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Defenses are Posts & Turrets, don't have them ? No Defense Rating. Put settlers to work the guard posts and armor and arm them well. 1 settler can handle 6 food crops, with mutfruit giving a full 1 food point while others 0.5 points. No power ? Build manual handle pumps enough to cover the number of people.
Why? You get XP for building. You get lip and sass for getting settlers. I guess if you play Survival you need a few for food, but you're better off water farming, buying food or going to Diamond City and recruiting Sheffield with a Nuka Cola in the same trip you go to buy the Overseer's Guardian. Sheffield is the only non-robot settler who won't give SS lip and sass.
Also, why buy into the "happy settlers" meme. They hardly ever say thanks. You don't get anything but a brownie Badge to show off to other players who don't give a fudge about your "accomplishments". I guess they produce more, with 50 happiness producing ~ 75% production, but... Settlers attract raiders like poop attracts flies. You end up spending the slightly better production on turrets and settlement defenses.
https://www.loverslab.com/topic/154476-commonwealth-captives
With this mod anytime you bust up raider camp or supermutant camp, there will be human captives to rescue.
You can manipulate the spawn %ages of both numbers and sex of the captives, via the Mod Control menu (which we should all run anyway)
Grown up content warning:
As you might expect in a lawless wasteland, the captives are nude and tied up in suggestive poses.
In respect for human nature, most folks will set them to 100% female and the mod has a pool of pretty presets for them.
You then can talk to them untie them, and send them on the road, or to your favorite settlement, or have them simply follow you there and then release them to that settlement there.
If combat is not over, as soon as u untie them they will fight on your side even if they wear zero clothes and are unarmed.. So for immersion I feel its best to wait to untie them until all raiders/supermutants are gone.
But if you want more guards or men for any other reason, you can also set it as 100% guys,
or 50/50 m/f if u want.
I trust rescued settlers more than the ones who come from the beacons.
Those could include synth spies/sabotuers (this is very rare in the game but it does happen).
But rescued captives are never going to be placed synth agents.
The rescuees are all only level 2 though, so they need good armor and arms if u want them to be useful in a fight.
Also Better Settlers is another mod.
You dont get as many as with commonwealth captives but they are highers levels.
Especially Luke the former Minuteman is a great fighter , and he is a random encounter on the road between sanctuary and diamond City.
Most folks dont want to recruit him because he is an obvious raging alcoholic.
but he fights hard for you and your settelements and is happy to be associated again with the minutemen and has respectful dialog for you once he sobers up.
I have also found him before hanging out in one of my settlements if I dont find/recruit him early in the game.
Actually, now that I think about it, while he may be from this :
https://www.nexusmods.com/fallout4/mods/4772
he may also be from this:
https://www.nexusmods.com/fallout4/mods/8704
I have all 3 of the linked mods installed.
They work great together.
Yeah, I kind of get that, up until now I've just enjoyed roaming around having fun. I've just got Preston Garvey as a companion and every time I complete something he has another 'defend a settlement' quest... would it be bad to go to some of the settlements that aren't doing well or too many people for the resources and bump them off to get some peace and quiet?
https://www.nexusmods.com/fallout4/mods/58588
"Adds bound captives to Raider and Super Mutant lairs that you can rescue and recruit for your settlements.
Commonwealth Captives randomly spawns captive settlers in various states of distress throughout enemy lairs in the Commonwealth.
Once freed, the settlers become followers who can be given equipment and who will fight alongside you. You can also request sexual favors from them in return for your gallant efforts. When you are ready, you can dismiss them or recruit them to one of your settlements."
End quote.
The settlers are tied up nude and presented in a erotic manner.
but it doesnt change that they cna be fully fucntiponing settlers.
Also the female sttelers u rescue tend to be quite attractive, better than game average.
You cna control the %age of males vs females that u find in the mod control Menu.
Most folks set the controller to all female though.
And I feel they can be trusted more and will never be synths.
This way when u need ot populate a settlement you just raid knows supermutant or raider lairs and after kiling the bad guys take the rescued settlers to your settlements.
It's funny, but the game seems wise to that and Garvey sends you to some quest where you can't pull that stunt again.
Best to buy cows (100 caps) from Kelly the used Cow dealer and from Cow traps.
What if you just go to the failing settlements and dismiss any settlers to somewhere else before Garvey sends you to defend it?
All. Of. Them.
Delete them all and start over.
I'm not bitter about that tho. Gonna make a mod called "Johnny Vortex" tho, and salt and turpintine and combat knife..
You can't dissmiss them all. usually, there's a settlement leader who can't be dismissed, but you can kill them.