Hook the garage door to a switch, then run a power line to the switch. It works :)

Fantastic, thanks. Didn’t notice the electrical requirement. Now I have a nice cement/metal box outside the official Castle entrance with a nice big electrical gate.

Do NPCs navigate doors and gates like this OK? Can’t really tell yet. I think they are ignoring the garage door except when it is open already, and it also seems like they are ignoring normal doorways, open or not. (For example I assign a guy to man a guard post that’s stationed outside an entrance, and he wanders around in defense mode but doesn’t appear to follow through, and yet I am seeing some kind of traffic into and out of the settlement.)

Yesterday while I was building in the Castle I got a “No more can be built” error. Weird thing is, I hadn’t really added all that much – just installed a few generators and connected them to the existing pylon, plugged the big outer wall holes and set up some guard barriers, turrets and artillery units. And farm plots. And beds.

Is that really all it takes to hit the cap? I feel like I’ve built way more in Sanctuary. Is it because of all the existing objects already installed, such as the electrical system? Or maybe too many aid, armor and weapon items stored in the workshop?

NPC pathfinding sucks. I go a bit nuts on settlements, and I’ve found that the best ways to avoid problems are these:

  • Have multiple paths into anything important, such as a central bar or gathering place. That way, one NPC pausing on the steps won’t screw them all up
  • In large settlements, have multiple sleeping areas. Assign settlers to beds by hand, and give them a bed close to their work area
  • Some settlers get stuck in the same place over and over. In these cases, just move the door, or add one

It will never be great.

As for the “no more to be built,” that can be fixed by mods. If you can’t use mods, there is a trick to increase the build item limit. It involves dropping an item then storing it in the workbench over and over and over, or something like that.

EDIT: Better description of build-size trick, for you poor modless suckers :)

Nice, thought it was something along along those lines. Thanks! Now to break down some of the old I weapons was planning to sell.

RE NPC pathing I’ll have to think about that. For the logical castle entrances it may be tricky to come up with something that’s both innovative and reasonable.

Also, today in my research I learned that Brahmin are counted as settlers.

If you didn’t catch that post – I decided to run out all expansions and dlc from Fallout 4 – survival mode. So I could finish it this century (the 21st). Bar? keep that coming. In my main unmodded game I am about to make some decisions…

Nothing smells like victory in the morning so much as a full suit of X-01 Mk VI power armor.

This is the most I’ve been hooked to a game since Witcher 3.

Drooling. Don’t even want to ask where you obtained that set, Mr. Reynolds. Been spending far too much in the wiki learning about settlements anyway (Bethseda, next time provide more info within the game, please).

Kristi, it sounds like you are putting the expansions aside so that you can move forward and complete the game sooner? You’ll probably do so long before me.

Northern “box” entrance:

Southern “box” entrance:

Haven’t really seen NPCs really using these yet. Except when I kept the southern garage door open for a few days once, saw a surge of activity for a bit then. Hrm.

Western entrance from the inside (nothing much outside it):

Trying to build around confused NPCs:

Eastern catwalk repair. Simple but tricky-to-figure-out job. Rusted catwalk was already in place:

That’s the first Castle feature I’ve added so far that’s functional and not ugly. Not exciting, I know, but it was satisfying to figure out.

Armor collection, doesn’t really have a good home yet:

Edit: In the background, towards the left: MacCready winning the Guinness Book of Fallout 4 Records for First NPC to Exit the Base Correctly.

Sorry once again for thread spam. But what is the deal with areas that are partially quest-bound (right term?), don’t disclose that fact, and won’t show completion until later on when you eventually happen across whatever random quest they’re associated with? Actually, I don’t mind so much that this is a thing, but it sure would be nice to at least have a clue that an area might be quest-related as I’m entering it and begin to try to clear it out. (Thinking specifically of Dunwich Borers and General Atomics Factory).

It was Mk III and I upgraded each piece. What I don’t have is even one copy of Hot Rod magazine for that red paint job.

