Fallout 4

Fallout 4

Statistieken weergeven:
Intimidation and Recruit?
So I Found this out myself a few weeks ago and have been waiting to try it again. I have a Character that can pacify people and Tried it out on a "Wild" Settler, the kind you find fighting robots or captured by super mutants, and found that you can pacify them, walk them to a settlement and enter settlement building mode.
With your cursor over the pacified settler you can recruit them into your settlements.

Using R To move them or E to assign them to something. I don't believe I have Mod that makes me do this and even so my unmodded game is allowing me to do this. Kinda a quick way to get more settlers if your trying to get more.

I haven't found any info on this anywhere here or on Google search. Wondering if anyone else knew about this?
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16-30 van 66 reacties weergegeven
Origineel geplaatst door The Giving One:
If you do get them to a settlement, and you can assign them, do they then become essential ?

If they are an npc named settler then they should become just like any other settler by simply assigning them to something or using the move to command to assign them to another settlement.
Laatst bewerkt door =EGC= kansasterry; 16 jul 2019 om 19:12
Origineel geplaatst door =EGC= kansasterry:

If they are an npc named settler then they should become just like any other settler by simply assigning them to something or using the move to command to assign them to another settlement.
You are correct, and that totally makes sense normally, but I still wonder if it has been tested and they are essential using this method.

I run across settlers often, as I am sure others do, and you cannot ask them to join a settlement. They just give the normal dialogue. So I am wondering just how far this works, because I am very interested to try it. Sure, you have to have those high Charisma perks, but late game, that's not usually an issue, or even early game if you have a high Charisma build.
Origineel geplaatst door The Giving One:
If you do get them to a settlement, and you can assign them, do they then become essential ?

Well...
Settler based type NPCs that are enslaved can not work commercial or martial plots.
Non-settler based type NPCs that are enslaved can not work plots.

So it becomes kind pointless to enslave raiders and gunners since all they could do it work non-plot jobs.

I dont think anything has essential for SS Conqueror except some main NPCs and companions.

Origineel geplaatst door =EGC= kansasterry:
I did not report it as I think it was just a faction issue I have ran into the same thing with other mods that allow using/recruiting general npcs if I send them to a settlement it seems the settlement turret faction still sees them as hostile.

You can also get into a friendly fire issue easily as well. Even the different ranks of raiders will fight among themselves after friendly fire.
Wow. Respect, Bored Peon. Almost 4,500 hours in game. *Tips hat*

Thanks for the reply. I understand what you said about raiders and gunners and that also of course makes sense. I guess I will just have to try this out myself. I always go for high Charisma anyway when I play the game and start over.
Origineel geplaatst door The Giving One:
I run across settlers often, as I am sure others do, and you cannot ask them to join a settlement. They just give the normal dialogue. So I am wondering just how far this works, because I am very interested to try it. Sure, you have to have those high Charisma perks, but late game, that's not usually an issue, or even early game if you have a high Charisma build.

The random encounters (not Rogue Robots) with groups of settlers can be recruited IF:
1. You actually damaged the mobs they fought with.
2. The "leader" survives to talk to.
After that you should be given a dialogue option asking if they are looking for a home.

The big issue with those encounters is that early game they can kill all the raiders quickly and you fail #1. Then later in the game the mobs are so strong the settlers just die or the leader dies.

Yes, those are good ones to enslave with the slave collar if the dialogue option is not there. When I mean enslave, I mean use the enslave option through the SS Conqueror mod.
Laatst bewerkt door Bored Peon; 16 jul 2019 om 19:27
Origineel geplaatst door Bored Peon:
The random encounters (not Rogue Robots) with groups of settlers can be recruited IF:
1. You actually damaged the mobs they fought with.
2. The "leader" survives to talk to.
After that you should be given a dialogue option asking if they are looking for a home.

The big issue with those encounters is that early game they can kill all the raiders quickly and you fail #1. Then later in the game the mobs are so strong the settlers just die or the leader dies.

Yes, those are good ones to enslave with the slave collar if the dialogue option is not there.
All, of course, correct. I should have clarified better above. Yes, it works just like you said. But I am only talking about using the pacify perk as the OP said, and not using a slave collar. Just the perks. Did I miss something from the OP and what is being done in this method ?

EDIT..Yes, I just saw your edit and understood what you meant.
Laatst bewerkt door The Giving One; 16 jul 2019 om 19:30
Honestly, not really sure on the whole pacify/intimidate option. Simply because no matter what your charisma is you still only have a set chance for it to work. I tried it in a few games and it failed so much I didnt bother with it again, lol.
Origineel geplaatst door Bored Peon:
Honestly, not really sure on the whole pacify/intimidate option. Simply because no matter what your charisma is you still only have a set chance for it to work. I tried it in a few games and it failed so much I didnt bother with it again, lol.
Very true. I also felt this way the first time I tried it, but if what the OP says does work, I am very much more interested to try it again, just to see. And then test them to see if they become essential. Thanks for the good discussion, and yes, Parker would be an awesome slave ! :steammocking:

Try that credit card out now, boy ! :steammocking:
Laatst bewerkt door The Giving One; 16 jul 2019 om 19:43
I'm almost 100% certain they won't become "Essential"; that's the status given to those NPCs you can't even kill yourself, no matter how much destruction you rain on them. Many companions and vital story NPCs get the Essential status, so that while they can be beaten up, it's impossible for them to die outright.

