Fallout 4

Fallout 4

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stormarmy Feb 5, 2018 @ 5:45am
Nukaworld raider outpost and vassals
So I'm a little curious and a bit confused
When you target one of your own settlements to be a raider outpost/vassal the guy seems to discourage it, but I was wondering if you'd built up a settlement with a load of people in it to produce food and water, and have shops and such, would the caps and food etc going to the raider outpost?

TL,DR: if you enslave your own settlements that produce loads of stuff, do raider outposts get more from it?
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Showing 46-60 of 60 comments
Doombringer Feb 7, 2018 @ 3:07pm 
You don't own enslaved settlements.
You can't build there.
(You can still use their shops.)
So they need to be setup before you enslave.
Enslaved settlements do not grow.
Enslaving has no effect on happiness there.

Your raider settlements have (in effect) a supply line to them.
So if you build in a raider settlement that say doesn't have enough steel, but an enslaved settlement has 10 in it's workshop, you could use that to build in the raider settlement.
(There is no way to actually take the steel out of the enslaved workshop though.)
('You aren't allied with this settlement.')

You lose the settlement, and get a small amount of caps every day from it.
(and it can supply food/water to raider outposts, but not being able to loot the workshop is bad.)
(Workshops have very low limit where they stop generating new stuff. If you can't clear them out they stop making anything except (up to) 50 caps a day (which, again, you won't be able to loot).)
I don't think it is a good trade.


I just checked Overboss chest caps - I have 1 enslaved settlement (56 population, 6 shops and 50 farmers), it sends ~415caps/day.
Last edited by Doombringer; Feb 7, 2018 @ 3:31pm
stormarmy Feb 7, 2018 @ 3:44pm 
Originally posted by Doombringer:
56 population

How??
I get 25 at a push with enough drugs to kill an elephant lol
Doombringer Feb 7, 2018 @ 4:08pm 
Complete automatron, do not kill the mechanist.
Get the rogue robot quest from her.
If she sends you to an encounter with multiple robots there will be 3 settlers.
You can tell them to go to any settlement, and it ignores the population cap.
It is easy to run rogue robot repeatedly and very quickly.
(If you teleport to the institute, then to your destination not much game time will pass (2minutes), so you won't have to do a million settlement defenses while farming settlers.)

Also, if you want high charisma use a full suit of 'unyielding' armor and irradiate yourself down to 25% health for +15 CHA. You can get base 12 (raise to 10, get daddy-O or X-cell withdrawal, use 'You're SPECIAL', get bobblehead), Dapper Gent hat, glasses, fancy plaid suit for +5 more, and use Vault-Tec barber chair for +1 = 43 population cap without chems.
Can get +15 more from chems.
(Also donut CC has 5 +1 CHA consumables, I don't know how many of them stack.)
EDIT: (apparently CC backpack can also add +1)

You can get to the chem cap in 3 settlements by using one of each chem and spam re-assigning from a full (non-chem capped) settlement. Note that re-assigning will take a few seconds to register, so you can re-assign past the cap if you are fast enough.
Last edited by Doombringer; Feb 7, 2018 @ 5:00pm
Bored Peon Feb 7, 2018 @ 4:48pm 
Originally posted by Doombringer:
(Also donut CC has 5 +1 CHA consumables, I don't know how many of them stack.)

Alcohol CHA bonuses do not stack for population checks (they do for speech for some dumbass reason.) Chems do stack. There never was a food buff before (CC Slocum Joe's is Old Glory donut for +1)

In vanilla before all the DLC you could get a max of 43 settlers if you had all the right chems, armors, clothing, and recruitment settlements (ie recruit to like 12 send 6 to big settlement.)

CC backpack mod also gives 1 cha with a Railroad patch on it.

Thanks for the tip on the barber chair. I always wondered why their was no CHA bonus item for Vault DLC.

The other funny thing people do not really know is Preston and his gang of idiot do NOT follow population limits upon completing the quest. They go to Sanctuary regardless of how may people are in it. So if you wait until liek 40 settlers then you get the bonus 4 settlers (Mary, Jun, Mama Murphy, and Sturgess because Preston does NOT count unless assigned to Sanctuary by you after dismissing.)

Now the way a recruitment camp works best is Use a base of six settlers. Put 2 of them on food, 4 others on shops and stuff, build as much bonus happiness as you can. Also make sure you provide a bunch of defense and at least twenty beds. Then because of the high happiness you should be easily recruiting 1 settler a day. NEVER move those first six settlers or your happiness and recruitment speed tanks. ALso make your provisoner to connect the supply line form some OTHEr settlement, and do not build robots in the recruitment camp because their base 50 happiness messes with the population.

