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Settler Assignments


terrahtv1

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This is one of the most annoying parts about settlements. The settlers need to be assigned to things in order for them to be useful at all! It's aggravating mostly because when i assign a settler to something there is no indication of what that settler is assinged to and I have to use my crappy memory to try and remember.

 

What I'm looking for is a way to mark settlers, telling me what they are assinged to (if this already exsists in game, please tell me where).

 

Though the best solution would be for settlers to assing themselves to something that needs assinging if they aren't already tasked to something else. That way I don't need to micro-manage the giant babies.

 

I'm asking this of any modders cause I have no idea how to make mods. I tried before but I just couldn't understand what I was doing...

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Well it is KIND OF already in the game. If a settler is assigned to a watchtower for example, the watchtower will be highlighted when you aim at the settler in building mode.

 

Hope this helped you a little. But it would still be worth improving. Like some kind of list that tells you everything the settler is assigned to.

 

The original way to tell what a settler is assigned to of course only works when the assigned ressources are in your field of view while aiming at the settler.

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I've been thinking about this lately too. Something that might work alright is having an appropriate icon appear above each settler's head when you're in Workshop mode or looking at them (similar to how looking at a companion from a distance pops up a prompt).

 

Some text info to go with it could be good too; e.g. "Caravan: Settlement X to Settlement Y", the names of the crops a farmer is assigned to, etc.

 

 

I imagine all this will probably need the GECK and maybe F4SE, though.

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Well it is KIND OF already in the game. If a settler is assigned to a watchtower for example, the watchtower will be highlighted when you aim at the settler in building mode.

 

Hope this helped you a little. But it would still be worth improving. Like some kind of list that tells you everything the settler is assigned to.

 

The original way to tell what a settler is assigned to of course only works when the assigned ressources are in your field of view while aiming at the settler.

 

A little, yeah. Thank you. It's kind of silly that tha's all the devs thought of. But it is Bethesda, afterall... I shouldn't be too surprised.

 

 

Theres a couple of options atm:

 

1 Settler Naming Mod: http://www.nexusmods.com/fallout4/mods/2017/?

 

2. Equip clothing / armour on your settlers that indicates there role. My guards have uniforms, etc...

 

I agree with your comments tho, this would be good :smile:

 

Yeah, actually that does kind of help. Renaming them farmer and guard is a poor solution, but still better than I have now, thank you.

 

 

I've been thinking about this lately too. Something that might work alright is having an appropriate icon appear above each settler's head when you're in Workshop mode or looking at them (similar to how looking at a companion from a distance pops up a prompt).

 

Some text info to go with it could be good too; e.g. "Caravan: Settlement X to Settlement Y", the names of the crops a farmer is assigned to, etc.

 

 

I imagine all this will probably need the GECK and maybe F4SE, though.

 

Yeah, that would be great, too bad I have 0 idea of how to use those and I'm pretty sure I'd get frustrated and give up before getting a quarter done if I tried. :p

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  • 2 weeks later...

You said :

Theres a couple of options atm:

1 Settler Naming Mod: http://www.nexusmods...ut4/mods/2017/?

2. Equip clothing / armour on your settlers that indicates there role. My guards have uniforms, etc...

 

I have now 8 colonies sheltering more than 120 settlers. Running after each of them to rename and equip him individually is a boring task, which become almost impossible. And giving them uniforms and other distinctive items is not possible without cheating, because for a long time we have only what can be looted during the missions. When a trader of garment becomes possible, he offers only a few parts for prohibitive prices, incompatible with the growing number of settlers to be equipped.

 

The creation of colonies in the world of Fallout seemed an excellent idea, but it turns to become a defect as long as there will be no tool for effective management.

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  • 2 weeks later...

I open the console, target a settler, and type 'sv worker' to see if they're assigned or not (it filters for the bIsWorker variable); 'sv assigned' if I want to see what category they are in (food, safety, none for scavengers).

 

I am in my first hour of looking at how modding works, so I'm not sure how to mod the UI to do things like mark unassigned workers, color code settlers, or even just add a descriptive '(<WORK TYPE>)' string after 'Settler' when targeting them. The information can be gleaned with simple scripting, but how the UI strings can be overridden is still a mystery.

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I have now 8 colonies sheltering more than 120 settlers. Running after each of them to rename and equip him individually is a boring task, which become almost impossible. And giving them uniforms and other distinctive items is not possible without cheating, because for a long time we have only what can be looted during the missions. When a trader of garment becomes possible, he offers only a few parts for prohibitive prices, incompatible with the growing number of settlers to be equipped.

 

The creation of colonies in the world of Fallout seemed an excellent idea, but it turns to become a defect as long as there will be no tool for effective management.

 

It may require F4SE (if not, I'll probably do something along like this), but what I expect will happen is that when you assign a Settler to a task, it will rename and re-equip them. So, assigning a farmer would give him "Farmerhand Clothes" and rename him "Farmer". Assigning Guards would only equip them with Road Leathers, or similar, leaving you to collect Leather/Combat/Synth/etc armor to further equip them.
As for feeling like your "cheating" it's not technically if you do it right. For example, a Settler comes in wearing "T-Shirt and Jeans". I make him a farmer and equip him with "Farmerhand Clothes" I got through player.additem e5084 100. Both of these clothes cost relative the same, so as long I don't sell the "T-Shirt and Jeans" then technically I am not benefiting from the change (outside of immediately recognizing him as a farmer).
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