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Getting rid of settlers...

Nunya

Active Member
Messages
205
Is there a command to make all the settlers in a settlement just disappear. Can't be bothered reassigning them. So as I regress the settlement, I can them put in the number of settlers I believe would/could be there, etc....
 
killall
player.placeatme 00020593 1 <"1" being how many settlers you want
If you're at level 3, just killall and regress away.
 
killall
If you're at level 3, just killall and regress away.
By default they've got Protected status meaning they go into helpless downed stat, have to have had their HP reduced to 0 by the player in order to die. Unless there's some kind of modifier I didn't know about that will make the command kill an NPC even if they have Protected status? Killing the settler yourself will make entire settlement hostile(Plus any companion who is with you), lasts a while so it's annoying. This persists even after killing everybody there and I believe it lasts longer based on how many are killed.

There's mods that make it so Settlers do not have Protected status but since Nunya was asking I think it's safe to assume such mod is not in use. I personally don't use such mod either since they seem to randomly die all the time even if no settlement attack or combat happened. This might be a cool suggestion for Workshop Framework perhaps though, when needed we could turn off Protected?

player.placeatme 00020593 1 <"1" being how many settlers you want
Doesn't work because they need certain keywords in order to function properly as settlers(in order to be assignable/movable).
Instead use cqf kgpbp settlers {x}
where {x} is the number of Settlers you want to add.
 
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so i guess I'll have to just send them all away, or send away some....
It's annoying but that's what I do. Killed like 10 one time and settlement remained hostile(even when adding settlers from 0 population or moving some from elsewhere, they immediately become hostile) for over an in-game week so I just reloaded. I think if you kill only one they're hostile for like 3 to 5 days but I haven't done that in a long time, guessing it might stack if you killed multiple. A little too annoyingly long for me, even if I unlock FPS while Waiting/Sleeping via Load Accelerator's Shift+Page Up shortcut.

If there is some command that will just work on Protected NPCs that would be pretty useful. I'm kinda thinking about suggesting a toggle for Workshop Framework, guess I will since it can save time for City Plan building.
 
I use Banish Settler Button.
https://www.nexusmods.com/fallout4/mods/30011

You basically create a button thingy for like 1 steel, then go to any campfire/stove craft a blackspot for 1 steel. Trade it to a settler then push the button and it removes settlers with the black spot.

I used it to get rid of the female ghouls, cant stand the voice for the settlers.

You can also use it combined with Settlers Calling and do something like if you want say a female doctor or bartender then you recruit a settler, not female, banish, try again.
 
I use Banish Settler Button.
https://www.nexusmods.com/fallout4/mods/30011

You basically create a button thingy for like 1 steel, then go to any campfire/stove craft a blackspot for 1 steel. Trade it to a settler then push the button and it removes settlers with the black spot.

I used it to get rid of the female ghouls, cant stand the voice for the settlers.
Nice thanks! Even has an ESL version! Love it when they have that, so I can just install & forget. No worries about it taking up ESP slots.

Does it do so instantly? If it uses Disable & MarkForDelete, I think it takes some in game time for MarkForDelete to kick in. Settler would remain counted until this time.
 
After you click the button to banish it takes about 2-3 seconds for it to vanish. That is even in a settlement I have pushed the budget up 2-3 times.

Not sure how it works exactly, all I know it is pretty simple and easy to use and the fact you have to trade an item means no accidently removing the wrong settler.
 
After you click the button to banish it takes about 2-3 seconds for it to vanish. That is even in a settlement I have pushed the budget up 2-3 times.

Not sure how it works exactly, all I know it is pretty simple and easy to use and the fact you have to trade an item means no accidently removing the wrong settler.
Awesome thanks! A definite must have and solves the topic!

