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not sure if it was a bug back than, or i used a settler that was in the settlement before i taken it over (like abernathys, warwicks and the other setlements where already settlers live that ask for help) and was killable because that, or if i maybe choosen a synth settler that get killed when he stop disguise and attack a settlement.
Onetimes i mistaken a provisioner for a raider when i meet him infight at the road and shoot him to death. another thing how u can break a route.
Provisioners dont leave the settler pool, they are still members of the settlement from where u send them provisioning.
Whena settlement is a little more advanced and developed it can happen taht u settler orders can take some minutes till they get signed in.
When u see a provision line pressing C in Map mode all is fine. if not i can only tell u the standard that is the matter of 99,9999999999999999999% of all problems Mod users have: Look in u mods what one of them breaks u game.
That. There is plenty of respawning crap near Sanctuary for this to happen.
If you are that worried about not breaking the route you could make a route from like Ten Pines to Sanctuary, or Starlight to Sanctuary as a way to have that portion "double covered."
No one complains when you send them on their way in their new career as a provisioner.
You also can consider making a Automatron if y ou have the DLC, arm it to the teeth, and never worry about losing access to a route again. Some of those weapon and armor options can severely limit the impact of wandering encounters. and you don't need to give them options to increase carry weight--you can focus on putting purely righteous fury into the design, to allow for a new method of reliable mail delivery. It's like the pony express but with missiles and lasers and buzzsaws.
Brahminshit rumor really. People do the circle ♥♥♥♥ for OCD reasons.
The game does not give a ♥♥♥♥ what way settlements are connected via supply lines. It only gives a ♥♥♥♥ if it is connected or not. The same way the supply line routes do not matter.
The best way to connect your settlements is to use the tiny settlements as connection points since they have less room to put settlers to work.
Red Rocket for instance. It is small and easy to send settlers there as provisoners connecting to all other neabry settlements. This allows the bigger nearby settlements to not waste a worker on a provisoner job.
This also allows you to connect a settlement without having anyone in it. So you could build the settlement up how you want it, then flip on the beacon.
I have had a few occasions where multiple provisioners and gunners and supermutants and synths were engaged in lenghty firefight--pretty awesome to accidentaly come across it and then find a third provisioner was running in with a pack of ghouls following him.
Anyway, this told me that since I normally would not be around to help, it is always good to properly arm and armor the provisioners, and also put some additional thought into the route selection. Sometimes the shortest path is the one that leads to problems.
The routes are actually pretty dumb if you ACTUALLY follow the provisoners.
For example from Grey Garden to Starlight Drive In the path is out through Cambridge up past Covenant and around to Starlight Drive In.
Like I said previously the length of the route does not mean jack, only matters if connected or not.
I have had provisoner's cows fall out of the sky and land on caravan guards and cause a fight, and I've had cars fall out of the sky near highway overpasses onto areas where provisioners were already fighting (the sound of it drew my attention, and when I entered the area, the car fell out of the sky) and there can be mass chaos when random encounters plus provisioners plus exploding cows/cars happen
I guarantee that this route will more likely than not leave you with empty cupboards over at the Jamaica Plains settlement. I've even had provisioners killed that way.
Provisoners use this for navigation settlement to settlement:
All the routes are preset and timed. This is what determines where the provsioner is when you fast travel to an area. So because you entered the area the AI will determine the location to load the provisoner at. Much like how you load a settlement and settlers get dropped on top of houses by the AI predicting where they would be in their timed routines.
On survival with the fast travel removed provisoners tend to be found a lot farthe rout on routes and encounter only mobs generated by random enouncter locations (because of the longer respawn time on survival.)
What I did (which someone tipped the forums to do a year back) was to rename an item on the provisoners to the name of the settlement it is traveling from and to. That way I could see a provsioner and go okay cool that is so and so going this route. Automatron made this easy by naming the bots.
As for disappearing provisoners, I never figured out exactly what causes it. Usually because by the time you figure out it happened it is WAY too late to reload a previous save and figure out why. One is drowning going to Spectacle Island, since drowning will actually ignore essential flag on any NPC. The other theory is that the one guy assigned to be a provisoner happened to be an infiltrated synth and the synth infiltration event occurs, but since the provisoner is not at a settlement is simply bugs out and you lose the settler.
The most dangerous provisoner route I know of for a provisoner is from the Automatron hideout to Warwick. From Goodneighbor to University Point is really nasty and then you get the other nasty part from Atom Cat Garage through Qunicy. This route sees at least a dozen random encounters on top of anything normally spawned in the area.
That Fallon intersection north of the Gunner HQ is not really that bad because by default Cricket will path through there for some dumbass reason coming from Warwick and heading to Diamond City.
As for Jamaica Plains I tend to avoid even using that settlement because it is once of the most unstable settlements when it comes to cell loading. Far too easy to get a partial loading of the cells then have the settlement bug out to 0 data and have your happiness get tanked to garbage.
Now what will really boggle your mind is I have found extra provisoners before. Like I had a Sunshine Tidings to Red Rocket and Abernathy Farm to Red Rocket, but I found three provisoners at Abernathy Farm. Which was what led me to start doing the item renaming on provisoners. Of coure after starting that practice it never noticed if it happened again, lol.