Settlement Feedback.

Post » Sun Nov 29, 2015 4:38 am

I love the new settlement feature!
All in all, I have propably spent over 30% of my playtime tinkering at my main base.

BUT it would be really nice if the settler assignments were a bit easier to manage..

Maybe have a little list in the build menu where I can see who is assigned to what,

and manage them from there.
It gets tiresome, running around clicking at settlers, and not knowing if they already have a job,

or what job they have. And then running around manually clicking at crops to assign etc.

On bigger bases it can be hard to even FIND all your settlers at times,

so I'd like to see my settlers on the little navigation compass or have a marker above their heads that you can see through walls etc. Perhaps also only when the build menu is open so it does not get too intrusive.

When I am building walls etc, I would like to have an option to toggle 'snapping' of items I am placing.

It can be frustrating to place walls very close to previously placed walls/floors etc, if you want it at a slight angle for example.

But all in all the crafting/settlement systems are very well thought out,

and it is consuming my life at the moment.

Thanks!

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luis ortiz
 
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Post » Sun Nov 29, 2015 3:02 am

luckily bethesda has actually thought of the ''if you cannot find certain settlers'' problem, all you need is a little investment into a workshop misc item called ''ringing bell'' this gets all the settlers in your current settlement together to sort the jobs out.

and I'm having the wall problems aswell, try to get the floor in a right position including yourself, also try moving around a bit and see that sometimes you can get the right position.

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Lilit Ager
 
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Post » Sun Nov 29, 2015 6:24 pm

I actually have a ringing bell, but I just haven't used it I guess.

Your tip is appreciated. But the method is not very practical, although it is an immersive way of doing it.

Trouble is, that I have a pretty complicated base with 2 layers of walls/doors and 3 floors with different stairs etc etc.

So If I want to find that ONE settler who is not working, it is a bit of a slow way of doing things.

Thanks for your reply!

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kevin ball
 
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Post » Sun Nov 29, 2015 5:58 pm

Grab settler- run to crop- assign- learn he was doing something else cuz your defense just dropped- find unattended barricade- find settler- re-assign to barricade- look for different settler- re-assign to crop- food didn't change cuz he was already doing his max.

Bang your head on the keyboard and resolve yourself to the fact that your settlers are screwed....

This doesn't require a lot of thought to come up with easy solutions to the overwhelmingly busy settlement management system that's in place.

How could Bethesda put SO much effort into a great game and ignore such easily avoided micromanagement issues like this?

... and don't get me started on how easy it would be to simplify the loot management..

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Nadia Nad
 
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Post » Sun Nov 29, 2015 6:24 pm

I think that some of the free patches/content will address the settlement building. There is endless fodder here for fixes and augments. I wouldn't be surprised if after the post-release development cycle is done, we'll have essentially a full fledged city-builder + RPG all in one. As far as why they don't have all these things fixed before release, well, I personally believe the developers they have are top notch, but their team is simply not big enough for these hugely ambitious games. They have roughly 100 employees but many of them are tasked with things that have nothing to do with programming or even level building. Some build the development tools, some create concept art, some do 3D modeling, etc... The big wigs who hold the purse strings need to let Todd Howard hire more people.

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Deon Knight
 
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Post » Sun Nov 29, 2015 5:43 pm

Just place the wall down and then hold the button (X if on PS4, A if on XBO). You'll select everything that's snapped together. But make this segment of the wall away from the rest of the wall and then move it, otherwise it will grab the entire wall if you start building the segment next to it and you'll wind up needing to grab each segment one by one.

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Sophie Louise Edge
 
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Post » Sun Nov 29, 2015 1:36 pm

Anyone else having trouble selecting crops after they're placed?

I can't even yank them back out of the ground to try re-placing them.

Serious bug here. I have dozens of crops I can't assign, harvest, or relocate. Arrrgh!

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Nathan Barker
 
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Post » Sun Nov 29, 2015 7:32 am

Yes this is excactly what is happening again and again. :)
When you have more than one settlement with 10+ population, then it gets to be a LOT of settler clicking.

Luckily it should be easy to fix, which is why I bothered to post this thread, and even suggest some solutions.

I feel your pain. ^_^

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Marine Arrègle
 
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Post » Sun Nov 29, 2015 7:58 am

A suggestion that I have seen is to give the settlers that you have assigned jobs to a hat, and make them ware it. So you can see at a glance who has been assigned and who has not. But I do agree that it should be visible whilst in settlement mode.