Ok Dunwich Borers did creep me out. At at my leveling/scaling that place was dangerous. They should give some kind of indication of a quest. but often, the game does not. Seemed like SKYRIM was better at that than FO4.

I got rid of the expansions because while Far Harbor was pretty good, at 400 plus hours (!!) I think it is time to find my son and start killing the people who grabbed him. Or something like that. The addons don’t really add anything to the original game and the original game has PLENTY of content. Plus the mechanist and all those rust devils were slowing the game down a bit.

Ill go back and finish Far Harbor at the end.

ps – Bar those are great settlement constructions!

What do you mean by “what is the deal”? The game recognizes if you complete a quest before getting it so I’m not sure what your “deal” is? :)

There is one you can easily get early, is very hard to miss.

What I mean is wandering into a building and clearing it, not getting the “cleared” message, having some features in the building disabled because they were presumably tied to the quest (e.g. locked door that can’t be lockpicked and lacks a key at the time) leaving the area, later getting a quest related to that building and having to go back in. Of course you don’t have to at that point, but if I’d have known the two locations I mentioned above were quest-bound in this way I’d have held off until I got the quests.

Kind of gave up on settlements stuff for a while but got back into it while looking through stuff added in the DLC:

Not much in the way of defenses at this point, but I’ve added a mod that triples the build limit, so should be able to complete the place. Finally took a stab at figuring out how power and lighting works (not as fiddly as I thought it would be), and I’m finding the warehouse build set to be the most rewarding; pieces snap together well and has been more or less intuitive and the buildings look okay. Unlike the original faleva set.

I spent some time building stuff using mod tools in Morrowind and Oblivion, so I’m kind of having fun with this in game instead this time around.

Ok – Fog Island (yes I reinstalled for my modded character) is serious hard. Just saying. And MRC? My settlers would LOVE to have you as their leader -they are lucky to get clean beds from me.

Yeah, that’s good base design. I’m envious as well. It’s funny because in ARK and Minecraft when you hit a certain point, you have the luxury of creating structures in any number of ways with both form and function in mind. Here, I find myself more comfortable going with whatever works. Until I see screenshots like those. Drool.

The observation about warehouse components is interesting and I think you’re right, those pieces tend to be easier to work with. And the walls you picked look great.

Kristi, did your current build start off with a pistol specialty, and then you switched to rifle? I forget. Fog Island sounds interesting, great name at least. I’ve been cooped up at the Castle since taking it, and somewhat more focused on Minutemen quests than I intended to be. Time to hit the road, soon.

Over the weekend I opened up the Far Harbor quest and stopped just short of beginning it, so I also have that to start at any time I choose. I haven’t researched what impact on the rest of the game world that quest could potentially have, so I’m hesitant at this stage (still in my mid 30s).

Edit: Minutemen
Edit #2: Level typo

Found one directly east of Sanctuary tonight. Its perk doesn’t really help my build, but I can’t resist the aesthetics of it. :P

Bar yes I’ve actually almost always started out pistol then rifle. But now? at level 102? I have pistol, rifle and commando (auto) – and I think overall rifle is the best. Fog Harbor isn’t a bad expansion. But honestly? On survival? Its a sneaky bit of a slog. And anyone who’s played survival high knows what I mean.

You have to always try and find beds – there are terrible critters that will kill you – and finally – ammo can run short as you explore the island hoping to find a base.

Though all things aside – Laura the Riflewoman is just a crazy killer.

The warehouse parts look great! That and the Steam 50% off Bethesda sale convinced me to buy the remaining DLC. I know it isn’t great from a story expansion point of view, but at 50% off I don’t feel TOO bad buying it mostly for building parts.

Random question: Does anybody else have nausea playing the console versions? This kept me from really progressing beyond level 10 or so. But I picked it up on PC when I built the new VR rig and this version doesn’t seem to cause nausea at all. Guessing maybe the MUCH higher frame rate is what makes it different? Wondering if I should re-buy my other nausea-inducing first-person games now. Things like Metro 2033 and etc.

Diego

That looks great.