jjb54 Posted April 22, 2017 Share Posted April 22, 2017 I am wondering - as I have not. Has anyone actually established all the Vanilla Settlements? Was there anything of note, when - if you did? Just curious. :) .. Jj ... Link to comment Share on other sites More sharing options...
blackninja50 Posted April 23, 2017 Share Posted April 23, 2017 Err now that you say it... in my 770 hours I have not unlocked all the settlements. Not don't think anything happens... Link to comment Share on other sites More sharing options...
Gruffydd Posted April 23, 2017 Share Posted April 23, 2017 Yes. Nothing of significance happens, or at least not that I saw.Other than that if you develop them enough and put shops in them all, they become a steady source of caps, as long as you remember to go to the workbenches every now and then to withdraw. Link to comment Share on other sites More sharing options...
dark47 Posted April 25, 2017 Share Posted April 25, 2017 I've got 'em all now and nothing great happens, except my save game loads a lot slower. he, he Link to comment Share on other sites More sharing options...
ibldedibble Posted April 25, 2017 Share Posted April 25, 2017 I have a feeling that Bethesda just made so many places into settlements to allow us to build in our favourite spots. With no other hidden agenda in there. Do you explore in and around the GNN most of the time? - Here's Somerville Place and Egret Tours Marina.Do you enjoy Quincy? - Here's Jamaica Plain and Murkwater Construction Site. That's just my theory though. :) (As to why they made that one settlement really far to the north... no clue. :P ) Link to comment Share on other sites More sharing options...
jjb54 Posted April 25, 2017 Author Share Posted April 25, 2017 Someone PM'd me, I guess they are " shy " and asked me why, " I went here with the question? " Preston Garvey was the reason. Each time we established a settlement and such, he mentions it would ' drive the Raiders ' out, or something to that effect. So I was just curious. Might be a great mod idea, but likely a " nightmare " in scripting, where at some point, certain level of Raiders turn into members of Settlements, finding it - " Not so bad! " .. Jj ... Link to comment Share on other sites More sharing options...
ibldedibble Posted April 26, 2017 Share Posted April 26, 2017 (edited) Someone PM'd me, I guess they are " shy " and asked me why, " I went here with the question? " Preston Garvey was the reason. Each time we established a settlement and such, he mentions it would ' drive the Raiders ' out, or something to that effect. So I was just curious. Might be a great mod idea, but likely a " nightmare " in scripting, where at some point, certain level of Raiders turn into members of Settlements, finding it - " Not so bad! " .. Jj ...My experience with Papyrus is limited, but as long as there's a variable for the total number of settlers in all settlements it shouldn't be too bad. (Pseudo-code following below, to be used in a quest, I think.)if ((totalSettlersInAllSettlements/30) > 15) then RaidersCanNowBeSettlers = 1#30 because that's the number of settlements in Vanilla FO4. 37 if we want to count all DLC settlements as well. 15 because not all settlements work well with a large number of settlers, but we still want most of the Commonwealth to be settled before Raiders start joining. (We also need some space left for the raiders to join... otherwise we'd unlock them, but never get to see them. :tongue: )#RaidersCanNowBeSettlers is a Global variable. In the WorkshopNPCScript (think that's what it's called) we add a check to see if RaidersCanNowBeSettlers = 1 or not. If it does, there's a chance (30%? 25%? 20%?) that the new settler has the name "Raider Settler" and a typical raider outfit on. (Would also require creating a new set of settlers that will only be taken from if RCNBS = 1. That's the part I have the least knowledge of how to do.) Now, as I wrote above, my experience with Papyrus scripting is limited. But it doesn't feel like it should be too hard to do. Depending on how the script that calls settlers work. I think I'll give it a look when I get home from work tonight, see if I can figure out an easy solution. Now I want this for my own game... :smile: Edit: Now that I think about it. The check to see if "totalSettlersInAllSettlements/30 > 15" should be in the WorkshopNPCScript as well. Whenever a new settler is added, it should do a count. Heck, one could probably even just make it two static numbers...if RaidersCanNowBeSettlers = 0 if numberSettlementsOwned >= 15 if numberTotalSettlers >= 450 RaidersCanNowBeSettlers = 1 EndIf EndIfEndIf That way you'd need at least 15 settlements, plus a total of at least 450 settlers across all settlements. (Much more likely to happen around 22-24 settlements, since most people max out at about 20-22 settlers per settlement. Whereas if you want to get it with only 15 settlements you'd need at least 30 per settlement.) (And now I just arrived at work, so I guess I better stop fiddling with my phone and do some work instead. :tongue: Might check in during breaks if I think of something else for this.) Edit again: made a post in the creation kit forums about it if anyone wants to join in :) https://forums.nexusmods.com/index.php?/topic/5579757-raiders-as-settlers-after-a-certain-point/ Edited April 27, 2017 by ibldedibble Link to comment Share on other sites More sharing options...
Recommended Posts