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Bee Baby
 
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Post » Sun Nov 29, 2015 3:11 pm

Seeing that there's already a thread for it, I'll better dump my settlement feedback here too.

1. Like Dadd, I too have had crops become unselectable for harvesting, assigning or even moving. I presume this is because an NPC is managing the crop and probably not some bug, but it would be nice to still be able to move my crops and assign settlers to them.

2. Assigning settlers becomes a right hassle when you get more than a few of them. It would be nice if there was some indication of what the settlers current assigned task is(instead of just highlighting the assigned objects, have the settlers task mentioned in the UI), it would make things a lot easier to manage.

3. The object limit feels to put it bluntly like it was simply to restrict console players from making their settlement too large for their machine to handle. It doesn't feel like it's necessary nor is it a good feature on the PC, it simply limits your creativity. If I want to build a 5 story high wall all around sanctuary, I want to be able to do it, not to be stopped by some arbitrary reason. And don't come with: "the performance will suffer." There already is a mod on the nexus that basically removes the limit and using that people have been building cities that put diamond city to shame without performance loss.

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Amy Siebenhaar
 
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Post » Sun Nov 29, 2015 7:43 am

Try facing crop from different angles, directions. Also try to point above them. I have this problem only with razorgrass and it seems like bug. But while running around swinging mouse wildly I was always able to find "sweet spot". It can be literary anywhere in the vicinity.

Also, while holding E button on PC when building item is selected, you can move item around without need to move yourself. You can raise/lower things when holding E too using mouse wheel.

Otherwise mouse wheel moves item towards or away from you.

Giving your settlers different dress and or headgear according to their occupation can help with their management.

Hope that helps.

We could really use some good documentation, tutorials from developers. In game help and tutorial cowers just bare basics.

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RaeAnne
 
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Post » Sun Nov 29, 2015 7:52 am

Better yet, make "assignment board" item available for building when you unlock leader perk level. Make "assignment" possible via computer or pip boy on higher leadership levels.

That way it would be much more immersive and at the same time would make leadership perk more useful.

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JD bernal
 
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Post » Sun Nov 29, 2015 10:14 am

Small razorgrass is worse than others, but I have whole crops of mutfruit and tatos that I can't access no matter what the angle of attack. Possibly placed too close to each other? Don't know for sure.

Hats on settlers has been mentioned before, but I don't have armor crafting and I hate to compromise their armor with colored hats.

I've never used a mod in any of the Fallout games (played em all to death), but I'll make an exception when someone develops the no-brainer cure for this.

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Tanya
 
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Post » Sun Nov 29, 2015 2:01 pm

The way ive fixed the crop issue is to jump to another location then jump back. It seems to only happen if you place the crop real close to another. Ive also had similar issues with disconnecting/reconnecting wires where the wires become unselectable and suspended in midair. You just need to reload back to the settlement or just leave and come back later.

They also really need to add a menu for settler jobs especially for managing settlers.

The one big issue ive found is the supply route, Buggy and just an outright mess. a settler management menu would really help, its so annoying havin to jump backand forth with constantly loading.

1. At times the supplies arent shared at all eventhough they were previously.

2. Weapons, apparels and mods are NOT shared

3.The supply route must be multi-way, as in assigning a settler to supply Point A to B should still allow you to share the same resources from Point A with Point C if you connect Point C to B.

2. Its almost impossible to find some settlers assigned to a route (incase you need to change the route) and if you do find them they have to be in the vacinity of a settlement for you to modify the route.

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Eilidh Brian
 
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Post » Sun Nov 29, 2015 11:15 am

I agree with some sort of mini visual database, would be an easy way to review... I can barely micromanage my character.

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LittleMiss
 
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Post » Sun Nov 29, 2015 4:23 pm

im having with the settlements that breaks the setllments in terms of happiness to the point they will munity ..

because the pip boy displays different information when away from the settlements ... like i have 15 beds more than enough for the people it says i have 0 when away on pipboy my happiness goes down ... when i go back tro the settlement 15 beds this happens with defense and other stufff PLEASE FIX PRONTO

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Dezzeh
 
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Post » Sun Nov 29, 2015 11:01 am

Im just at beginning (Sanctuary), but my feedback:

More then build new houses, that seems a shack (why?!? why I cant build a decent house?!?)

