A Provisioner died.

Post » Sat Jan 16, 2016 4:09 pm


I was going to post the same. I came across my provisioner in the wild and he was attacked by raiders. Basically took a knee and then got up again and kept going. However, they can get stuck in sort of a death loop. if they walk through a raider infested area just get put down, get up, immediately put down again. Eventually they make it out. I also made sure I used a ghoul to provision to spectacle island, I think the radiation would take down a normal human.

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Tiffany Castillo
 
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Post » Sat Jan 16, 2016 8:40 pm

Only lost one in 300 hours or so.....poor woman got replaced by a Synth and the turrets at Ft Starlight blasted the Synth to bits. The Brahmin got away though.
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TIhIsmc L Griot
 
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Post » Sat Jan 16, 2016 2:59 pm

"Ricocheted", got ya. *wink*

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sam
 
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Post » Sat Jan 16, 2016 5:30 pm

It's wacky, and not 100% but a provisioner can die if they're within your sphere of infuance when they receive the fatal blow.


Like how you receive xp out of nowhere, two groups are fighting, because your near, the xp rings up on you.


I had a provisioner die from a bloodstinger because I was near them. Yet, I faught along side on on the road, he go's down but stands up 30 seconds later. Like a lot of things on this game..wacky.


"Now, a moment of silence in dear Roberts memory."


*10 seconds later, settlers start screaming*


"IRISH WAKE, IRISH WAKE!!"
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maddison
 
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Post » Sat Jan 16, 2016 4:13 pm


Nope. Protected doesn't mean immortal. It only means that they collapse with enough damage and if they take more damage that's fatal at that time, they die. A Deathclaw ripping an NPC apart, literally, is more than enough damage to eliminate them. It's exactly the same as Legendary enemies who take too much damage and do not have a chance to mutate to their stronger forms before dying. That is what happens to provisioners. Not a bug.

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Trevi
 
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Post » Sun Jan 17, 2016 1:44 am

I equip all my provisioners with miniguns, at least they have a good fighting chance out in the wasteland. Once I walking near Hangman's alley and I heard a minigun cutting loose in the distance, so I headed toward the firefight to see who had the gun. When I got close it was my provisioner battling it out with super mutants just outside of Diamond City. Also if your provisioner is around or near one of your settlements with the minigun, he'll definitely help out tremendously if it is being attacked.

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helliehexx
 
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Post » Sat Jan 16, 2016 10:25 am


Those bots are rare and unrecruitable.



Human settlers, otherwise, can just re-appear out of nowhere, die, and repeat :P

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Emma Pennington
 
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Post » Sat Jan 16, 2016 3:05 pm

His name was Robert Paulson.



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Greg Cavaliere
 
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Post » Sat Jan 16, 2016 8:29 pm



If ever we can name settlers, here's one that I'll use.
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Emma Copeland
 
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Post » Sat Jan 16, 2016 3:17 pm

I have soooo many settlers that I have multiple provisioners going all over. I wouldn't even notice if one was dead! just use multiple routes and always have more than one to each settlement. daisy chain them all. you will never miss a beat!

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Krista Belle Davis
 
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Post » Sat Jan 16, 2016 2:30 pm

I prefer Tyler Durden, it has a slight touch of Herp Derpaderp.

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Campbell
 
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Post » Sat Jan 16, 2016 10:47 am



I never said protected meant immortal, but whatever. Since that's absolutely not how "Protected" works in Skyrim, I'm assuming you're basing your belief in a change on things you've observed. That's fair, but it's more believable to me that you're encountering a bug than that Bethesda changed a system like that. We won't know for sure until we get some CK documentation or a testing sample size greater than the two of us.


As for legendary enemies, I one-shot them with no problem all the time, so I'm not sure what you're getting at there.
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Nany Smith
 
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Post » Sat Jan 16, 2016 6:35 pm

Robert Paulson, as portayed by Meatdog!

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Samantha hulme
 
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Post » Sat Jan 16, 2016 10:47 am

When a provisioner takes to much damage, they will usually sit down and the enemy will leave them be until they recover, but I personally witnessed a provisioner die by the hands of a super mutant suicide bomber that was running passed a downed provisioner headed for me and when I shot him, he detonated, killing the provisioner. At the time, I didn't arm that particular provisioner with a minigun, because I gave out all the ones I collected (7 total) to other provisioners.

