**** Official Fallout 4 Thread ****

Guys, I'm having problems with lightboxes. I've tried all sorts of ways of routing power to them, but I cannot for the life of me get them all to light up. Is there a max amount of junctions? I have enough power (three large generators, 45 power) but they're on the west of Sanctuary, whereas the area with all the lights is on the East, at the large tree. I have cables routed from house to house using large pylons, and I can get flood lights etc to light up, just not all of the boxes. Ideas?

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EDIT: I was being thick. I forgot each light needed 1 power. Can anyone answer my second question about traders?


Also, I've build a general trader, and assigned a settler to it. He stands there, and I can choose to barter, but both inventories are blank.

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Amraam said:
Also, I've build a general trader, and assigned a settler to it. He stands there, and I can choose to barter, but both inventories are blank.

I think this is because it takes a while for the settlement to register the NPC as a trader. Go to another settlement and sleep for 24 hours then go back.
 
Just took castle at level 21, wasn't too difficult but wasn't that easy either. Glad I didn't do it earlier, some rough places on the way there as well.
 
Just been to Boston Library last night. Kind of disappointed that I passed the persuasion. Missed what would have been an epic 3 way fight!

Fired up the game today expecting to see steam download the patch. But nothing happened. :o

Sorted it. Turns out that assigned traders also only trade between 8 and 6, so outside of those hours they simply have empty inventories.
 
When I speak to any of my traders outside the trading hours I just get the usual options like with any other settler

Somethings bugged, as after ringing the bell to gather their attention, they all just stand around doing nout. Been like 12+ game hours since and they're all still just stood there...
 
Can anyone tell me what are the advantages/disadvantages of moving all your settlers to the same settlement? I'm not totally ignoring the settlement stuff but equally I don't want to spend half my time running back and forth to fight off attacks etc.

If I send everyone to Sanctuary say, will the abandoned settlements they leave behind act like the empty settlements I've found and chosen not to do anything with? What's the benefit of having multiple settlements (just increased production if you can be bothered to micro manage it all?)
 
Following on from discussions about difficulty a couple of pages ago, I would recommend anyone struggling as I am/was to make their way to Diamond City sooner rather than later. I was putting this off as I didn't want to advance the main quest too quickly, but was getting in a grind with the BoS/Minuteman quests which give a lot of punishment for little reward and not much scope to sell loot. The crunch came after doing a settler mission and finding myself 50% radiated after dealing with molerats and putting a water purifier in the seriously radioactive puddle (the old drive in movie site). Down to one Radaway and the next mission hit me up with more rads dealing with the ghouls at National Guard. No radaway in site and couldn't find the roaming doctor.

So off to Diamond it was. Loads of shops and sellers, tons of decent weapons and ammo and two doctors who will heal your rads for a fraction of the cost buying radaway. Also encountered Cait who has now replaced the Minuteman as my companion (will give Piper a run later).

Diamond comes across as being modelled (a bit) on Land Of The Dead. The lower half of the city where the poor folk live and the upper tiers for the hoi polloi. Had to stop myself going a bit postal on the people up top especially the snidely couples in the bar, as I don't want to pee off the useful traders on the ground level. Quite subtle of Bethesda as it kind of means I'm getting under the skin of the character I'm playing.
 
Following on from discussions about difficulty a couple of pages ago, I would recommend anyone struggling as I am/was to make their way to Diamond City sooner rather than later. I was putting this off as I didn't want to advance the main quest too quickly, but was getting in a grind with the BoS/Minuteman quests which give a lot of punishment for little reward and not much scope to sell loot. The crunch came after doing a settler mission and finding myself 50% radiated after dealing with molerats and putting a water purifier in the seriously radioactive puddle (the old drive in movie site). Down to one Radaway and the next mission hit me up with more rads dealing with the ghouls at National Guard. No radaway in site and couldn't find the roaming doctor.

I finally visited Diamond City when I was L36 and I wish I hadn't as I'm being railroaded into the main quest.

