taken during an attack by *_both settlers and attackers!_* Even ones on racks and in containers. Better to scrap them. Which lowers the build limit, naturally.
*Bonus:* The Armor Racks (the mannequins), are completely safe storage for your precious guns. They’ll be safe from settlers and attackers alike.
I very often set up everything in my "dream settlement" long before I set up the electrical system. I usually have a building set aside for it, of course. I do whatever the settlement theme is, then when I am the right level, the electrical goes in, then the guns and armor and ammo for my settlers is collected and off I go!
Water pumps are cheaper and can be build on any settlements. You can put them on those dirt tiles from the item menu and build your water farm vertically, which means some thing with places like Abernathy farm. The best late game cap machine are those chem producing machines that you unlock after getting 3 raider outposts. Chems have a higher caps to carry weight ratio than purified water.
By the time I've reached Nuka World, I am absolutely swimming in caps, so much so, that I buy out all of the Nuka Market stock of 7.62 ammo several times over. It's very easy to make caps in FO4, even at the start, just sell every weapon and armor piece that provides 10 caps or more, for each pound of weight, and all of the ammo that you will never use. No need to build a water farm. You can solve the Wolfgang/Trudy confrontation peacefully, and along with Carla, that gives you 3 traders to sell/trade all of your unwanted guns, ammo and armour. To collect guns, ammo and armour, I highly recommend "Chaos Junction", between Hangmans Alley and Vault 81, as there is always some kind of gun fight taking place there.
Once you can fast travel when overencombered, water isn't a problem, grab them, fast travel, trade and store the rest, with sanctuary crashing my game if i look at my purifiers 😂 producing 1200 water each drop
@@Tarex_ true, but I was thinking with survivial mode in my mind
@@manyseas1219 ah, that makes a difference of course, 550 hours and haven't had theurge to play on survival xD
@@Tarex_ it is pretty fun and frustating if you go blindly into your first run, but after figuring out how the game mode works, it becomes tedious. It kinda surprised me how easy it was to work around this game mode
Got yourself a new sub for this one bud...great job and thank you!
A note about the illusion of keeping settlers out of your personal space and/or your storage bins and personal weapons. True, the NPC can't jump gaps in flooring and cannot work powered doors. But every time you re-start the game or visit a settlement for the first time during play, settlers can spawn virtually ANYWHERE, including inside your settler-proofed personal spaces. I once built a heavily fortified, elevated, thick-walled personal player home, with one powered door and switch AND a single staircase access to that door which I removed every time I left. And sometimes I return there to find a settler, or even a provisioner AND his brahmin walking around inside my impenetrable fortress. The only truly foolproof way to keep NPCs out of your space and away from your guns is to keep them in the root cellar in Sanctuary Hills or in a settlement with ZERO settlers.
I even built one of those tree-house type structures in Sanctuary, and removed the stair access to it, only to watch multiple settlers huddle together underneath it and eventually just float up and glitch through the floor to get inside and get to the weight bench above them that they were apparently dying to get to!
What "feature" is supposedly being "misused" and not exploited? Is it the dynamic-resizing of the maximum_complexity threshold to accommodate the placing->scrapping workflow? Because I'm not convinced that this was *_intended_* to be unlimited--it's pretty obvious to me that they missed this potential behavior and would have added additional constraints if they had known!
Unless maybe there *_IS_* a secondary constraint on the maximum size of the *_storage space_* allocated? If it was truly impossible to inflate the maximum_complexity threshold infinitely because of a second constraint of some kind, then I could be convinced to go along with the "misuse not exploit" argument. Otherwise this seems like a potential method to inject bogus data into active memory by exceeding allocated storage space.
The bset of the best keep up the good work legend ❤
To recruit Tina, you have to make Bobby overdose. You also have to have a settlement with 14+ settlers if I remember correctly and you'll want super high charisma
Completely wrong!!! You can instead have Bobby kick Jet entirely in a side quest and then pass the check
@@quinnlee-miller9792 I've never been able to recruit her while Bobby is alive
@@marcusfowler2562unfortunately the code is super buggy
@@marcusfowler2562unfortunately the code is super buggy
NAh, Tina needs Bobby alive and off jet. You also have to pass a charisma check to gain her as a settler.