Normal settlers are instead given a similar status known as "Protected". A Protected NPC is very much like an Essential one, except that the target can still be killed by the player (whether deliberately or accidentally), and they can die under other rare, and unknown circumstances where the game possibly thinks the player was responsible, even if they had nothing to do with it.

I'd have doubts about NPCs "recruited" with the Intimidation perk properly getting the Protected status, since i don't know exactly when and how it's applied by the game under normal circumstances. It's something to check if you're going to try it, or you may end up with a bunch of dead NPCs lying in your settlements.
Origineel geplaatst door Bored Peon:
Origineel geplaatst door =EGC= kansasterry:
I did not report it as I think it was just a faction issue I have ran into the same thing with other mods that allow using/recruiting general npcs if I send them to a settlement it seems the settlement turret faction still sees them as hostile.

You can also get into a friendly fire issue easily as well. Even the different ranks of raiders will fight among themselves after friendly fire.

That was another reason I did not report it as a bug I could not rule that out as a possibility. Especially if I had a turret involved.

I know I had one really interesting to watch battle when I added the zetan faction mod and a FF incident turned it into a war between the aliens and raiders.
Laatst bewerkt door =EGC= kansasterry; 17 jul 2019 om 8:56
Origineel geplaatst door DouglasGrave:
I'm almost 100% certain they won't become "Essential"; that's the status given to those NPCs you can't even kill yourself, no matter how much destruction you rain on them. Many companions and vital story NPCs get the Essential status, so that while they can be beaten up, it's impossible for them to die outright.

Normal settlers are instead given a similar status known as "Protected". A Protected NPC is very much like an Essential one, except that the target can still be killed by the player (whether deliberately or accidentally), and they can die under other rare, and unknown circumstances where the game possibly thinks the player was responsible, even if they had nothing to do with it.
Sorry, and you are right. I got the terminology mixed up in my question. What you said is correct, and thanks for the clarification. Protected vs. essential as you described it was what I should have used instead.
I forgot about this topic I created, been a ♥♥♥♥♥♥ week. Anyway, Most the settlers I find are in fights with the Rogue Robots from the DLC or The Super Mutant Captive. The option to recruit them after the Robot fight is not present even if it is from the Quest.

Most of the random encounters aren't too far away from any settlements so the escort isn't terrible. The 'Forced" Settlement assignment settlers aren't doing anything screwy with my save or settlements, So far anyway. I just thought I ask an see if anyone has tried this and has had weird results or similar. Thanks to all who have post.
Origineel geplaatst door torqueblue:
The 'Forced" Settlement assignment settlers aren't doing anything screwy with my save or settlements, So far anyway. I just thought I ask an see if anyone has tried this and has had weird results or similar. Thanks to all who have post.
In your experience, did it seem like the forced recruits received the Protected status given to normal settlers?

That is, if some enemy attacks them, do they die, or just get knocked down only to recover after a minute or two?
Laatst bewerkt door DouglasGrave; 22 jul 2019 om 5:33
Origineel geplaatst door DouglasGrave:
Origineel geplaatst door torqueblue:
The 'Forced" Settlement assignment settlers aren't doing anything screwy with my save or settlements, So far anyway. I just thought I ask an see if anyone has tried this and has had weird results or similar. Thanks to all who have post.
In your experience, did it seem like the forced recruits received the Protected status given to normal settlers?

That is, if some enemy attacks them, do they die, or just get knocked down only to recover after a minute or two?
I haven't had an attack on my settlement to give an answer. I do have one, I think, as a provisioner and the line is still connected to one of my main hubs. So I say yeah, They knocked down and get back up.

I'm for sure they are settlers like the ones you meet from random encounters and not some named settler. HOWEVER, I did happen to run into Trader Rylee after I completed the cannery quest. She *POOF* disappeared after the quest and didn't get the option to recruit her, but when I held her up and escorted her to a settlement I moved her to one of my other settlements. I wish I could remember which one. I'll have to check on that when I get back to my Tower This weekend.
Origineel geplaatst door torqueblue:
I haven't had an attack on my settlement to give an answer. I do have one, I think, as a provisioner and the line is still connected to one of my main hubs. So I say yeah, They knocked down and get back up..
This is a pretty good test, in my opinion. Provisioners are sure to get attacked quiet often, unless there is an extremely rare case where the one you have has not been, and I highly doubt that.

So I am more interested to try this now myself. I want to thank you for posting this. Even if there is some issue with it working in my game, I appreciate the information you have given us here.
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