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how solid
 
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Post » Sat Jan 16, 2016 8:25 pm


Doesn't anyone think this is funny? I mean a lot of us complain about how our companions get in the way of us, now it's the other way around? :lmao:

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no_excuse
 
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Post » Sat Jan 16, 2016 9:54 pm

Well you said the body isn't there so maybe there is hope and he got back up or or or or



Zombies confirmed in Fallout 4

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Kelsey Hall
 
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Post » Sun Jan 17, 2016 2:56 am


I thought it worked the way you are saying Ishmael, but who knows.

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David John Hunter
 
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Post » Sun Jan 17, 2016 1:11 am

It is with a heavy heart that I inform you that Robert is confirmed MIA. He was been automatically replaced by a Settler who has not taken the title of Provisioner. His body remains missing, his family in Tenpines Bluff never got to say goodbye. I hope Robert is in a better place.

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Big Homie
 
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Post » Sun Jan 17, 2016 2:41 am

I checked the the wikia, and apparently settlers are protected from death, so long as the damage is from a hostile NPC. However they can be killed by any kind player damage (not sure about mines or friendly fire from other townsfolk), so avoid using with weapons with splash damage when protecting your towns. But strangely, provisioners do not have this protection, so they are in fact mortal.

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Sam Parker
 
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Post » Sat Jan 16, 2016 1:23 pm



It is either intended design, an oversight in design, or known issue allowed to launch - but the above is essentially correct and easily obervable / testable in game.


Provisioners are not immune or immortal. What they have is the basic level of protection that former bethesda games ala Skyrim used to call 'recovery mode' - it usually covers them but rapid damage with high enough dps can and will kill them.


When a provisioner suffers enough damage that it would normally kill them, they are instead set to recovery mode - zero hp but alive, sitting on the grround and no longer targeted by enemies. This lasts until they recover or battle is over and most situations ensures they live.


But either intended design, design flaw, or bug in design that was allowed to ship - if a provisioner is shot by the player, no recovery mode kicks in. If a prov is shot by npcs with high enough and fast enough spike damage, it kills then before the recovery mode can initiate and kick in.


Super mutuants with missiles, deathclaws with gibbing attacks, etc can and will kill provs on their routes if loaded into world by your presence. Not sure how many ugrids the range is, but neighbor cells are loaded as you enter and move around FO4 world and if a prov loads offscreen or around terrain withing this ugrid proximity they load, they can easily die before you even know they are under attack.


Its part luck - you can go entire campaign without single prov ever dying, and then have a playthrough where they die often.
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Trish
 
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Post » Sun Jan 17, 2016 12:32 am

:sadvaultboy:



He's gone to that big settlement in the sky...unless he died suddenly and horrifically, in which case he is probably doomed to wander his old route forever and ever until his little ghost mind gives way and turns him into a bloodthirsty spectre :ahhh:

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victoria gillis
 
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Post » Sat Jan 16, 2016 4:55 pm

Fun fact: after some testing with one of my guards armed with a fat man and a few stray punches in a crowded bar :gun:, settlers don't seem to do friendly fire to each other. The first test, no one was hurt, the second where I just blasted the room myself, Several were dead, or seriously hurt.

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Marcus Jordan
 
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Post » Sat Jan 16, 2016 5:46 pm

Damn it Robert... /cry .. I TOLD you to take Dogmeat with you!

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Ridhwan Hemsome
 
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Post » Sat Jan 16, 2016 11:10 am

Here is what UESPWiki has to say about the http://www.uesp.net/wiki/Skyrim:Essential_NPCs:




Spoiler

There are several NPCs in Skyrim who at some point during gameplay are essential. In effect, this means they cannot be killed under any condition (unlike http://www.uesp.net/wiki/Skyrim:Protected_NPCs, who can be killed normally by the player, but not by others), and when their health bar fully depletes, they will merely fall into a state of recovery for a short time before standing back up with full health. Unlike http://www.uesp.net/wiki/Oblivion:Oblivion, it is not possible to tell whether an NPC is essential without attempting to kill them or by using the level 100 http://www.uesp.net/wiki/Skyrim:Pickpocket perk http://www.uesp.net/wiki/Skyrim:Perfect_Touch, which allows the player to remove equipped items; in the case of essential NPCs, however, the player will not be able to use this perk on them. NPCs are usually only set to essential if they are of high importance to a later quest (some of these essential NPCs have http://www.uesp.net/wiki/Skyrim:Scripted_Deaths during, or at the end of, the quest).



