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Normally those rescued settlers run off to some destination. Something must have bugged the script.
It should despawn when you leave the area.
Those settlers usually run at full speed away after combat. The recruitable ones from the raider encounters tend to just walk casually to somewhere.
I found sometimes if they were named settler selecting the move option if they are within a build area lets me acquire them as a settler.
I agree I have ran into similar issues with pretty much all the rescued settlers encounters.
Sometimes I can get an option to give them things or send them to a settlement other times they only spout generic responses.
If you don't mind using Console Commands, there are ones to Disable the NPC or set them for Deletion, lots of useful ones for cleaning things up - take a look at some Console Commands sometime, if you don't mind cleaning them up that way. You can just restart the game after using the Console and your Achievements will be obtainable again (using the Console negates Achievements for the game session).
GL
Personally, I have moved on to the Settlers Calling. I no longer even use beacons anymore. I do this because it actually prevents scripting issues. I no longer have to worry about that newly recruited settler throwing off the data in one or more settlements because the script handling sucks. Which also means I do not need to make a trip halfway across an empty Commonwealth just to fix a data flaw.
Using the console does not affect achievements. It only affects achievements if you use a mod to enable the console in survival. If you play vanilla normal then you can use all the console commands you want for achievements.
The only reason mods disable achievements is because the game runs on consoles and Sony and Microsoft do not want mods affecting their achievement system. PCs just get screwed over by being lumped in with them.
The ones from the mutants always seem to run to Sanctuary. For the sanctuary? Unless they are way far away on the map. I think one went to Abernathy once. They just stand there as you said. Cannot be recruited. You can assign them a job. They will start to walk towards it. Then turn around and go back to their spot and just stand there again. I have seen them multiple times. At first I tried to recruit them. Hard to believe Dan has never seen this before.
But I like playing with this. I have recruited multiple random settlers, the Pillars of the Community cultists, the kid in the fridge family, stray cats, stray brahmin and even some robots.
There are also a few other cases where recruitment quests for people don't properly shut down to leave their normal behaviour and they keep going to their last recruitment quest location because it takes priority over non-quest behaviour. You see this sometimes with unique merchants and with Curie if she's not recruited in the right way.
That is the beauty of Settlers Calling. I simply push a button at the workbench and a settler appears. Basically the same as using a console command to spawn a settler. So it has no scripting use. Then since I am in the settlement they get added to the scripting data for the settlement is updated. Since doing this the amount of incorrect data in my pipboy is non-existent unless I recruit something.
Where in your case that script data goes wonky because you recruit and because you move settlers.
Not, The Settler Who Came In From The Cold.