Im sorry to be this guy, but actually you don't want to take all of the settlers ammo. If they only have one round they will reload the mag after every shot. Its best to give them a full mag, a grenade or Molotov cocktail, and some stimpacks. I personally give them med-X, psycho, jet, rad away & rad-x and buffout. Seing as how raiders will use stempacks during combat, i figured that they can use anything in their inventory, so the settlers can too. Still building up my battle building using the settlement security creation club mod to have a settlement with max settlers that have the best armor and guns, some turrets and a few traps. Going to see how long they can defend themselves for and if they will use the combat chems in battle.
This is perfect timing too!! Thanks for the recent drop :)
yeah, every settler needs an assigned job to be happy (I think the game says this somewhere, like in a loading screen?)
I think even putting them in the stocks works
If I have to give one single tip, It would be never go to more tha 96 food in a single settlement. Once foood goes to 100 or more, The AI tends to break and reset their assignement. So if you want to build big farms (for vassal settlement for example) I recommend yo reconsider your plans.
My most recent time I did an inept Minuteman playthrough where I stripped down all the existing settlements (in favor of building in all the abandoned settlements and yes it means you're having to transfer lots of wood, metal, and concrete on foot to settlements actively being used), refused to help any existing settlements once I had control of them, and found out that due to certain quirks in the game many locations are actually difficult, if not impossible, to lose due to low happiness as long as you leave the settlers with just enough food for themselves. Several locations have beds that can't be moved or salvaged which means beds are always available and crops can't be damaged if the player doesn't respond to an attack. It's also impossible for Sanctuary to rebel even with 0% happiness. Since unemployed npcs scavenge 1 junk item a day it technically means you can "farm" existing settlements you control but don't want to improve or build in.
It may not be very rp friendly but considering FO4 doesn't care what the player does outside of whether the Institute and/or Brotherhood are destroyed at the end of the main story and ultimately all items exist solely for the settlement building and crafting (which only the player does) it can be refreshing to sometimes only engage with the parts of the game the player wants to engage with.
50 minutes of building tips from grey? Dont mind if i do!
Im busy building a whole network of settlements in fallout london. Started a faction i call the cabbies, and im building them a farm settlement, a water settlement, and a city in covent garden
Tina deluca is a bit tricky but really the only way I figured out how to recruit her is to:
1: do the vault 81 hole in the wall quest
2: come back at a later time and talk with Bobby deluca, he’s complaining about his addiction and needs help to kick it. Instead of helping him you need to belittle him and make him go agro. Kill him when he’s trying to kill you and it’s self defense so no hostile vault dwellers.
3: talk to Tina and she will understand what happened and be open to leaving the vault if you offer her a job
I think its also the only way to get Vault 81 suit without demolishing the entire vault
Pro Trading Tip: Prewar Money can be much more valuable than Caps if you have the right perks and such, this makes it more useful as a trade item
Just a pain how if you routinely automatically store all your junk, then it’ll end up in your storage, since it able to be used a cloth
But then again, like many things, if you’re on pc, not an issue due to mod that makes it misc. item
@@bluegem8582 I kinda wish it was Misc in vanilla, guess they didn't think about it lol
Thanks for another helpful video dude.
I would love to see you do a full walkthrough one day 🙂
I wouldn't waste a lot of time and resources to put armor on settlers. I've played for over 1000 hours, have settlers in every settlement, and in all my time have seen only four settlers die from attacks, and at least three of those dead settlers proved to be synths! They are generally very resilient-they'll get hurt, sit on the ground panting for a while, then get back up and join the fight. However, ARMING them well is very useful, both for keeping them out of your other weapons, and for maximizing how quickly they help shut down settlement attacks. You still have to show up when called to help defend the settlement, but in a well-armed settlement the attack is all but shut down by the time I get there.