Some NPCs in Skyrim are always essential and can never be killed, even after their associated quests are completed. Notable examples include the Imperial legates at the Imperial camps and named Stormcloak officers at the Stormcloak camps.


http://www.uesp.net/wiki/Skyrim:Child are not listed here because they use a tag other than essential to prevent them from being killed. This tag is a part of their race and, with the exception of http://www.uesp.net/wiki/Skyrim:Babette and http://www.uesp.net/wiki/Skyrim:Sofiehttp://www.uesp.net/wiki/Skyrim:Hearthfire, these two tags are never both found on the same NPC.




And http://www.uesp.net/wiki/Skyrim:Protected_NPCs:




Spoiler

Several NPCs in Skyrim are protected at some point during gameplay. This means that when their health depletes (usually down to 10% of its maximum, but this will occur even if the NPC's health would have been reduced to zero), they enter a state called "bleedout", where they fall to their knees and are ignored by all hostile entities until their health regenerates. Unlike the similar http://www.uesp.net/wiki/Skyrim:Essential_NPCs status, they can still be killed if they are attacked by the player, where they will die as easily as non-protected NPCs.


A permanent http://www.uesp.net/wiki/Skyrim:Followers accompanying the player is set as protected, regardless of whether or not they are normally. This also applies to the player's http://www.uesp.net/wiki/Skyrim:Marriage and anyone http://www.uesp.net/wiki/Skyrim:Rebuilding_the_Blades into the http://www.uesp.net/wiki/Skyrim:Blades.


To be killed, as of the 1.9 Patch, a protected NPC must have his or her health fall to zero from a direct hit by the player. An important keyword in this definition is "direct." This can sometimes lead to your follower or spouse surviving attacks from you when you don't expect them to. Namely ...


Fall damage from the http://www.uesp.net/wiki/Skyrim:Unrelenting_Force shout will not kill a protected NPC. A poison slipped into your spouse's or inactive follower's pocket (Note: Only inactive followers can be pickpocketed) using the http://www.uesp.net/wiki/Skyrim:Poisoned will only bring the Protected NPC into bleedout, even if that same poison would kill the protected NPC if it were applied to the Player's weapon.


For a list of protected NPCs see http://www.uesp.net/wiki/Category:Skyrim-Protected_NPCs and for a list of protected creatures see http://www.uesp.net/wiki/Category:Skyrim-Protected_Creatures.




The crucial part for the Protected tag description being:




Based on this, it wouldn't matter if a Deathclaw attack would normally rip them to -500% health in one blow, it still wouldn't have that effect, because they will not go below about 10% from NPC attacks (or at least from a single NPC attack) and once they are at ~10% they can only go lower as a result of damage caused by the player (with splash damage or possibly things like land mines, turrets, etc., possibly counting as "damage caused by the player").



An important caveat is that, it got changed a bit with the final patch for Skyrim:




So, in the final vanilla version of Skryim, the "splash" or "overflow" damage from player being able to kill "Protected NPCs" was removed. Protected NPCs would never go below some low threshold (around 10% or maybe less) from ANY source of damage other than a direct hit by the player.



I am certainly no expert on this stuff and do not pretend that the way it works in Skyrim is necessarily proof of how it is working in Fallout 4. But my limited observations up to this point suggest to me that the same two (well three if you count the additional tag on children) tags are being used in FO4 and that they work just about the same as they did in Skyrim:



Essential: cannot die by any cause.



Protected: cannot die by NPC caused damage. If NPC caused damage would take them to zero or less than zero health, they go to a low level (~10% or thereabouts), go into a sitting animation and remain in this "bleed out" status until hostiles are clear from their area, at which point they start to regenerate and then eventually get back up and behave normally. Direct damage (and maybe 'indirect' or 'proxy' damage) from the player can nonetheless kill a protected NPC at any time.



Hopefully I am not being misleading, and I don't intend what I'm saying to be the "final word," just trying to clarify what is probably/maybe going on in FO4 based on how it worked in their most recent game with the sister version of the engine, Skyrim.



It may be possible as of this time (and even without the GECK) to do enough detective work with FO4edit, and/or just in-game tests to determine if it works differently in FO4 than it did in the final version of Skyrim.

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Lewis Morel
 
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Post » Sat Jan 16, 2016 1:14 pm

Meh, he had [censored] [censored] anyway. No big loss.

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Rachel Briere
 
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