I want them to be happy

Post » Sat Feb 13, 2016 3:47 pm

why would a dweller who is healthy and working in the right place be unhappy? I wish there were a way to tell why someone's unhappy. Sometimes they say they wish they could lie down for a while -- would putting them in living quarters be equivalent to that? Does sending them to a training room make them happy? Everyone has an outfit, everyone has a weapon, I'm at 72% overall and most people are at 100% but there are these few Debbie downers moping around.
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Len swann
 
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Post » Sun Feb 14, 2016 12:20 am

Sounds like those dwellers have gone through a lot, hehe.



Have you given them stimpacks or radaways? Exiting the game and going back in a few hours can also heal them automatically.

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Queen Bitch
 
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Post » Sat Feb 13, 2016 8:16 am

Double post... Please ignore.

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jadie kell
 
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Post » Sat Feb 13, 2016 11:05 pm

I had a mopey dweller, I gave them a radaway problem solved.

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Stephani Silva
 
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Post » Sat Feb 13, 2016 12:04 pm

theres only a couple reasons a dweller might be unhappy.

the lose on a failed room rush

they lose when you take people out of the radio room

and i think they lose it when they get critically injured or irradiated.


they start out at 50%

for some reason, most dweller will just randomy gain happiness until they stabilize at 75%

but some don't for some reason, they stay at 50%

it might have something to do with being around other dwellers. some like to be alone, some like the company of others.


most like to work, they are happier when they are producing.


if a dweller gets damage near death, their happiness drops...interesengly enough, if they die and you spend caps to revive them, their happiness jumps to 100%.


if you fail a room rush, the room gets a negative auro that drains 10% over time, if you send in others to help, they lose happiness too.

the converse works too, if you succeed, the room gets a positive boost and you can move others into the room to gain it.


if you have some people with low happy, stubborn. you can put just 1 guy in a room and do a room rush, if they fail, only that 1 guy is affected. of course you still have to deal with the incident. if you succeed you can then move the others back in.

sometimes it is better to have only 1 guy in the room for a rush, because it takes the average of everyones stats to determine the failure %, so lower stat guys dilute the results causing a higher failure rate.


putting people in the radio room boosts the happy, but taking them back out, drops it.

if the radio room is empty, and an incident occurs, and you move people in to deal with it, your happines will go up but as soon as the ncident is over, they will leave on their own causing the happy to drop again.


if 2 people have six and make a baby together, they both get a 50% boost.


i find that for the most part, people don't lose happy naturally. they stay arpt whatever they were at, as long as nobody fails a room rush nobody gets critical injured, and nobody runs into another room to help deal with a failed room rush.


naturally occuring incidents like raiders,fire and roaches that were not caused by failed room rush do not lower happy, it is safe to move people from other oroms to deal with them.
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Blaine
 
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Post » Sat Feb 13, 2016 12:18 pm

I have a dweller at 77% who keeps saying how happy he is. He is in a room full of dwellers, some at 100% others in the 90s. I don't get it.

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Jonathan Montero
 
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Post » Sat Feb 13, 2016 5:31 pm

I haven't figured out the happiness thing either. It's hard to predict what production room they prefer because I have a few that have the same amount for two different stats. For example 4 in Strength and Agility so how will the game know to make them happier in a Diner or Power Station? I'm still trying to figure it out.
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barbara belmonte
 
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