I will @ @Nunya since this is solves the topic
 
kill em all kill em all muhahahhaha :crazy

I just send them else where ;) then I chop em up :skull
 
By default they've got Protected status meaning they go into helpless downed stat, have to have had their HP reduced to 0 by the player in order to die.
Not correct.
killall *generally*wont kill unique NPC's. Settlers yes it will. Do it all the time.
The down side to it, is it will take out your turrets too.
Desktop Screenshot 2018.10.28 - 05.00.07.32.png
Doesn't work because they need certain keywords in order to function properly as settlers(in order to be assignable/movable).
Yes it does.
And when spawned they do have the proper keywords because.... 20593 are default *settlers*.
 
By default they've got Protected status meaning they go into helpless downed stat, have to have had their HP reduced to 0 by the player in order to die.
I missed this earlier....

That is not entirely true. Protected units can still die to drowning. They also can die if they take too much damage at once and your script processing is lagged or slow (as in too high fps.) It is a rare thing, but it can happen.
 
I missed this earlier....

That is not entirely true. Protected units can still die to drowning. They also can die if they take too much damage at once and your script processing is lagged or slow (as in too high fps.) It is a rare thing, but it can happen.
Interesting! I will have to try it out. I'll use glitchy Never-Ending Laser Musket. It loads ALL your Fusion Cell ammo into one shot so you can get over 1000 times damage multipliers!

Hmm even at Water World I still get settlers sitting on the bottom of the ocean in helpless mode. Maybe I have some kind of mod making it so they can't die from drowning or falling(Tried ModPos Z 10000)

Not correct.
killall *generally*wont kill unique NPC's. Settlers yes it will. Do it all the time.
The down side to it, is it will take out your turrets too.
I must have some mod interfering
 
Interesting! I will have to try it out. I'll use glitchy Never-Ending Laser Musket. It loads ALL your Fusion Cell ammo into one shot so you can get over 1000 times damage multipliers!

The problem with that is if you do that damage it will void the protected status silly. You need attacking mobs with high weapons. Like I said it is a rare occurrence. Also I think any legendary weapons on the mobs with bleeding can do it.

Hmm even at Water World I still get settlers sitting on the bottom of the ocean in helpless mode. Maybe I have some kind of mod making it so they can't die from drowning or falling(Tried ModPos Z 10000)

I would take a look at mirelurks. There must be some attribute or ability there that tells the code they breathe water. Most likely a 1/0 type ability which you could flag on settlers?
 
I missed this earlier....

That is not entirely true. Protected units can still die to drowning. They also can die if they take too much damage at once and your script processing is lagged or slow (as in too high fps.) It is a rare thing, but it can happen.

Thanks for the info! I've added this to the Vanilla Mechanics article as unconfirmed. Can anyone confirm this one in code/in game?.
 
The drowning part is very common.
And the FPS.. should be to low.. if you're running over 60 FPS the scripts don't lag, but actually execute to fast which screws up timers and in turn mucks up quests, some event triggers and .. well, a lot of stuff. LOL
 
Protected units can still die to drowning. They also can die if they take too much damage at once and your script processing is lagged or slow (as in too high fps.) It is a rare thing, but it can happen.
Thanks for the info! I've added this to the Vanilla Mechanics article as unconfirmed. Can anyone confirm this one in code/in game?.

Not sure if the in game code can confirm it. However the general consensus among all the high play time Steam posters is we agree that is the case. The combat death is really rare, I think I have lost maybe a half dozen provisioners in 4000 hours. Deaths due to drowning is very common at Warwick and Spectacle Island.

How do I put it? It is like how the game code says you can not have more than 4 idle settlers at a settlement because then the recruiting beacon ceases to recruit. Yet if you set up a settlement with a high happiness you can come back a week or two later and be way over 4 idle settlers.
This is because the settlers are not given the idle flag until you are present in the cells with them.
So technically the code is right, but the game play says otherwise. Those with extensive play time are more apt to see this depending upon their playing habits.
 