An alternative route for people finding the game difficult is to do what I did:

Don't just carry on with any faction's quests. Not even the minuteman's radiant quests about establishing settlements. It will quickly get more and more difficult even with those as you end up having to manage a dozen marginal settlements.

Instead, explore extensively in the north of the map. With a few exceptions, areas there are significantly easier.

Build and craft as much as you can. You can quickly reach L20 with little more than building and crafting. It might only be 1-15xp per thing, but if you build and craft 100 items (only 1 small building and some food and chems) you can easily get as much XP as you'd get from finishing 3 or 4 quests. Levelling increases your power a lot more than it might seem (especially if you choose your perks wisely) and can enable you to significantly improve your equipment.

A specific piece of advice about the Starlight drive-in site:

Avoid the water until after you have gained control of the settlement (as you had, since you were building on it). Enter building mode and scrap the barrels of radioactive waste in the pool. This immediately removes all radioactivity from the water.


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On the subject of settlements, a few things that might make it easier:

Save up specific clothing for settlers doing specific things. So, for example, all my shopkeepers wear suits and all my provisioners wear combat armour. This saves you accidentally reassigning a settler to a different task when you intended to assign a settler to it who wasn't already doing something else. Note that any unnamed settler assigned to be a provisioner will be renamed "Provisioner" and will keep that name even if you assign them to something else.

Despite what the ingame tip tells you, any settlers not assigned to a task will default to farming if any plants aren't being attended to. Not scavenging. I haven't seen any evidence of any settler scavenging, although it would be easy to miss a few extra junk items being added to the workbench inventory that already has hundreds of them.

Build up one settlement before going on to another, where that's possible. The most convenient security is turrets - they require no settlers and no power and are very effective. My standard defensive tactic is to build a door at one point on the wall of the first floor of my building and build a small floor section outside of it. I then extend that around the building with other small floor sections, creating a narrow platform around the building. I garnish the platform liberally with heavy machinegun turrets, usually 8 (1 in each corner, 1 in the centre of each side) to give major firepower in each direction. Obviously, I take into account line of sight and other defences - no point having turrets pointing at a wall a few yards away. I'll also place turrets at entry points and block off points of entry with concrete blocks (structures/wood/floor/the first type of shack foundation) which clip through almost everything and allow you to build impenetrable castle walls. Overkill security usually prevents any attacks at all. I have >150 security on my major settlements, plus complete encircling walls with at least 4 heavy machinegun turrets at the gate. I got called to defend one once, when it was attacked by a band of 14 raiders led by a legendary raider. I fast travelled to it immediately and was just in time to get one shot at the one remaining raider, who was being shot by 3 turrets and 2 settlers at the time. He hadn't made it into the settlement at all and the rest didn't even get that close.

Scrap everything at a new settlement unless you decide not to for roleplay reasons. For example, I haven't scrapped anything at Abernathy Farm because the Abernathy family live there. All I've done there is add lots of security, a water pump and some clean beds under shelter. It would be unreasonable to scrap everything they've done. Hey Connie, is this your favourite chair? Not any more! It's a few bits of cloth and wood that I'll use somewhere else.

Establish provisioners to link settlements. I suggest just 1 or 2 from any one settlement, as they don't contribute to the settlement but do require resources from it (food, water, bed). This lets you share resources between settlements, which makes building so much more convenient and smooths out resource shortages (i.e. a food or water surplus at one settlement will offset a shortage at any other settlement on the chain of provisioned settlements). The link is immediate across all linked settlements, regardless of distance and without any need for direct links. If A is linked to B and B is linked to C, then A is linked to C.

Establish shops. A junk shop will provide a useful source of materials, especially the harder to get stuff like copper. They will also increase the happiness of the settlement and provide you with a continuous income (you may need some unassigned settlers, I'm not sure). It's not much of an income, but it's an income. You probably won't use the other shops other than as places to sell loot, but they contribute to your income and to settler happiness. I've even managed to make Sanctuary nice enough to have Marcy comment that it's not entirely crap! You can also find a few NPC traders who can be persuaded to become settlers and assign them to a L3 shop of the right type, where they will sell some L4 items as well.

