Arnaeus Posted January 6, 2016 Share Posted January 6, 2016 (edited) I found no similiar suggestion so... The attacking raiders and supermutants leave tons of materials at my settlements. Sunshine tidings is covered in supermutant remains and next to mama murphys chair in sanctuary is a giant pile of dead ghouls... I don't know how many miniguns, machine guns, laser guns, raider armour pieces (sometimes legendary stuff) I sold at my settlements. Often thats not possible because the trader runs out of caps (or I have none at the settlement) and I store it in a container (and then forget about it). Giving that to the settlers would make sense, but it is a pain in the micromanaging ass. Here's my suggestion:A box where you can store armour, weapons and stimpacks.Whenever you close that box, the settlers would look at it.If a settlers find a better weapon or armour in that box he would take it (plus some ammo if its a weapon).Then he equips it and places the old equipment in the box.If there are stimpacks and he has none, he'd take one or two.The settler leaves and gets back to work and the next settler checks the box for better equipment.The box could also be filled automatically:A new object where you can assign a settler - a mortician.The job of that settler is to strip all dead bodies in or close to the settlement of their belongings.Then he'd bury them, except if they're unique creatures with names and not generic raiders.The Items get placed in the distribution box, but that would not trigger the script (player always gets to check the box first).Boom. micromanaging massively reduced. The settlers are grown-ups! Edited January 6, 2016 by Arnaeus Link to comment Share on other sites More sharing options...
Flyzakifm Posted January 7, 2016 Share Posted January 7, 2016 Like it except i would make an arrangement to the mortician... (the script would trigger automaticly as he places things... BUT .. he only strips down the bodies after the player leaves the settlement area... also when or if settlements are able to win a fight on their own the mortician will strip everything without waiting for player... that way you actually have to think if you want to fast travel and help your settlement) Another arrangement would be that box would be more of an armory or a junk warehouse where there would also be another "box" or desk when you can assign someone to scrap everything the player dumps in the desk/box and could even get a small chance of getting uncommon items (like with the scrapper perk.... of course that chance would be based on the lvl of the desk... like with stores... 3 tiers of stores. the last tier of desk/box would have that chance) that last part its just cuz im tired to have to scavenge all the stuff manually to avoid losing parts by using them automaticly with the current system Also initially as i played i assumed the weapon and armour store would define how well equiped the settlers would be... if someone prefers the option of doing that instead of the box/armory thing ... i would dig it Link to comment Share on other sites More sharing options...
Valykry Posted January 7, 2016 Share Posted January 7, 2016 Although I'm not sure what triggers this, but sometimes the settlers DO take weapons from your storage containers.I once built a steamer trunk to store my weapons. among my stored weapons was a nuke launcher. Once during a raid I saw the familiar 'shroom' of a mini nuke. I looked around and spotted a settler with it. Sure enough, when I checked my Steamer Trunk, the nuke I had stored was gone.I took it from the settler and placed it back in the trunk. Later during another raid, I noticed all of this again, but with a different settler. They took my nuke again.Now, I've just said f*#@ it, and let them keep it. Link to comment Share on other sites More sharing options...
SirTwist Posted January 7, 2016 Share Posted January 7, 2016 I have a somewhat similar idea to this, where you have an armory that the settlers, once they are assigned jobs, would go to, pull out appropriate weapons and armor. This isn't tiered, but it's what you put in it that makes the difference. I also have an idea for caravans their guards. The caravans would get power armor, and multiple weapons. All guards, whether they are settlement security, or caravan guards, they also get power armor and choice of weapons. Weapons and armor changes can be done to all settlements via caravans. This would keep all settlements decently armed and armored. I also want to include a station to replenish, and reproduce, fusion cores. Assigning a settler to this would, of course, modify weapons and armor, as well as scavenge old pieces, to scrap. A second box could be where all the scavenged from the dead, after a raid attempt, goes. This would be the one that the OP is talking about having a mortician assigned to it. Link to comment Share on other sites More sharing options...
mrudat Posted January 8, 2016 Share Posted January 8, 2016 There's a mod with a set of batch scripts to apply job-appropriate armour/clothes to settlers; given that this would almost certainly require a certain amount of scripting (or at least I think it would), I'd rather like to have something that passes out job-appropriate outfits, should they be available. I'd go a step further an suggest that the container used to distribute items to the settlers should be the workshop (or another network-connected container), so all of the connected settlements would be automatically well armed and supplied, and have a per-settlement (or per-network) container for those items collected from the dead Link to comment Share on other sites More sharing options...
Arnaeus Posted January 8, 2016 Author Share Posted January 8, 2016 (edited) A mod to distinguish the settlers by role is the renaming mod: http://www.nexusmods.com/fallout4/mods/2017/? At the moment my settlers are color coded, the oldschool way with looted items. Network-connected boxes would be cool. In that network the settlers in problematic areas would always get to fetch items first. Maybe the player should have an option to set priorities with an ingame object, like a console or pipboy addon. If roles are included in such a system that would add more options: The different roles can be used to set priorities for the access to the stored items: Guards get to fetch items first from the box, then scavengers, farmers, traders, then unassigned settlers. Personel priorities for different roles: Guards prefers combat armor over metal and leather armor, farmers prefer leather, traders use suits, doctors use lab coats... Edited January 8, 2016 by Arnaeus Link to comment Share on other sites More sharing options...
Arnaeus Posted January 8, 2016 Author Share Posted January 8, 2016 (edited) Although I'm not sure what triggers this, but sometimes the settlers DO take weapons from your storage containers. [...] Maybe I didn't pay enough attention or I do micromange too much and equip them too well. :laugh: I'll test that: I will strip some settlers of all items (except fatigues) with different roles in a problematic settlement like sunshine tidings (constantly under attack [standard attack with misc defense quest] by supermutants) or finch farm (really close to a gunner outpost at a scrapyard [triggers irregular firefights without misc defense quest]) . Then I'll place some items in containers and on the floor, remove all settlement defense and wait for the next attack. The results should be interesting. I should take out the fusion core of that T-51 at finch farm before, last attack triggered jake to enter it and walk around in PA until I fast travelled to the fort and back. Edited January 8, 2016 by Arnaeus Link to comment Share on other sites More sharing options...
Arnaeus Posted January 8, 2016 Author Share Posted January 8, 2016 (edited) Did some tests, not on purpose though, red rocket being under attack by supermutants while having containers with weapons was a coincidence, results:Settlers did not (yet) take weapons from a container. Maybe thats just my settlers being dumb.Settlers definitely picked up weapons from the ground (and dead enemies) even if they already had a weapon.Settlers don't chose the best weapon available, this seems to be more or less random (a downed enemy had an automatic gun, the settler took the melee weapon from another downed enemy next to it).Needs more testing. Edited January 8, 2016 by Arnaeus Link to comment Share on other sites More sharing options...
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