- I would like to have the chance to restore existing buildings, repair walls, roofs, windows, doors, etc. OR have the chance to remove ALL the buildings and rebuild them with the same pre-"big bang" look... But without holes on walls or roofs of course.

- Have the chance to really clean (/remove) ALL kind of stuffs around the settlement. Removing grass for ex, repairing streets, bridges, etc. Sanctuary for ex: i cant remove some items casue they are half oustside settlement boundaries=workshop range (can you extend them?!?). And I cant remove also that "grass walls" that are around. And some fences that are half isnide them too... I hate the idea I cant clean even the floors of existing houses...

- Maybe have the chance to re-paint them with different colors?

About building new structures:

- More options for perimetral walls. Barbed wire, sandbags, stone walls, ...

- Less modules to build new houses. 1 extension (base) is enough, big (small modules? nah)

- Please, make "luxury" modules to build houses! Materials: Wood/iron/STONE (or concrete)! Decent look! I want to build a decent house!

- Inner walls and doors for new houses

- Windows. Really?!? You cant have a wall with a windows (simply hole / glass. Openable too?)?!?

- Curtains. As option for an inner wall, or for a door, or to add on a window.

- More options for perimetral walls. Barbed wire, sandbags, stone (concrete) walls...

- Sink?!? Why you cant build sinks?!?

- Have the chance to restore all the fornitures. Take an existing bath tub and clean it, for ex, and repair it for a decent look.

Just some ideas...

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Haley Cooper
 
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Post » Sun Nov 29, 2015 3:36 am

I agree with all of this. I really don't like a lot of the limitations they've put in place.

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hannaH
 
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Post » Sun Nov 29, 2015 4:06 am

More of this please http://postimg.org/image/hp5grr0tz/

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Beulah Bell
 
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Post » Sun Nov 29, 2015 3:30 am

One thing that helped me was I "dressed" my settlers in themed outfits (I.E mechanic outfit for scavenger, suit for shop runner, raider leathers for supply line runners, farmer cloths for farmers) to help me distinguish the the new guys from the rest, & to identify each settler's role.

That way I just use the summoning bell and sort them out according to outfit.
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IsAiah AkA figgy
 
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Post » Sun Nov 29, 2015 4:39 am

I'm actually surprised how much I'm enjoying the settlement part of the game. when it was first announced, I was one of the people saying I wasn't really interested in playing sim city or the sims in fallout. I like that they added some quests to it, and gave it some uses. overall, it's a big complicated, clumsy, and not real intuitive................but so far I have to say I'm glad it's there

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Nadia Nad
 
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Post » Sun Nov 29, 2015 6:22 pm

Its official, I hate the building system.

1) No chance to clear/restore completely a Building Zone (Im still making building experiments in Sanctuary).

- You cant scrap ALL the buildings

- You cant remove grass

- You cant remove that d..n grass-walls

- You cant repair not-scrapable buildings

- You cant repair streets, or bridges, etc.

- In general, you cant completely clean buildings (I have a scheleton in 1 house I cant remove for ex) & streets & gardens

- The Building Zone itself... Well, for me in Sanctuary you should be able to modifiy the whole little isle, and not just a part of it. For me, boundaries should be till the other side of river.

2) Building modules:

- Too many

- Too ugly! I can build a settlment from 0, why I should have to build huts with holes instead of decent lloking houses?!?

- For me just 1 size ("big") should be

- Some features are missing as inner walls, inners doors, inner columns.

- Sinks?!? Ok, said yet, but why you cant build sinks? The first thing to have to drink some water?

- Damn, really no snap system on scrapped houses to align building modules?!?

My project:

I was trying to build a large house (the first one, a comunity house where the first settlers could find beds, and all the necessary to start).

The "blueprint" was a 5x5 floors base, with an extension on front with a patio (using big floor) and a hole in the middle od 5x5 (as an old roman house) but

1. you cant build a patio using a floor and roof with the curtain for ex. There arent placeable columns! And have a roof mid-air suspended...

2. existing patios (the small ones) have no option to be open. They have all a fence that stop you to access the patio. So no front access.

3. You could build a patio, but there isnt the option I would like with courtain roof.

4. In any case, a patio means no walls and no doors.

5. No windows. Really, no options for wall with windows?!?

Conclusion: for me there are a lot of options, but with too many limitations. It kills creativity, in my opinion.