Dpending on your charisma you probbaly want to do a supply chain for food as well. The settlement can grow very quickly. The wiki claims at four idle settlers the settlement stops recruiting, it is wrong. What happens is wiht four idle settlers you start receiving a recruitment chance penalty each day, which is easily countered with happiness bonus. If ignored long enough you can end up going back and having a dozen idle settlers.

The other thing to keep in mind is brahmin. Since you are recruiting so many settlers quickly you are going to get a herd of brahmin very easily. Each settler recruited has like a 5% chance to bring a brahmin with them. So using someplace small might become a pain in the ass with brahmin. Of course you can jsut kill them like people that use Hangman's Alley for a recruiting station.

What I would do is reach about 30-35 settlers in settlement THEN run the Rogue Robot reward settlers to the settlement. Simply because replacing some the X-Cell and Daytripper chems can be a complete pain in the ass. You should also move all your special NPCs (Doc Anderson, Ron Staples, Smiling Larry, Scribe, Ryliee, Sheffeild, Vault Rep, etc) prior to inflating the population.

Also keep in mind once that settlement is inflated you will NOT be able to send companions back to that settlement. Personally I always send companions back to their default location so they do not count towards populations.
Last edited by Bored Peon; Feb 7, 2018 @ 5:02pm
Doombringer Feb 7, 2018 @ 4:55pm 
Note that brahmin count against the population cap, even though they don't add to the population number up in the corner.

CC donuts has tea, coffee, and 3 donuts that add +1 CHA, so current cap (with CC backpack & CC donuts) is between 60 and 64. (I don't have CC donuts, so I can't check.)
And again, this cap can be ignored.
Last edited by Doombringer; Feb 7, 2018 @ 4:59pm
Bored Peon Feb 7, 2018 @ 5:01pm 
Originally posted by Doombringer:
Note that brahmin count against the population cap, even though they don't add to the population number up in the corner.

Who told you that?

http://steamcommunity.com/sharedfiles/filedetails/?id=679275246

You are thinking of the Gene and Kelly scripts. For some dumbass reason it would check against the population count and add to the population. Then once the dog or brahmin reached the settlement it stopping counting towards population.
raubrey Feb 7, 2018 @ 8:22pm 
Originally posted by Doombringer:
100 happiness is easy, use the 'good' slot machines from Vault-Tec DLC. Spam them.
(the generous payout ones)

I've been following your happiness data with interest as I never really tried to get things over 80.
Anyway, I also I have the DLC now so have more incentive to work on it and added the slots to Red Rocket and my happiness went down. (grrr) Is it because I set it for the experimental MRI (pick out degenerates) thing or was it just a fluke, do you or anyone know?

Right after this happened I saw a dead settler which maybe caused the down spiral (I have no idea how long they were dead)...how they died I have no clue...the place had been stable for 200 hours. After MANY trips, I finally may have it stable again, I just started deleting items in reverse order...

I would like to get the achievement with the raiders which I see can be cheesed, I don't know if there is a huge benefit to going to 100 other than personal satisfaction. I guess then I get chem stations or whatever but I was curious about this as I probably won't repeat the raider playthrough for sometime.

Thanks in advance.
Bored Peon Feb 7, 2018 @ 8:48pm 
Originally posted by raubrey:
I also I have the DLC now so have more incentive to work on it and added the slots to Red Rocket and my happiness went down. (grrr) Is it because I set it for the experimental MRI (pick out degenerates) thing or was it just a fluke, do you or anyone know?

Customer Profiling provides 1 cap and 5 points to settlement Happiness.

http://fallout.wikia.com/wiki/Slot_machine

Originally posted by raubrey:
Right after this happened I saw a dead settler which maybe caused the down spiral (I have no idea how long they were dead)...how they died I have no clue...the place had been stable for 200 hours. After MANY trips, I finally may have it stable again, I just started deleting items in reverse order...

If you are using a power cycle it can kill settlers.

Shock parameters – This variant generates 4 power and is potentially lethal for the settler assigned to the Power Cycle 1000 (5% chance per day).
Buffout parameters – This variant generates 2 power and is potentially lethal for the settler assigned to the Power Cycle 1000 (2% chance per day).
Peaceful parameters – This variant generates 2 power and is non-lethal.

http://fallout.wikia.com/wiki/Power_Cycle_1000

The eye machine.
Subliminal messaging – Produces 15 happiness and requires 6 power, but has a mortality chance of 2% per day.
Vault monitoring – Produces 5 happiness and requires 3 power, but has a mortality chance of 1% per day.
Improved eye care – Produces 10 happiness and requires 3 power, with no chance of mortality.

http://fallout.wikia.com/wiki/Phoropter

So ya if you built a bunch of vault stuff and had chosen option 1 or 2 it will kill your settlers, lol.