I would take a look at mirelurks. There must be some attribute or ability there that tells the code they breathe water. Most likely a 1/0 type ability which you could flag on settlers?
That is how it worked in Oblivion/Skyrim. There's a "breath underwater" magic effect & if you're Argonian or an underwater creature you get an ability that includes constant "breath underwater"

The problem with that is if you do that damage it will void the protected status silly. You need attacking mobs with high weapons. Like I said it is a rare occurrence. Also I think any legendary weapons on the mobs with bleeding can do it.
I mean I would give it to an NPC & then make them shoot a settler with StartCombat {Ref ID}. Maybe I will try it out with a bleeding effect weapon too. I could go to empty Cheat Room cell, use MoveTo Player to bring a Settler along then spawn some enemy like a Raider, OpenActorContainer 1 to give them the weapon then use a Stealth Boy so they don't attack me. It actually occurs to me that I am not sure how a Never-Ending Laser Musket will function when used by an NPC, since it appears to be buggy when used by the player. I doubt it is intentional by Bethesda to use up all of your fusion cells in 1 shot and that's likely why you can't obtain them other than by forcing a Laser Musket to have Never-Ending Legendary effect, might be a decision by Bethesda to omit them. It's kind of funny though & I'm mildly curious to figure out how much damage it can do, like if I do SetAv Health 1000000 on some enemy then check before/after HP values. I wonder if 1000 fusion cells = 1000x damage multiplier? You also can't normally obtain Never-Ending Missile Launcher, Never-Ending Fatman, Explosive Gatling Laser(it's a step above Explosive Minigun due to fire rate).

Not sure if the in game code can confirm it. However the general consensus among all the high play time Steam posters is we agree that is the case. The combat death is really rare, I think I have lost maybe a half dozen provisioners in 4000 hours. Deaths due to drowning is very common at Warwick and Spectacle Island.

How do I put it? It is like how the game code says you can not have more than 4 idle settlers at a settlement because then the recruiting beacon ceases to recruit. Yet if you set up a settlement with a high happiness you can come back a week or two later and be way over 4 idle settlers.
This is because the settlers are not given the idle flag until you are present in the cells with them.
So technically the code is right, but the game play says otherwise. Those with extensive play time are more apt to see this depending upon their playing habits.
Wow that's pretty interesting stuff. I guess the same probably has happened to me but I always figured there simply is a chance of leaving. It usually happens a lot if happiness is really low but I figured it can happen even if happiness is high, if settlers are idle and/or homeless. I guessed that if there are any idle/homeless settlers, there is a low chance of one of them leaving. If I don't visit a location for a while(Maybe 20 in-game days passing) & it's not a city plan/having recruitment beacon, even in fairly self sustaining ones I sometimes can find settler count has gone down by 1 or 2.
 
Wow that's pretty interesting stuff. I guess the same probably has happened to me but I always figured there simply is a chance of leaving. It usually happens a lot if happiness is really low but I figured it can happen even if happiness is high, if settlers are idle and/or homeless. I guessed that if there are any idle/homeless settlers, there is a low chance of one of them leaving. If I don't visit a location for a while(Maybe 20 in-game days passing) & it's not a city plan/having recruitment beacon, even in fairly self sustaining ones I sometimes can find settler count has gone down by 1 or 2.

Settlers do not leave the settlement. The entire settlement as a whole will abandon you if it remains unhappy too long. Then you simply do a radiant to regain it. Many people reported this after suffering from the zero data bugs and partial cell loading.

Settler count going down is most likely you lost settlers to drowning, synth infiltration (which takes ALL synths, my record is 7), or they died in combat somehow and you did not notice.

Losing provisioners is more noticeable because you end up with a missing supply line. They tend to die in combat and such because it can occur when you are in a nearby cell when they are passing through an area.

If I remember right, Regali Battalia "The Roach King" (the rare by Corvega) used to be notorious for killing provisioners and NPCs if they passed by that location. So if you wanted to test the damage maybe try spawning like 5-6 enemies with miniguns, preferably legendary ones.

Even then there might be hidden factors like FPS or script lag.
 
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