The Abernathy's?

Post » Fri Nov 27, 2015 9:52 pm

So I ended up with the Abernathy Farm being one of my settlements. Kind of by accident as I didn't know just doing that little quest for them suddenly made the place yours.

Anyway other than adding some turrets (which were needed right away as there as an attack as soon as I placed them down) I really don't plan on doing anything else there. There's just the three living there, the dad, mom and daughter who are all named NPC's (the Abernathy's). I have no intention of adding a radio signal to add more settlers.

My question is, can these guys get killed? I assume that the generic 'Settler' can, but these three are named. My concern is the defense (since I know they get attacked now). Is three turrets enough? Should I care? What happens to the place if all three are killed?

PS - I kind of like the daughter to be honest. Not really cute, but nice to talk to and good VA. Like her story with her parents and late sister. Hate to see something happen to her. Course this isn't Skyrim so I can't just pick some of her melons and marry her. ;)

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Emily Graham
 
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Post » Fri Nov 27, 2015 6:09 pm

http://i.imgur.com/9V3Mqqx.jpg they can be killed.

So if you really care about them, maybe set up a solid perimeter to keep them safe. :P

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jenny goodwin
 
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Post » Fri Nov 27, 2015 1:52 pm

The daughter died on my game, got kidnapped and i forgot to go rescue her :(

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lexy
 
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Post » Fri Nov 27, 2015 3:52 pm

No kidding. There's that damn 'rescue the kidnapped person' side quest in this game. Damn.

Well, I'll be adding a few dozen more turrets then. Got to keep my melon girl safe.

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James Baldwin
 
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Post » Fri Nov 27, 2015 4:29 pm

They keep getting kidnapped in my game. It seems like every few days one of them gets kidnapped and I have to go save them. They already had a decent defense (over food+water), but it didn't seem to deter it. Last night, I built a ton more turrets bringing the defense up to 80. Hopefully that stems the tide of kidnappings...

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kirsty williams
 
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Post » Fri Nov 27, 2015 5:31 pm

Well considering my spouse in Skyrim would get kidnapped regardless of my Housecarl being right there guarding (yeah right) the house I imagine that defense will do nothing to stop the side-quests.

So what do I need to look out for? Some message pop-up on the Pipboy? What if it pops up while I'm in the middle of clearing some massive raider den?

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Adrian Powers
 
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Post » Fri Nov 27, 2015 10:03 am

In my case, I get the warning from going near Preston. He'll be all 'Oh btw buddy ol pal ol buddy friend. There is a settlement that needs your help!' and I'll get a quest (with it's own name, not a misc quest). If you didn't hear Preston's plea, but walked near enough trigger his quest throw, it would be possible not to notice. The quest will refer me to a town, and once there, a settler will advance the quest with instructions. For me, it's usually kill zombies/mutants/raiders for Sanctuary or some little settlement with a name starting with a Z (Zamboni or something)... OR.. a kidnapping at Abernathy farm. Always one of those three for me. I know the kidnapping quests are timed once you know it's a kidnapping. I don't know if the timer starts when Preston gives you the quest, or starts when you visit the town to advance the quest.

I closed down the Z named settlement (Zamboni or something) by moving the settlers to a major town, so I haven't gotten any more of those. It's been about a game-week since I've added tons more turrets to the farm and haven't had a kidnapping since then, but I could just be lucky. I still get quests for Sanctuary though, but my defense there isn't super high relative to the food+water. I built a couple of those big water purifiers, so I've got like 200 defense vs 120ish water+food. I should probably pump the defense up more and see if that nails it down.

Alternatively, Preston's quests could just be a random radiant quest generation thing unrelated to town defenses.... in that case the only way to avoid it would be to send him somewhere isolated and avoid visiting. I enjoy seeing his smiling face around town though. He looks a bit like Giancarlo Esposito, which is fun.

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Dan Wright
 
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Post » Fri Nov 27, 2015 5:06 pm

You can move settlers? Can I move the Abernathy's to Sanctuary? That may fix most my issues.

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Deon Knight
 
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Post » Sat Nov 28, 2015 1:12 am

Don't count on it. I got the defense up to 80 and the daughter was still kidnapped by raiders on the other side of the map..

I decked the father and daughter out in leather armor and gave them better weapons, even left the dog there to help with defense. Nope, didn't seem to help. Apparently the raiders are really, really stealthy. Or my game is bugged.
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Verity Hurding
 
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Post » Fri Nov 27, 2015 8:58 pm


You can but not like that. Can't move the Abernathys and you can't move the Sanctuary people, etc
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Michelle Serenity Boss
 
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Post » Fri Nov 27, 2015 10:33 pm

You can only move settlers that arrive by beacon recruitment, including when you have to setup a beacon as part of a quest and those first one or two arrive. I didn't know this for a while either... but target them in build mode and the 'move' command is actually a move between settlement command, not a 'move to that spot' command as I had assumed at a glance.

Sadly, that won't work on named settlers or ones that appeared due to a quests script from quests along the lines of 'my two friends want to move here, clear the spot for them!'.

I've thought of a potential workaround for settlers that can be assigned to supply lines (still not named settlers though). You could, in theory, set them up as a supply line and then wait at the destination town. When they arrive, re-assign them to a local duty. This should transfer the settler between the towns' rosters. I haven't tested it explicitly with one of those type 2 settlers, but it should work.

Alternatively (and this might even work for named settlers) you could target them in the console and move between the towns and then use the 'moveto player' command while still targeted. Once there, reassign them and it might work just like supply lines... also untested yet. If you fast travel, it probably clears the target. In that case, you'd have to know the PRID, which should be the number that pops up when you target them. I'll probably test this tonight to try and close out some tiny settlements of unmovable settlers. It could cause problems if you do it with named NPCs if those NPCs are involved in quests you haven't completed yet. I doubt it would though... most likely you would just have to visit them in the new location to continue the quest.

Or the daughter is sneaking out to visit a love interest and gets captured in transit...

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Lady Shocka
 
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Post » Fri Nov 27, 2015 9:58 am

Well dang. Now I'm regretting having ever done that little favor for them. :(

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~Amy~
 
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Post » Fri Nov 27, 2015 11:53 am


That's a good point. Would be a shame if you constantly had to rescue the daughter throughout your entire time in Fallout 4.
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Claire Mclaughlin
 
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Post » Fri Nov 27, 2015 11:03 pm

you should use the settlement. because of the power lines there the build limit is ridiculously high and you can build some awesome towers

i.e. http://cdn.pcgamesn.com/sites/default/files/Fallout%204%20Settlements%20Abernathy%20Tower.jpg

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Pete Schmitzer
 
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Post » Fri Nov 27, 2015 11:07 am

What are the views like? :)
I thought you could only build up to 5 floors. Is it a glitch between the power-lines?
You could house an army in that tower. Several armies. Lol.
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zoe
 
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