I have been able to get a settlement with 1 robot as its population to 100 happiness, cats and dogs seems to be the reason.
that is so weird? everything I've seen, and have been told is that is impossible... maybe they are stuck at 50 base but the other half can be made up for by additional bonuses? interesting none-the-less.
So here is a fun exploit for Nuka Red Rocket. If you have the settlement defense creation. All of the enemies will spawn in one location and since each wave of attacks spawns a legendary enemy, you can use it to farm.
So I essentially built a legendary factory churning out legendary weapons to insanity😊
K learned a lot actually ... adhesive and water farms for example. For defense I like lots and lots of turrets. If your settlements defense is high enough it wont loose the fight
However, I am of the opinion that some mods are necessary, the ones I recommend are, Preston Garvey no radiant settlement Quest almost completely removes Preston's constant requests, after conquering the castle, and You and what army 2, with this you will be able to form a real Minutemen army, which can be assigned to patrol specific areas as well as provide support in case of attacks on settlements, however I have not yet found a mod, which makes the settlers a little more active, and less heavy, in short, move and do something instead of complaining all day
You can build 3 wallwidhts thick by placing warehouse wall, concrete against it, warehouse wall in that concrete wall, anorher concrete against the 1st and that clips through the first warehouse wall. and half walls snap offset for the 3rd position.
Glass walls inside concrete window walls look so nice and I have not seen anyone use it so far.
Concrete stairs on wood floor can be placed 1floorlevel up or 1floorlevel down.
Since your player is like 2 thirds of a warehouse high , you can have less high rooms, good luck with the stair implementation lol
You can use a settler as a living light switch to switch on the lights at night when he lies down with a laser tripwire over his or her bed😂
I’ve found turrets to be the best defense that a figuring out where they (enemies) spawn and either box said area in with walls then placing turrets on the walls to mow them down. Or wrap the settlements with walls and turrets atop
I use either the Mechanist Lair or the Sanctuary Hills Red Rocket for my player-only home. Brute Force Scrapper, Blue Waters and Green Grasses and The Cheat Terminal are my favorite mods, but I still collect and scrap organically in-game as needed. I once used the Green In The Commonwealth mod, scrapped all of Sanctuary Hills and turned it into a lush, verdant and very green park... which promptly crashed my sad Xbox One X. Oh, and my tower builds are now all your fault, Mr. Grey. :)
glad I can be a bad influence. :)
I love you Grey!
Thank you. This was pretty damned helpful
@Grey Gaming I hope you do videos on Raider Settlements in the future. The raider settlements have access to the Special Chest, and infinite chem vending machines.
Thanks, maybe now I’ll finally get that Godforsaken platinum
Thank you for making this I love your settlement building guides please can you make a part 3 thank you and keep up the good work
what would you like to see addressed in part 3?
A in depth build guide for each settlement location@@Theegreygaming
@@theinfomusx1613 duuuuuudddeeee... that would be like.... 70 hours of content....
@@Theegreygaming I can dream can't I
In all seriousness though a list/character build for settlement building would nice @@Theegreygaming
Yippee Gray uploaded!
I always send " Mister Nuka Cola" straight to Red Rocket to be a guard/manager. Lol
Two things still irritate me even with 550 hours, the Data Tab shows completely bull*#@*# statistics like no beds or no food or 20 happiness on well maintained settlements, and my main player home caps out at 97 happiness preventing me from getting the platinum lol.. but i love that to this day there are still new F4 videos like this coming out, keep em coming
"Settlement building mechanic can be a great way to break the manotanty of doing radiant quests" bro the quests are the break from settlement building for me💀
Excuse me, Grey Gaming I have a question if you have time. Why don't you use mods like Dead wasteland or snappy builds
your videos are very helpful time to subscribe
About settlers taking your gear. The best solution I have found is to NOT store ammo along with weapons and such you do not want your settlers to take. especially MININUKES.
The resource shack in far harbor has everything
Tina Deluca is glitched. You need a mod or console command to recruit her.
Water farms are great and all, but mutfruit sells for the same amount and weighs 1/10th as much.
Brahmin can be summoned in sufficiently populated settlements by placing a trough. Usually maxes at 2, though.