Less modules but more modular. Ex wood structures:

- 1 floor module its sufficient (as the big ones)

- roof modules. diffirent stiles are welcome. Ex: flat, sloping, fabric slop...

- ext walls. 1 kind of module is sufficient, but with options: closed wall, wall small door, wall large (2x) door, ext door with window (2 or 3 sizes?)

- INT walls. As before with options for small or large windows. Option: curtains to use as inner walls.

- COLUMNS. So I can place poles where I want inside my house.

Nice to have even:

- working wcs, working baths, working SINKS + working showers?!? (+ happyness!)

About water in settlements, for ex in Sanctuary it should work in this way, in my opinion:

1. You should find the damaged clear water pipe

2. remove (scrap) the damaged part

3. add new pipes to connect the pipe to bring water to Sanctuary to

4. the purifier placed on the river

5. build water tanks to collect clear water for all the settlement.

6. new ittem: water mill, + open pipes could be necessary to irrigate fields. Irrigating fields with purified water could help to have new green grass and better crops.

I know its too late for all this, but maybe in Fallout 5...

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Brιonα Renae
 
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Post » Sun Nov 29, 2015 10:02 am

My #1 grip is settler management. Perhaps the computer terminal you can build could serve as a settler UI showing assignments and allowing you to rename and summon specific settlers. I'd settle for a quick way to check the assingment of specific settler at a glance... but some way of seeing an overview would be a major help.

Does anyone know if the summoning bell pulls in provisioners (ie, supply chain assignments)? I'd like to break my supply chains and rebuild them from scratch.... but the prospect of hunting down povisioners that could be anywhere seems daunting.

You can bypass the object limit with a memory cheat. A bit of google searching should bring you right to the nexus page for it. Sadly until the mod tools are released, we likely won't see a proper mod changing the limit, but the memory hack works well enough. The engine does have some limitations though, so if you bypass the limit, eventually you will cause some crashing issues if you keep building, but the true limit depends on your machine and is much higher than what they give. It was definitely set with consoles in mind. I've been building beyond the limit so far without any trouble.

This goes into my minor gripe of being given waaaaay too many settlements....with most of them being dinky little spots without much space. I'd rather have fewer areas with more space. I guess I wouldn't mind getting tons of little settlements eventually along with big ones, but I want big ones. It seems like the minutemen quest chains just throw settlement after settlement at me... perhaps only have the quest chains give maybe 2 big settlements and 2 small ones... then only deliver the other 20 settlements or so as the originals are developed. I guess I should just learn to say no. I just feel overwhelmed by the number of settlements... and at the same time I want to fully invest in developing one.

I see the reason they went they way they did though. Consoles and lower end PCs just can't handle too many objects in one place...so by setting a low object limit and tossing a dozen or two dozen settelments at you, they can force you to spread out your work. Unfortunately, that's the opposite of what I want to do. It's a minor gripe though as the town building far exceeds what I expected and I'm having tons of fun with. I was expecting something static and inflexible, like Skyrim's Hearthfire house building. I was very pleasantly surprised! Mods will tailor the experience to me eventually...and I've already bypassed the object limit.

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Alkira rose Nankivell
 
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Post » Sun Nov 29, 2015 10:38 am

they seem fun but now I'm not sure i want to invest perk points for local leader when you dont get much from them. one place to store junk and breakdown needed materials is enough. At least sanctuary seems to have all the crafting benches and there is usually the old dirty woman trader there. I've already invested 2 points in barter which I'll use anyway as i hate getting 10 caps for decent medium weapons. Then I put 2 extra points in chr which i'll likely never get back but maybe I'll take lone wanderer so it'll be worth it. I still need 1 str to get armorer, I have 0 lockpicking. Tons of money and ammo so what do i really need to pick locks for. Now it sounds like making a water factory would be ideal but i dont need to connect them for that and any water towers or turrets I want to make I can bring the needed materials or stop by after a dungeon rather than spend another 4 points on chr and local leader.

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x a million...
 
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Post » Sun Nov 29, 2015 4:50 pm

You are a GENIUS! I was looking to see if you could rename settlers (Farmer 1, Farmer 2, Guard 5, etc.), which you cannot. Hats I can do right now!

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Dona BlackHeart
 
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