Fallout 4

Fallout 4

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danconnors Feb 3, 2020 @ 3:22pm
The Settler Who Stood There
This is at Sanctuary. I rescued a settler while at Abernathy's farm. She was being guarded by three super mutants--since deceased. i ran to their location to loot them, and the settler had disappeared--par for the course. When I returned to Sanctuary there was a settler standing there that I could talk to. She was dressed similarly to the one I'd rescued--so a free settler.

Not so fast. I checked my populace, and it was unchanged. I assigned her to crops, but she didn't go to work, and production of food remained unchanged. Maybe she'll do better at Star Light Drive In. However, while I could order her there, she didn't budge. Population of Star Lite remained unchanged.

I guess the question is: While she's standing there, doing nothing, is she eating my food and drinking my water? If I shoot her for being a useless bum will my settlers get PO'd? Will she later, maybe, become useful?
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Showing 1-15 of 16 comments
Bored Peon Feb 3, 2020 @ 3:56pm 
Originally posted by danconnors:
I guess the question is: While she's standing there, doing nothing, is she eating my food and drinking my water?
No.

Normally those rescued settlers run off to some destination. Something must have bugged the script.

It should despawn when you leave the area.
You may have to select the move option to assign the settler to sanctuary etc. before you can assign them to work.
Bored Peon Feb 3, 2020 @ 4:00pm 
Originally posted by =EGC= kansasterry:
You may have to select the move option to assign the settler to sanctuary etc. before you can assign them to work.
Nah, it was a neutral NPC left over from the super mutant encounter near the railroad tressel.

Those settlers usually run at full speed away after combat. The recruitable ones from the raider encounters tend to just walk casually to somewhere.
Originally posted by Bored Peon:
Originally posted by =EGC= kansasterry:
You may have to select the move option to assign the settler to sanctuary etc. before you can assign them to work.
Nah, it was a neutral NPC left over from the super mutant encounter near the railroad tressel.

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.
Bored Peon Feb 3, 2020 @ 4:11pm 
That whole prisoner script is wonky for super mutants. I have had the option to free and arm them come up once in a great while.
Originally posted by Bored Peon:
That whole prisoner script is wonky for super mutants. I have had the option to free and arm them come up once in a great while.

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.
Last edited by =EGC= kansasterry; Feb 3, 2020 @ 4:22pm
Tesityr Feb 3, 2020 @ 4:35pm 
If you don't want to use Console Commands, you can always Quicksave and shoot them and see what happens (if other Settlers attack you, etc).

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
Bored Peon Feb 3, 2020 @ 5:44pm 
Originally posted by =EGC= kansasterry:
Originally posted by Bored Peon:
That whole prisoner script is wonky for super mutants. I have had the option to free and arm them come up once in a great while.

I agree I have ran into similar issues with pretty much all the rescued settlers encounters.
The group of three settlers fighting raiders has a "bug" if you want to call it that. One of the three gets designated as "leader" and has the dialogue options, the other two just ramble stuff. If the "leader" dies then you lose out on all three.

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.


Originally posted by Tesityr:
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).
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.
Out Of Bubblegum Feb 3, 2020 @ 9:11pm 
Originally posted by Bored Peon:
Originally posted by danconnors:
I guess the question is: While she's standing there, doing nothing, is she eating my food and drinking my water?
No.
Normally those rescued settlers run off to some destination. Something must have bugged the script.
It should despawn when you leave the area.
This.

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.
Last edited by Out Of Bubblegum; Feb 3, 2020 @ 9:21pm
Out Of Bubblegum Feb 3, 2020 @ 9:20pm 
Originally posted by Bored Peon:
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.
And I have started doing something just the opposite. I have been recruiting random settlers using the Amazing Follower Tweaks mod. Just for the lulz. But those do muck up the scripts. The settler count is very wonky. I have to make triple the amount of beds to mask the settler counts going way up.
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.
DouglasGrave Feb 3, 2020 @ 9:22pm 
I suspect they may have been intended to pick a random settlement as their destination, but have not been properly set up to become recruitable once they arrive.

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.
Out Of Bubblegum Feb 3, 2020 @ 9:28pm 
Originally posted by DouglasGrave:
I suspect they may have been intended to pick a random settlement as their destination, but have not been properly set up to become recruitable once they arrive.
Agree. I think they were supposed to be recruitable.
Bored Peon Feb 3, 2020 @ 9:34pm 
Originally posted by Out Of Bubblegum:
Originally posted by Bored Peon:
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.
And I have started doing something just the opposite. I have been recruiting random settlers using the Amazing Follower Tweaks mod. Just for the lulz. But those do muck up the scripts. The settler count is very wonky. I have to make triple the amount of beds to mask the settler counts going way up.
I wanted to play with AFT after using it Skyrim and before I tried it I saw many warning about the scripting issues with it.

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.
danconnors Feb 3, 2020 @ 10:54pm 
Oh well, it's not that big a deal anymore. I can get through the entire game easily with 4 settlers now. That gets me all the glue I need, and that's all I need from settlers. Even counting that I shoot all my ghoul would be settlers and most of my males, and have to move my main settlement away from Sanctuary or have people look like they're dragging around on a crucifix.
Out Of Bubblegum Feb 3, 2020 @ 11:31pm 
The Settler Who Stood There

Not, The Settler Who Came In From The Cold.
Last edited by Out Of Bubblegum; Feb 3, 2020 @ 11:32pm
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Date Posted: Feb 3, 2020 @ 3:22pm
Posts: 16