Unfortunately there is no way to undo those choices.

The downward movement of your happiness is caused by the death of those settlers. When Wasteland Workshop came out it introduced settlers dying in the arena, it was either a -20 or -30 happiness target modifer that lasts a week in game.
Doombringer Feb 7, 2018 @ 10:16pm 
Originally posted by raubrey:
I've been following your happiness data with interest as I never really tried to get things over 80.
Anyway, I also I have the DLC now so have more incentive to work on it and added the slots to Red Rocket and my happiness went down. (grrr) Is it because I set it for the experimental MRI (pick out degenerates) thing or was it just a fluke, do you or anyone know?

Right after this happened I saw a dead settler which maybe caused the down spiral (I have no idea how long they were dead)...how they died I have no clue...the place had been stable for 200 hours. After MANY trips, I finally may have it stable again, I just started deleting items in reverse order...

I would like to get the achievement with the raiders which I see can be cheesed, I don't know if there is a huge benefit to going to 100 other than personal satisfaction. I guess then I get chem stations or whatever but I was curious about this as I probably won't repeat the raider playthrough for sometime.

Thanks in advance.
You chose the 'evil' slot machines instead of the good ones :(
Don't use those.
Generous payout is 15 happiness, customer profiling also works but you need more.
Evil ones add a few more caps, no happiness. (Lots of the 'evil' vault-tec items kill settlers.)
Death is -20 happiness for a while (a week sounds about right).

You can just place a million level 3 bars and make everyone a barkeeper.

Originally posted by Bored Peon:
Who told you that?
I thought workshoptotalpopulation included them, but checking source code, workshoptotalpopulation = WorkshopRatingPopulation, which is the displayed number.
Last edited by Doombringer; Feb 7, 2018 @ 10:37pm
Bored Peon Feb 7, 2018 @ 10:48pm 
Originally posted by Doombringer:
Originally posted by Bored Peon:
Who told you that?
I thought workshoptotalpopulation included them, but checking source code, workshoptotalpopulation = WorkshopRatingPopulation, which is the displayed number.

But you were part right. Originally they did count towards population when buying/moving them. Then Automatron area patches removed the population count check. Of course cages made Gene and Kelly irrelevant.

Originally posted by Doombringer:
Death is -20 happiness for a while (a week sounds about right).

Shows up in console as a global modifier. Works the same way as completing a recent radiant for a settlement, except in reverse. It last 7 days game time, but the timer on it pauses when you wait or sleep. So the length of the buff will depend on your sleeping habits. It also might do a weird scaling thing like the quest bonus, starts at one number then diminshes over time until it is completely gone. Like you get the full bonus then after liek 4 or 7 days it starts scaling backwards.
Last edited by Bored Peon; Feb 7, 2018 @ 10:50pm
raubrey Feb 8, 2018 @ 9:45am 
Originally posted by Doombringer:

You chose the 'evil' slot machines instead of the good ones :(
Don't use those.

I guess according the Wiki @BoredPerson posted I probably killed someone with the eye test...despite the 1% a day chance apparrently I shouldn't go to Vegas as my luck went south there -- near insta-kill as often as I go there. I knew the cycle was a killer but didn't think to look up the eye exam...oh well.

Anyway, thanks. :steammocking:
Last edited by raubrey; Feb 8, 2018 @ 9:45am
Bored Peon Feb 8, 2018 @ 10:56am 
Originally posted by raubrey:
I probably killed someone with the eye test...despite the 1% a day chance apparrently

I would imagine having it makes each settler roll every day.

That 1% is not much different than owning 20 settlements and have three of them "win" the 2% chance to be attacked that day. Well you get the idea.
stormarmy Feb 8, 2018 @ 11:26am 
Can setting up an arena for gladiator battles improve happiness?
Was just thinking more for capturing a few gunners and pitting them against things like deathclaws in an arena for ♥♥♥♥♥ and gigs

But pitting settlers against animals or each other definitely causes unhappiness right?
Last edited by stormarmy; Feb 8, 2018 @ 11:27am
Doombringer Feb 8, 2018 @ 12:02pm 
I've never played with arena fights.
You can get permanent happiness bonuses to stay at 100 with all the DLC objects without too much trouble though.
stormarmy Feb 8, 2018 @ 12:30pm 
They could have done a full on thing about it like if you put on a fight per week you get caps for people turning up and shops do better, and the bar does really well so on so forth

Settlers get happiness etc etc

Seems like an afterthought a lot of this stuff
I'd be happy to wait 10 years for a fallout game if they exhausted every avenue inside the game, but they never do :/
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Date Posted: Feb 5, 2018 @ 5:45am
Posts: 60