Fozzle
2655
It is actually “® Move”. The (E) button makes them change positions. The Move button sends them to a new camp. You have to be in build mode, and then facing the settler.
Grifman
2656
Yes but you will have to google, I don’t know how.
JFrazer
2657
Naw, it’s more of having to carry around starter-sets of supplies with me. It’s a minor complaint, but it’s gotten to the point of needing step away from it. There are a ton of new settlements (last night, I established 4 new settlements in about an hour and a half). I have plenty of supplies in Sanctuary and The Castle, it’s just annoying to have to go back to them every time I’m establishing a new settlement. When you’re tuned in to Freedom Radio, you get these semi-constant stream of farms and unsettled areas showing up as quests.
As for the supply line statement, I should say “not having access to your supplies”. I don’t have the Local Leader perks, so I can’t establish supply lines. For the last 4 levels, I bumped my Charisma up to 6 and my next 2 levels will be points in Local Leader. Until I get those, I’m likely going to stop creating new settlements so that I’m not fast traveling all over the place for each set of new settlements.
Personally, if I was able to change anything, it would be to have workshops linked by default. Local Leader could instead provide bonuses to the performance of your settlers. 10% extra supplies harvested. 20% increase to caps earned via markets. Etc…
JFrazer
2658
When you’re in build mode, hover over a settler. You will see a “Move” command. That allows you to move the settler to another settlement. Some settlers won’t move (you can’t move Finch off of Finch Farms, for example).
Scrax
2659
Vault 81
[spoiler] Anyone else check their stat effects after completing Vault 81?
Friend of mine clued me into the fact that you get diseased if you are hit by one of the molerats (appears to be permanent -10 reduction in hit points. Maybe I would have thought a little harder about the save the kid/take the magical health elixir if I noticed that earlier. Was there a notification - if so I definitely missed it. Oh well![/spoiler]
KevinC
2660
Charisma 6 and Local Leader is very useful for that. I’ve got a robust supply network built, so the second a new settlement comes online I can quickly build whatever I need. I go to one of my larger settlements, set up a supply route to the new town, and it’s all taken care of from there.
That is a really good point. I’m willing to bet the people arguing for the elimination of fast travel have a lot more time to play videogames. I have less than 10 hours in Fallout 4 since release since that is all the time I have had for games in the past couple of weeks with my schedule. With that said, I am one that appreciates fast travel. :-)
-Todd
Alistair
2662
For people who like travel, is there a fast-combat option?
Scrax
2663
Easy mode? Game is starting to get easy on Very Hard - so I might up it to Survivor. I figure raiders fall over with a stiff breeze on easy!
Oghier
2664
In workshop mode, approach the settler. One of the commands available at the bottom will be “Move.”
KevinC
2665
Yes.
~ killall
Or you could do ~ kill if you’re a little more discriminating in your murder.
I don’t think that’s the issue, as the bug happens when moving plants around. You can still plant a bunch of new ones and successfully interact with them.
I don’t think it’s related to harvesting after planting either, as last night I freshly planted a bunch of Mutfruit trees, then immediately decided I wanted them elsewhere. After moving them to a new spot I could no longer interact with most of them. Thankfully I saved first.
I guess the workaround until it’s fixed is to ‘store’ them and re-plant, rather than moving.
JFrazer
2667
OK Bethesda. When talking to a settler, how about a conversation option that says “Whatcha working on?” and they respond with “I’m doing some farming” “I’m searching the wasteland for salvage” “I’m selling medical supplies to the locals” etc…? Getting tired of assigning what I think is a new settler and finding out that I reassigned a farmer or assigned someone who was already working defense. You have such a great game here, now lets work on the quality of life and usability stuff.
Next suggestion: be able to assign settlers to work the weapon/armor benches. When assigned, they up the defense of your settlement based on the number of settlers you have (say, +1 defense per settler in the settlement) and randomly create weapons and armor for the settlers. Same for the cooking station; assign a settler to be a “cook”, raising your overall food production by 20% and creating random cooked foods that show up in your stash.
I completely agree with both of these. They really need to patch settlment management soon, and then it would be really nice to flesh out the settlement concept. I think they did a very nice job with the building and scrapping element of the game, and basic exploration part, but settlement is an increasing source of frustration for me.
KevinC
2669
I really want a ledger from which I can see every settler in town and what their current assignment is. I want to be able to select them from this ledger and assign them to a task (supply route, farming, defense, a shop, etc). Having to do all this in first-person mode is just tedious and stupid, for the reasons you mentioned and many, many more.
And how about going the extra two feet and adding a random name generator to people who join your settlement? Superfluous with a ledger, but it’d be a little more immersive to see “John O’Brian” at the shop stand instead of a dozen “settlers”. Give them a little “-” designation by their name if they’re worried about filtering out unimportant NPCs.
And regarding shops, what’s the point? I could have really used constructing a shop in the first 10 levels or so, before I ever found a merchant. Unfortunately you can’t do that, because they level-gate it for some reason. I tried building some shops to see how they work. While they add a tiny bit of convenience, I have no idea what the draw of spending all those caps to build the shops is. They don’t seem to make me money or anything?
This settlement stuff could potentially be really cool in this kind of game, but that’s all it is right now: potential.
The management ledger will be an item you have to craft. 6 wood, 2 wire, and 2 chalk. You’ll also have to assign a settler to it.
Even weirder are the quests that make you go talk to “settler” at a named farm or whatever. Like, really, Bethesda? You couldn’t be assed to give that quest guy a name?
KevinC
2671
Maybe it’ll even be their first DLC release! Who needs horse armor when you can buy a “Basic UI functionality” add-on for $4.99?
This is such a bullshit decision and a poorly designed quest.
There is zero notification of this happening and you can get the disease from your companion getting hit.
I didn’t even know i had it until i read this post and i did that quest days ago.
Squee
2673
To commemorate commissar Kurt and guardsman MacCready’s heroic defense of forgeworld Boston, a picture was taken by a servoskull.
My only regret is I can’t have a sword in my other hand.
Aleck
2674
As long as they don’t do a Fallout 2 “sorry, the patch took a few weeks and by the way it invalidates all your old saves but you’ll have fun starting all over,” I’m okay with it taking two weeks.
Although, looking back, games have come a long way. I don’t remember the last time a game basically borked every save game from before the patch.