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What is the max amount of settlers in vault 88?
I just fixed the bug so i can finally use Vault 88 to build in :D
So please help.
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Showing 1-15 of 27 comments
RPGWanderer Aug 20, 2016 @ 5:58am 
Isn't the amount of settlers in any settlement a function of your total charisma score ? Or do you mean that all the areas in vault 88 count as a settlement ?
Ronnie Rooney Aug 20, 2016 @ 6:01am 
Originally posted by RPGWanderer:
Isn't the amount of settlers in any settlement a function of your total charisma score ? Or do you mean that all the areas in vault 88 count as a settlement ?
All the areas in vault 88 count as a settlement.
And i have full charisma.
And yes it depends on the charisma.
But i want to know what the max is.
Is it more then normal settlements?
Modi Aug 20, 2016 @ 6:13am 
I would assume the normal max, 10+charisma
Othobrithol Aug 20, 2016 @ 6:22am 
Mine has 32 atm, but with drugs etc I could probably push that a bit higher.
Ronnie Rooney Aug 20, 2016 @ 6:44am 
Originally posted by Othobrithol:
Mine has 32 atm, but with drugs etc I could probably push that a bit higher.
Yea that's true
Bored Peon Aug 20, 2016 @ 6:47am 
There is no real max anymore. The Rogue Robot quest after Automatron bypasses charisma mechanics. Vanilla was 42 settlers, Far Harbor is 50ish, and Automatron is unlimited.

I can tell you that too many and you might regret it. The loitering of settlers around the newer items is wonky as hell because the developers lacked the foresight to limit how many will loiter.

The loitering is cool at first, but after you start getting up around twenty settlers and they all stand around the same spot it loses the coolness.
Last edited by Bored Peon; Aug 20, 2016 @ 6:48am
peacefighter Aug 20, 2016 @ 9:57pm 
Originally posted by ZerozNL:
Originally posted by RPGWanderer:
Isn't the amount of settlers in any settlement a function of your total charisma score ? Or do you mean that all the areas in vault 88 count as a settlement ?
All the areas in vault 88 count as a settlement.
And i have full charisma.
And yes it depends on the charisma.
But i want to know what the max is.
Is it more then normal settlements?

I do not know with certainty the max settlers in Vault 88. I have 30 so far, and probably will go higher. In all the non-Vault 88 settlements that I fully developed, settler levels are 20. My christma level is 10 (no enhancement). This is consistent with what is already said in this thread; max settlers = Chrisma + 10; however, Vault 88 is obviously not your typical settlement.

I have found 33 Vault 88 jumpsuits. Everyone of my settlers in Vault 88 wears one. So, I assume that perhaps 33 is the max?
Panda-Bishop Aug 20, 2016 @ 10:01pm 
Vault 88 definitely doesn't use the normal max settlers limit, my character has 11 Cha (10 normally, +1 from bobblehead) and already have 26 people without using any other Cha boosting equipment or consumables.
Bored Peon Aug 20, 2016 @ 11:55pm 
Hmmm, more references to going over the normal charisma limits.

Someone had pointed it out before a few weeks ago, it was promptly dimissed as being the result of a mod he was using. Or the fact he was using the Rogue Robots radiant.

The weird thing is my vault had stopped at 26 or 28 out of a possible 28 settlers (using normal limits.) However that really does not mean brahminshit because I could have had bad rolls on recruiting.

Also the vault recruitment beacon is different than a normal recruitment beacon. The first example is the fact it generates no brahmin.

I guess the only real way to find answers on this is to find someone to decompile the coding regarding the vault recruitment beacon.
Last edited by Bored Peon; Aug 20, 2016 @ 11:59pm
Panda-Bishop Aug 21, 2016 @ 12:28am 
Originally posted by Bored Peon:
I guess the only real way to find answers on this is to find someone to decompile the coding regarding the vault recruitment beacon.
Speaking of which, I really should update the CK so I can take a peek at the new workshop scripts.

Edit: Just a quick peek into VaultWorkshopScript has the following in it:
int property VaultBonusNPCs = 10 auto const ; Override parent function - prevent new NPC recruits until after MQ03 int function GetMaxWorkshopNPCs() if DLC06MQ03.GetStageDone(MQ03AllowRecruitmentStage) == false && DLC06PlayerIsOverseer.GetValue() == 0.0 return 0 else return ( Parent.GetMaxWorkshopNPCs() + VaultBonusNPCs) endif
So the limit is base 10 + vault bonus 10 + Charisma. That's actually a lot lower than I expected.
Last edited by Panda-Bishop; Aug 21, 2016 @ 12:42am
CaptainSarcastic Aug 21, 2016 @ 12:46am 
I currently have 75 settlers (well, three of them are robots, but still count as population) in Vault 88 right now, which makes it my most populated settlement. I've been doing lots of the Rogue Robot radiant quests, and already had Sanctuary up to 64 people before deciding to make the Vault huge. My plan is to get it to a population of 88 before Nuka World drops.

