Questions about settlements and companions

Post » Tue Dec 01, 2015 8:08 am

Hello all,

Since the game is seriously lacking in any kind of tutorial, I have couple of questions:

SETTLEMENTS:

1. Trade boots don't seem to work. I assign a settler, it says that it was assigned, but nothing happens. Tried with different one's.

2. Weapons trade booth shows a red person icon. What does it mean?

3. Is there any other purpose for me to expand my settlements except the trading booths? I mean do I get something if there are more settlers per settlement?

COMPANIONS:

4. If I understand it correctly, the companion has unlimited ammo to his default weapon only, even if I give him another weapon with same ammo I still need to give him the ammo. Is that correct?

5. Companions often are completely useless, since they lag behind. Is there a way to make them follow me closer?

6. Can i give them commands without selecting them first? that's very not user friendly..

Thanks!

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Helen Quill
 
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Post » Tue Dec 01, 2015 10:11 am

6,5: No
4: Yes you are right.
3: More settlers means more workers so yes. Also cooler.
2: Red means no one is assigned.
1: Shops open at 9am I belive, see if you can barter then.
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LittleMiss
 
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Post » Mon Nov 30, 2015 9:49 pm

For 6 it's not perfect but you can select them first and walk around ready to give them a command it may even stay open. You can't x jump when it's open or it will activate command and open pip boy o will close it other stuff should work... like vats.
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Rachie Stout
 
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Post » Tue Dec 01, 2015 11:33 am

Thanks.

Re 3: why do I need more workers? I know they can work on food.. anything else?

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Jynx Anthropic
 
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Post » Mon Nov 30, 2015 10:51 pm

i'm not entirely sure how calling for the minute men work but more settlements/settlers may give you more back-up and settlements give you more range for mortars when you install them

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Lily Something
 
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Post » Tue Dec 01, 2015 10:12 am

1- trade routes link settlements so you can share resources - not whole items, but the raw materials. E.g. You link A and B. Both share food, water, building and craft materials. They are still stored locally, but can be accessed as common imventory for building, crafting, and sustaining 1 food+1 water per settler per day needed.

2- all stores assign settler just fine with two exceptions - some named npcs cant be assigned, and tier 1 weapons store is bugged. Settler either never assigns or never mans it. For only weapons store tier 1, just ignore it and build tier 2 ti start.

3- two answers why more settlements (well 3 but aside from personal enjoyment roleplay etc)
more settlers = higher pop = more stores able to be manned. Each store produces caps based on what tier it is (tier 3 emporium best) and total pop at settlement. So more settlements = more pop = more stores that can be assigned = more income

More settlements = more range you are covered by mortars once artillery unlocked.

4- companion has two answers - depends if companion is with you as 'current companion' or not
If companion is with you - yes, only their hidden, never seen in inventory starter weapon has unlimited ammo. Any weapon you give them, regardless same caliber or not, will need ammo just like you

If companion is not with you, just living at that settlement, then he reverts to same NPC settler rule for ammo - OnE single round of correct caliber will allow them to fire unlimited bullets with any gun given them. Settlers have no default hidden weapon - if you take away their starter pipe pistol or whatever seen in inventory (or every ammo), they will run around unable to fire and in fact has voice dialog that sometimes says help out of ammo.

5- for now, no. After GECK release, no doubt improved AI mods will be first ones out

6- no, same answer as above. But this one i'd prob not mod for my own game because without radios it makes sense you can only command companions you can see / in shouting distance.
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lolli
 
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Post » Tue Dec 01, 2015 4:21 am

On 3: You probably want a lot of tato, mutfruit and corn so you can make vegetable starch (junk item 5 adhesive, everything needs it pretty rare). Settlers not assigned will collect random resources and if you put them on resource stations they will collect more and better stuff.

BUT most importantly...

big settlements are cool.

Edit: Artillery? I think I need to head to that castle Preston told me about :D
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JaNnatul Naimah
 
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Post » Mon Nov 30, 2015 10:35 pm

If the trade booth would work, then I would have seen caps adding up, right?

I don't see that and no one is there after 9AM or ever..

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Amiee Kent
 
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Post » Tue Dec 01, 2015 12:06 pm

you can assign them to a shop and a thingy that get better scraps and to guard posts.

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Kara Payne
 
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Post » Tue Dec 01, 2015 6:33 am

your question was answered in point #2. if you're not going to read the reply someone takes time to give, then don't ask so many questions at once.

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OTTO
 
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Post » Tue Dec 01, 2015 7:42 am

One little bit of uncommon knowledge. In the V mode of construction you can mouseover a settler he will highlight in green...and if he has a job and you can see his job it will also highlight in green.

So, for example, you are in V mode and you mouseover a settler..in the background are the crops......if he is working crops they will also turn green.....or his booth or his artillery etc.

a really crappy way of management but at least I can tell .

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Isabel Ruiz
 
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Post » Tue Dec 01, 2015 4:38 am

Your "cut" for the caps a booth earns will be found in the workshop inventory.

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Emma Pennington
 
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Post » Tue Dec 01, 2015 11:34 am

Thanks for the detailed reply. I was just on the run, so replied quickly :)

Anyway, you mention tier 1 weapon shop, but I am talking about the regular shop. Is the regular level1 shop also bugged?

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Cathrine Jack
 
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Post » Mon Nov 30, 2015 10:53 pm

Ok, so small correction:

Indeed it was the WEAPONS SHOP that had the problem, not the regular TRADING SHOP. With the other one it works..

Is there a list of income that these shops bring?

Also, for the best one's in each category it requires a the caps collector skill. Is it worth it?

I read that it's better to sell purified water.. can someone advise? I don't want to spend too much time on this stuff, but I do wanna make lots of caps :)

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DarkGypsy
 
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Post » Mon Nov 30, 2015 11:10 pm

More questions:

1. Can settlers die in a raid? How about turrets?

2. What happens if you fail to stop a raid?

3. What does happiness affect? only the growth of the settlement?

4. Can I increase the borders of the green zone of the workshop? By having more settlers perhaps?

Thanks

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Monique Cameron
 
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