And, even after 2K+ hours, I still learned new things from this video. Good work!
Before you approach any of the level 4 merchants, make sure you have at least 1 level 3 store of their type in one of your settlements with no one assigned to it. Even better, as soon as possible, slap those stores up before you explore too far. Many of them are random encounters and nonessential. You may never encounter them, or they may already be dead when you do. If you do encounter them, but don't have a free store for them to go to in that location, or your settlements are already max population, they may vanish, never to be seen again, whether you hired them or not.
I'm going to list a few things that I've experienced in my playthroughs that don't jibe with this video. This is over 2,246 hours of play. Don't judge me. :( These were all current as of my last playthrough before my video card died, so some recent game updates may have changed them..
The only place to store special gear is a settlement or location settlers don't have access to. Home plate for instance, or a player home mod. I've WATCHED settlers levitate up through a solid second story floor to reach a workbench. Don't trust locks or gaps or even solid walls. If they want what's on the other side of that barrier, they'll get it.
Settlers will also swipe random stuff out of the workbench, so don't store the good stuff there. Particularly, don't leave power cores there.
Leaving a couple of sets of power armor in any given settlement isn't a bad idea. Don't leave cores in them, or course, but that won't prevent the settlers from climbing in. I once found one of my settlers at the Sanctuary Red Rocket in a suit of power armor standing over the body of a dead super mutant. I've experienced settlers doing this repeatedly, all with coreless power armor.
Once you find the settler in your armor, speak to them. A line will appear, "I'm gonna need you to get out of that armor" or something similar. They'll say, sure, or okay, and climb out. Enjoy your brand new, fully charged power core, courtesy of the settler who borrowed it. Downside is the armor will probably need some repair. Settlers don't do subtle.
I've also caught a raider inside a set I had on display. I wasn't able to salvage the frame, but when I searched the body, there was a 100% power core in it. This was in my Vault 88 inner sanctum which should have been unreachable by all the metrics Grey laid out.
Find a mod or use console to name your settlers. YOU WILL EVENTUALLY NEED TO IDENTIFY THEM. I kept a spreadsheet detailing who was where doing what. I learned the hard way. At one point, around level 91, the Sanctuary Red Rocket, which had been my main base, completely reset. The 20+ settlers in top line gear with OP weaponry were all replaced, or 'reimagined' if you will, back to default, entry level, using netflix/amazon casting preferences. Which means many gender/race swaps. So, if you moved settlers to correct the "sausage fest", don't count on that lasting. Granted, it's rare for an entire settlement to reset, but I've seen enough random settler gender swaps spontaneously happen to rate it as common. Most people don't notice, I guess because to most people, all settlers look alike.
You also want to dress them in legit clothing rather than the rags they show up in. You'll want to notice when the resets happen, because they may well have been unassigned from their bed and task. If they're named and wearing non-default clothing, it'll give you a head start figuring out what settlement object is now non-functional. It'll also help you notice when somebody new shows up.
I've had instances where I took drugs or donned items that increased my charisma so I could do some trading, only to find that one or more randos had taken advantage of the temporary population cap raise to show up inside of some high happiness settlements. Upon returning, spotting somebody named "Settler" wandering main street looking like a hobo allowed me to handle the situation right away, before the happiness score dropped too much.
If you store food or water in the workbench, those totals will be added to the total value of the settlement for the purposes of generating raider attacks. I kept wondering why my settlements with 24 settlers and 150+ defense kept getting attacked. That's why. This may only happen if you uncap the workshop storage. IIRC, if left to default, once the total of the harvestable item hits whatever you planted +10, the farmers will stop farming, and nothing will be harvested unless the player shows up to harvest manually. Of course, if the player then stores that stuff in the workbench, it'll count towards the attack score.
Big thnx, I watch videos everyday to learn but this is uniwue info.
im in 250 hours and have a underground underthemap 8 floors down safe power armour and stolen power armour storage, settlers and other npc,s can go only go 1 level underground.