I initially thought I might still be getting settlers showing up, but after it passed 40 population or so that seemed to stop.
Last edited by CaptainSarcastic; Aug 21, 2016 @ 12:47am
Bored Peon Aug 21, 2016 @ 1:21am 
Originally posted by Bishop:
Originally posted by Bored Peon:
I guess the only real way to find answers on this is to find someone to decompile the coding regarding the vault recruitment beacon.
Speaking of which, I really should update the CK so I can take a peek at the new workshop scripts.

Edit: Just a quick peek into VaultWorkshopScript has the following in it:
int property VaultBonusNPCs = 10 auto const ; Override parent function - prevent new NPC recruits until after MQ03 int function GetMaxWorkshopNPCs() if DLC06MQ03.GetStageDone(MQ03AllowRecruitmentStage) == false && DLC06PlayerIsOverseer.GetValue() == 0.0 return 0 else return ( Parent.GetMaxWorkshopNPCs() + VaultBonusNPCs) endif
So the limit is base 10 + vault bonus 10 + Charisma. That's actually a lot lower than I expected.

So if I am to understand this and your interpretation it is base charisma +20 instead of +10?

So basically like I said if I got stuck at around 26-28 (non vault settlements were at 28), hard to say which number because I kept seeing both, then I found out certain vault thingies had a 5% chance per day to kill a settler. Just a series of bad rolls while recruiting. I think a LOT of people underestimate the RNG and the good and bad roll strings you can get. Like those who think that idle settlers limit getting new settlers, lol.
Panda-Bishop Aug 21, 2016 @ 2:19am 
Originally posted by Bored Peon:
Originally posted by Bishop:
Speaking of which, I really should update the CK so I can take a peek at the new workshop scripts.

Edit: Just a quick peek into VaultWorkshopScript has the following in it:
int property VaultBonusNPCs = 10 auto const ; Override parent function - prevent new NPC recruits until after MQ03 int function GetMaxWorkshopNPCs() if DLC06MQ03.GetStageDone(MQ03AllowRecruitmentStage) == false && DLC06PlayerIsOverseer.GetValue() == 0.0 return 0 else return ( Parent.GetMaxWorkshopNPCs() + VaultBonusNPCs) endif
So the limit is base 10 + vault bonus 10 + Charisma. That's actually a lot lower than I expected.

So if I am to understand this and your interpretation it is base charisma +20 instead of +10?

So basically like I said if I got stuck at around 26-28 (non vault settlements were at 28), hard to say which number because I kept seeing both, then I found out certain vault thingies had a 5% chance per day to kill a settler. Just a series of bad rolls while recruiting. I think a LOT of people underestimate the RNG and the good and bad roll strings you can get. Like those who think that idle settlers limit getting new settlers, lol.
Yup, the vault workshop script extends the base workshop script, so the GetMaxWorkshopNPC function it's calling is the same one used by all the other settlements and just adds 10 to the result.

IIRC someone mentioned there's a diminishing returns on settler recruitment chance? I'm too lazy to look it up now, but if true it makes sense that it recruitment slows down significantly around 26~28 since it the function would've been balanced around 20 originally.
Bored Peon Aug 21, 2016 @ 3:14am 
Originally posted by Bishop:
IIRC someone mentioned there's a diminishing returns on settler recruitment chance? I'm too lazy to look it up now, but if true it makes sense that it recruitment slows down significantly around 26~28 since it the function would've been balanced around 20 originally.

The diminishing returns I knwo of only occurs when you have idle settlers. After 5 idle settler the chance to recruit decreases. People interpreted the script as it stopping recruitment at 5 idle settlers, then when they tested it they did some real crappy testing. If you think about it you would need to try testing it a couple times just to make sure you did not get a "string of bad rolls" combined with the idle penalty. Myself and many others who play multiple games have disproven this by simply throwing down a beacon alogn wiht beds and crap to safely get a population to 20 or so then coming back and assigning jobs.

Somewhere has to be a list of good results a settlement can get as well. I know for there is "great sucess rolls" when it checks daily. One is you get two settlers and another is a settler with a brahmin, or the brahmin is a flat 5% chance per settler. One of the times I got a great sucess and actually went over my cha cap.

There could be a dimishing returns after the first few? Sometimes it seems I toss a beacon down and I have a bunch of settlers within a few days. Maybe a dimishing inital bonus?

I am still trying to figure out why Starlight is producing 1 tarberry a day, lol. At first I thought it was idle settlers scavenging, but I stopped having idle settlers like 2-3 game days ago. I have never seen any settlement but The Slong produce tarberries, and even then the food storage gets clogged so it stops.
Bored Peon Aug 21, 2016 @ 7:02am 
Originally posted by Bored Peon:
I am still trying to figure out why Starlight is producing 1 tarberry a day, lol. At first I thought it was idle settlers scavenging, but I stopped having idle settlers like 2-3 game days ago. I have never seen any settlement but The Slong produce tarberries, and even then the food storage gets clogged so it stops.

Well I been emptying my workbench every day of food and on days I did not get tarberries I got melons and gourds. So I got to thinking this might be related to the bonus food production brahmin do, I had always assumed it was fertilizer.
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Date Posted: Aug 20, 2016 @ 5:56am
Posts: 27