I suggest a simple mod that removes (or at least extends) the settlement size limit. That can be done with a simple batch file. You could even do it with just console commands in an unmodded game - the most basic mod for this purpose is just a batch file that you call from the console which executes a few console commands.
 
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Avoid the water until after you have gained control of the settlement (as you had, since you were building on it). Enter building mode and scrap the barrels of radioactive waste in the pool. This immediately removes all radioactivity from the water.

That's a nice attention to detail to have it so realistic.
 
So I have a few mods in place now and I'm still not getting solid 60 fps everywhere. Shadow mods etc largely affect it. Will overclocking the 980Ti help much?
 
Can anyone tell me what are the advantages/disadvantages of moving all your settlers to the same settlement?

The biggest disadvantage is that you can't do it. Population limit is 10 plus your charisma.

I'm not totally ignoring the settlement stuff but equally I don't want to spend half my time running back and forth to fight off attacks etc.

If you make the settlements secure enough, they will either not get attacked or wipe out the attackers without your help. Which makes sense - only feral ghouls will charge machinegun turrets.

If I send everyone to Sanctuary say, will the abandoned settlements they leave behind act like the empty settlements I've found and chosen not to do anything with?

I don't know. I've had a few settlers just turn up out of the blue, although not in a settlement with a population of 0.

What's the benefit of having multiple settlements (just increased production if you can be bothered to micro manage it all?)

No micromanagement required. Settlers will default to farming, so you only have to build the required resources (shelter, water, food), make the settlement very secure and then you can ignore it.

The benefits that I can think of (assuming you don't find any fun in building settlements) are:

1) Caps. If you build shops and assign settlers to them, they will pay taxes to you. This tax is placed in the settlement workshop under the label "Bottlecaps", not directly into your inventory.

2) Resources. You can make adhesive from plants (vegetable starch, made at a cooking station, makes 5 units of adhesive). You'll need adhesive for almost every equipment mod and it's not all that common in looting, so this is useful. If you link settlements with provisioners they will share resources, so you don't even have to go to the settlements that grow the plants to make the starch. Food and water will also automatically be shared between lnked settlements, which reduces the management required even more. It will also make it easier for you to collect your tax money, since all the tax from every shop in every linked settlement will be available from any of the lnked settlements.

3) Minuteman quests. I think the minuteman questline requires multiple settlements. After all, that is the whole point of that questline.
 
That's a nice attention to detail to have it so realistic.

:) I only found it by accident because I was hoping that scrapping the barrels would get me some nuclear material that I might need for crafting something later. I wasn't expecting the water that has had several barrels of high level radioactive waste leaking into it for 200 years to suddenly stop being radioactive.

I'm assuming that like most water it's still very slightly radioactive in-game (hence the need for a purifier) but it definitely becomes harmless to go near it or even wade around in it.
 
Somethings bugged, as after ringing the bell to gather their attention, they all just stand around doing nout. Been like 12+ game hours since and they're all still just stood there...

I had a couple of settlers spend a whole day trying to walk through a wall into the new shopping centre and pub I'd built. The entrance was a few yards around the corner.

I also had one stuck on the bottom step of the few steps up to the entrance, just bobbing up and down a little as they tried and failed to step up from the ground to the steps. I had to order them to step away and replace the steps with a very short ladder. It turns out that settlers can't understand a 6 inch gap.

The funniest glitch I've had so far was the pack brahmin that somehow managed to end up stuck in the ruined roof of one the buildings in Sanctuary. There is no access to that roof unless you can jump from ground level to it or climb to the roof of a nearby 3 storey building and jump down and across to the roof. Who knew brahmin were such extraordinary jumpers?

It's Bethesda. Glitches are to be be expected.
 
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Thanks, that makes sense. I don't explicitly hate the settlement building but I just want to be able to do it occasionally and on my own terms rather than being forced into it by constant attacks and alerts... The benefits of linking them up and having multiple settlements seem worthwhile though so I may look into it :p
 
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