I'm working on how to get them to stay there😂
I planned on clothing and weaponizing all 24 settlers per settlement but ill only give the best stuff to provisioners then, since they might reset, or set characters like blake abernathy.
I just figured out how to build 3 walls thick, warehouse walls and halfwalls inside concrete wall do that.
@@BeautifulSafety I watched a default equipped provisioner murderize 2 stingwings with 2 shots using a .38 pipe pistol once. I remember feeling really inadequate. Guy wasn't even wearing armor.
Once I beat Automaton, I swapped out every provisioner with maxed out Mr. Gutsy robots.I mean, heavy armor, dual wielding gatlings hardcore murder machines. It was hilarious. I'd be wandering the commonwealth and hear automatic weapons fire and notice my XP ticking up. I'd check in the direction of the gunfire and find my provisioner clearing out a bandit camp or super mutant den, with its brahman following dutifully.
Yes, if you're close enough, at least, if your provisioner kills things, you get some of the XP. all that's left is to loot the bodies in the aftermath of the carnage.
Just be aware, if you're using robots as provisioners, you'll want to go to the central depot model of trade routes, with all provisioners home based in the same settlement. As Grey said, robots don't count for happiness, so if you've got a robot provisioner based in a given settlement, even if its never there, it'll still keep the place from reaching 100%.
Subscribed.
Its crazy that basic building tips are still relevant.
I'm not complaining or trying to start something.
But... 💭 lol...
Even if someone does "misuse" the size cap by dropping weapons (or whatever) that is still unnecessary time management. Why not just mod the size limit? Anyone that does this trick and says "mod free" I just think ok, it took you 3 times as long to build rather than just downloading a simple mod.
Anyway my two cents,lol.
Love your videos!
I like it when tutorial builds don't use mods because I might have different mods installed than they do and don't want to switch just to use what they're teaching, and then again, some people want to keep the game vanilla for trophies or something. As someone who only uses convenience mods like Scrap That Settlement, it's so much better to see a tutorial that doesn't use any truly game changing mods. Every tutorial would be for a more niche audience because everyone has their own preferred mods.
@@murrtdurrt Achievements I completely understand.
Yet a size limit mod is just an easier way to do what you can already do in game. It saves a lot of time. Scrap that settlement actually does something one can't do without mods. I would think sts is more game changing. Not to mention every platform has a size limit mod if I'm not mistaken.
I just feel like some who say I prefer vanilla builds but do use some mods and not others. Or saying they don't use mods but do things certain mods do is kinda of a double standard.
Achievements is a good reason for not using any mods. Which I understand FO4 is getting a lot of new players.
@@STEELwanderer I was thinking a little more about people who want no mods but still need help, stc is definitely more game changing than no limits. I was just bringing reasons as to why a random someone may want or prefer no mod tutorials and then relating it to my own experience :D
@@murrtdurrt gotcha, I appreciate your logical reasoning and positive feedback.
Regardless as to whether or not everyone agrees on every little thing, it's refreshing to see someone reply like an adult.
settlers can take power armor without fusin cores since a update that came years ago, i have seen it happen, cait does it all the time, i can do it, but armor walks slow, npcs walk normally, you must put the armors behind doors or you loose the armor
I thought this was a great video! I remember all the questions I had in the beginning, and this video answers a lot of them.
One question remains, however... Should I build a condominium out of aluminium, or should I build a condominum out of aluminum? 😉
Hang on, ballistic weave works on settlers now?
I thought it was bugged so it only worked for active companions (and the MC of course).
The Lexington laundromat is base game, complete with dryer bones.
Idk if you have any videos already containing them, but one with tips on powerline and grid building would be great.
The only downside with relocating settlers is that not all can be relocated. There are a few seetlements that are just bad ideas to live in and I wish I could relocate everyone and just abandon the settlements
yeah it would be fun to make a settlement where the first two settlers are lucy abernathy and Daniel Finch... little easter egg for walk throughs. :)
@@Theegreygaming that would be great because Finch Farms is the settlement that I most would abandon and relocate everyone to another. Its just terrible, sandwich in between a raider base and a super mutant camp
Wifi glitch...
