Fallout 4

Fallout 4

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What can the settlement siren attach to?
Pressure plate is one, but it's bad idea cuz the NPC can't avoid them at all for crying out loud. So what else is on the list?
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Showing 1-11 of 11 comments
Steven Nov 16, 2015 @ 7:28pm 
I didn't have my siren attached to any pressure plates or anything and when I came to The Castle to defend against Ghouls, the siren was already on. I don't know if other settlers set it off or if it automatically goes off during an attack. Was funny though arriving only to find like 14 settlers chasing ghouls with turrets firing everywhere and spotlights.

I do have a siren attached to a pressure plate at another settlement. None of my settlers use that exit, but I couldn't fit a fence there. So I just put a pressure plate down in the grass and it saved me having to put a guard post there.
CursedPanther Nov 16, 2015 @ 7:34pm 
Does the alarm still sound off by attaching it only to a generator during an attack? I've always thought it requires some kinda trigger device.
Finessology Nov 16, 2015 @ 8:06pm 
You keep it attached to a generator and settlers turn it on during attacks.
CursedPanther Nov 16, 2015 @ 8:08pm 
Originally posted by Y0gurtQQ:
You keep it attached to a generator and settlers turn it on during attacks.
Last attack for me was actually a sabotage attempt by a Synth spy and the siren failed. Perhaps I need more than one.
Jercouzen Nov 25, 2015 @ 9:34pm 
Laser tripwire would work better than a pressure plate.
cbf Dec 20, 2015 @ 2:08pm 
siren is npc-activated power switching option which allows you to divert power when a settlement registers danger.

for water-puriifier colonies like the slog and sanctuary you can use the siren to divert water energy into weapons. there are other large power consumers (spoiler needed here), same deal. rob their powers to power your heavy laser racks and rockets.

power has precedence rules i cant confirm here, but - make shortest possible wires from siren to power, and lasers to siren, and employ multiple sirens, multiple lasers, and redundant wires, if you have abundant copper

for the WATER power, add at least one pylon before power. when you use a terminal, the distance in meters is reported in diagnostics per laser or spotlight. clearly the game CAN use this as a precedence factor so im basing my guesswork off of this.

sometimes the water pumps take precedence, and i dont know the exact mechanics, but distance from power over wires might matter here. or order of creation.

having water pumps connected to a pylon is less direct as shown below

h2o <- pylon <- power ->siren -> lasers

seems more reliable than

h20 <- power -> siren -> lasers

for diverting power successfully.

settlers must physically arrive at the sirens to turn them on so you want some light turrets and some hardwired spotlights to give the hostilities some time to spin up the settler awareness, a synth raid can out-destroy siren-powered lasers before the switch is flipped.

its possible that you could have spotlights in sufficient numbers to demand an equal amount of power to power weapons when the siren flips on, but for the most part i cant see the value of sirens without large encampments of water purifiers, the economy of heavy mg turrets is good enough for small outposts without creating a more expensive power hierarchy.

Last edited by cbf; Dec 20, 2015 @ 2:17pm
Nite69 Dec 20, 2015 @ 2:10pm 
I have one at Sanctuary, but all the good it does, I rarely have an attack thier

but then again my defense is over 250.... lol
Last edited by Nite69; Dec 20, 2015 @ 2:11pm
Bad Frog Dec 20, 2015 @ 3:34pm 
I set up sirens next to guard posts, and made sure to assign someone to them. They alway then the sirens on themselves when needed
Aircheese Sep 9, 2017 @ 3:28am 
(I didn't read everything, but)

This is , how my security auto siren setup works..

Laser tripwire is connected to
1) Generator
2) Interval switch

Interval switch is connected to Siren

When an enemy triggers the laser trap, the interval switch jumps on and siren as well

How you all understood that :P

Oh and...YES...keep the Siren ON !
Last edited by Aircheese; Sep 9, 2017 @ 3:30am
lPaladinl Sep 9, 2017 @ 3:44am 
You don't need to use traps to set off the siren. Settlers automatically run to the siren to turn it on and off when an attack starts and ends.

Really the Siren doesn't do much of anything useful, other than it's a quick way to group your settlers together. It's more effective than the dinner bell at getting everyone to gather up at the post.

It doesn't really provide any defensive vantage, and I don't see why it would matter even if having everyone grouped would make them more effective. Settlement attacks are usually a joke, and settlers are impossible to kill already.

It's probably more useful for arenas to set up settlers closer to cages (or away from them, since settlers can get in the way and get upset if you blow someone up or miss a shot)

Also, considering that the siren has it's own internal switch, you have to leave it on and rig it to only recieve power after a trap is sprung. Problem is, Settlers may break the system and turn the switch off, making you flip it back on every time.
Last edited by lPaladinl; Sep 9, 2017 @ 3:49am
Aircheese Sep 9, 2017 @ 4:58am 
Anytime my settlers were under attack, none of them turned the Siren ON, so I dunno.
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Date Posted: Nov 16, 2015 @ 7:19pm
Posts: 11