The laundry mat your talking about is their without amy dlc
Nice
Settlement Management mod is what reveals the spawn points.
Hey, Grey, have you played Sim Settlements 2?
Tina De Luca is bugged, pretty sure she never actually leaves the vault even if you do recruit her
Be careful with adhesive farms, as settlers WILL consume tatos first before any other food substance
The Lexington Laundromat does indeed have that full skeletons worth of bones regardless of you having the AMR CC installed. Comes to 80-90 units of bone if I remember right
I wish i knew why on PC the Settlement Recruitment Radip is automatically turned on when i hook it to power. I made sure it was off before powering it but after connecting a wire it flips on, But worse is if i turn it off it just keeps recruiting i turn it off i can scrap it it still plays and recruits to overflow in a matter of days. Whether i rescue floppy hat or not whether i join MM or not , if Sanctuary quest starts to build for Sturges all my crops i have going vanish right before my eyes. And sometimes the tutorial pop up for workshop mode will not update it just keeps flashing vault-boy build this connect this power object it wont complete but this is only half the time i start new game.
As of now i am building a warehouse for my 17 power armor without dlcs, struggling with getting a steady supply of fiberglass, gears and aluminum. Wish me luck
How did you get smiling larry to be a trader in a settlement, l know some will but others tend not to.
With walls I've always been able to rotate the wall after it snaps to previous wall. Wall snaps, hit rotate button to change, and place. No need to use floors.
only certain buildsets do that, the warehouse/barn can rotate, but only internally, and the concrete can, but has to snap end-to-edge so you don't get the proper dimensions to install flooring/ceiling tiles.
Also in order to have trader Riley not despawn you can’t compete the longneck quest. You can go in and take the bobble head and magazine but don’t go into the basement. Even after recruiting her and had her set up shop for months, I went back and completed the quest and guess what? She disappeared from the game entirely.
Can you expand to guild Wars 2? You can build there now
You have to kill Tina’s brother during the get clean misc quest and pass a hard speech check. I have her at sanctuary.
You can also get him off chems by passing a speech check to send him to the clinic in Vault 81. Either way, once Bobby is off chems (or dead), you can recruit Tina.
I don't think you can recruit her until after the mole rat disease quest (Hole in the wall).
How to fix them stealing gear: Live in Greygarden. Robots don't use gear.
a really good ammo to sell is .38. you never use it nobody ever will and it is on almost every raider ever
I thought aluminum trays and aluminum oil cans gave steel instead of aluminum?
Just wrapping up my first long playthrough (currently level 109) with lots of settlement building and through this video all I see are the mistakes I made 😭 the bushes poking through floors is so ugly, especially at Murkwater lol
hey it took me several play throughs to figure some of these out... I think I was on my 5th character before I started getting super serious about getting better at it.
Mmm, break the monotony with more monotony 🤣
🙂👍
What the hell is the settlement by the airport for? I can't build food, okay I can ship that in but I can't build shops!
it's stictly there because the liberty reprimed quest required you to build certain parts for liberty prime with a workshop... pretty much completely unnecessary, but not entirely useless. the mechanists lair on the other hand... there really was no good reason for including it that I can see.
For tough survival challenge runs with tough rule sets (think Mitten Squad type runs) it can help to build a bed and water fountain there before becoming enemies with the Brotherhood. You can still use them after you become an enemy.
I'll fight you on the proper pronunciation of aluminium (pay attention to the spelling, lol) but having grown up in Canada with parents from the UK I may have divided loyalties...) {linguistically}
5 Easy Ways To Fix The Railroad?
It's an exploit. You intentionally misunderstanding intent doesn't change that.
tgm builds anything on level 1, just saying
BAd tODD 🤣🤣🤣
Mutefruit😂
50 minutes and no time stamps?
2 seconds into it and someone complains, smh.
Timestamps have been added. But in my defense... I never add timestamps.
@@Theegreygaming Thx mate!
Spoiled brat
Just enjoy the ride brother
you work too hard
Just use mods nerd
I want to see you build with mods eventually. You could build some badass cities.
Nice