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How does everyone deal with smaller settlements?

If working in IT has taught me anything, it's that maybe 0.1% of users who run into a problem with bother to report it :P
1%? Wow ok then. Fewer than even I thought.
I use to do minor tech help online in a special chat room.
Was funny because I use to think this was a joke until then.
they would ask. "it says next, what do I do?"
I honestly thought I was being set up lol.

Tried beta testing when I had a few extra computers found in the trash. Now I barely keep this old one alive.
If I ever get the skylake I want [core 15 6600K with a Z motherboard] I would be happy to use this one for beta tests.
But kind of tough using ones only computer for beta testing as I am sure you know.

Looking forward to every ones updates :)
 
I simply use it as a small Minuteman outpost for the region, so they have a presence there. I strengthened the defenses and added some artillery, and it has a minimal amount of settlers, who all are assigned to guard duty (except for one who is on the artillery, of course). I don't even try to mess with Sim Settlements for this one. The same goes for most small settlements. They just serve as regional outposts, all well-defended. They might have a few Sim Settlements plots, but I keep settler population low. The only settlements that really make use of SS for me are Sanctuary, Starlight Drive-In, Sunshine Tidings C0-op, The Castle, and Spectacle Island. These are the ones with uncapped settler pop. I'm sure I'll add a few more settlements to that list, if anybody knows of any more settlements with plenty of build space?
Uncapped settler pop? What wizardry is this? ;-)
 
Bad mojo. If you want to see your game break in new and unusual places, uncapping settlers is a great way to start.

Settler cap is 10+Charisma, so if you force your charisma to say 90, your max settler cap will be 100. There's other ways to increase the settler cap without forcing charisma to a higher value but those mostly just play with the +10 modifier.

It all sounds great on paper.

Then you hit the 128 element array limits at around 60 settlers with a bunch of other scripted objects active like generators and doors and such and things slide sideways at supersonic velocities.

The soft cap is around 50 settlers per settlement, that's pushing it if you are turret happy. I am currently riding the bleeding edge with a cap of 70 and looking to reduce it to 50 to get some of the lingering issues out. Time to cull the herd again.
 
I have found with my old rig here that 36 settlers is enough in most places. This still leaves me room for fixing up the place as well lol :)
 
I tend to use Red Rocket as a provisioner headquarters and keep Hangman's alley empty but with this mod I find it easier to build and set up so ...
 
Uncapped settler pop? What wizardry is this? ;-)
Bad mojo. If you want to see your game break in new and unusual places, uncapping settlers is a great way to start.

Settler cap is 10+Charisma, so if you force your charisma to say 90, your max settler cap will be 100. There's other ways to increase the settler cap without forcing charisma to a higher value but those mostly just play with the +10 modifier.

It all sounds great on paper.

Then you hit the 128 element array limits at around 60 settlers with a bunch of other scripted objects active like generators and doors and such and things slide sideways at supersonic velocities.

The soft cap is around 50 settlers per settlement, that's pushing it if you are turret happy. I am currently riding the bleeding edge with a cap of 70 and looking to reduce it to 50 to get some of the lingering issues out. Time to cull the herd again.
Sorry, you guys misunderstand me. I should have phrased that better. I meant that in smaller settlements, once the population reaches a certain amount, say 5 or 6, I turn the radio beacon off, or I never had one and I just sent settlers from other places. So for those small settlements, the population is "capped", by me, manually. On the other hand, in my large settlements, I leave the radio beacon on indefinitely, letting the population grow to max, and simply let the settlement slowly grow organically (as opposed to being planned out first), and just build new plots as I need them. I guess I considered those to be "uncapped", but it was probably poor word choice. My largest settlements reach 26 settlers before they stop growing, and I'm not even sure why it's that much. My charisma is 11. I do wear a bunch of charisma clothes, probably unnecessarily. Hope that clears things up.
 
Charisma adding items are counted in the formula for max population. I think increases from drinks/ Chems count also, but I'm not positive about that.
 
Grape Mentats, a cool drink & "sharp" clothing and you'll have settlers begging to join :cool:
 
so that means while you're wearing the charisma clothing, your settler limit increases until you take them off ?
Yes, this is most useful for sending more settlers to a settlement manually (using the Move option), but technically if you are wearing the clothes and using the drugs when the settlement beacon fires, you'll get the increase.
 
so that means while you're wearing the charisma clothing, your settler limit increases until you take them off ?

From the Fallout 4 Wiki Settlements page:

"People

  • The population of the settlement. People are required to collect from resource units and man objects the Sole Survivor builds. Each settlement has a default max population of 10 settlers plus each point of Charisma the character has, which has a base max of 21 before factoring in extra charisma from armor and consumables (the theoretical limit could be much higher once power armor charisma increases are calculated). A radio beacon is generally required to attract more settlers, but one can send companions to settlements and can recruit a few non-companion characters to join, alternatively, settlers can be told to "move" from an already populated settlement.
  • Provisioners will still count to the population of a settlement, but only to the one that they were sent from.
  • Increasing populations and lower happiness scores will increase the time for new settlers to arrive using the radio beacon.
  • If more than four settlers are either unassigned or assigned to provisioner jobs, no more settlers will arrive on their own.
  • Dependencies: water, food, beds, defense, radio beacon"
 
so that means while you're wearing the charisma clothing, your settler limit increases until you take them off ?
Also worth noting, the settler limit is actually only used when determining if a new settler can go to a settlement, so if you wear fancy clothing and do some drugs, then send an extra 10 settlers to a settlement, they won't leave or despawn or anything when you go back to your regular clothing/non-drug addled state
 
True statements up there ⬆️. Wearing charisma-enhancing clothing allows you to recruit additional settlers. You can also take a drug & and an alcoholic drink for an additional boost, though those effects will only last as long as the drug and/or drink. Once they're there, a part of the settlement, they won't leave if you change clothes/armor or the drugs wear off.

Also, the drugs & alcohol don't stack, but you can use one of each.

Spamming the mechanist quests is a good way to find free settlers, assuming your charisma is high enough to send them where you want them. You will usually find 1-2 recruitable settlers in or around the locations of the robots you're sent to destroy.
 
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Spamming the mechanist quests is a good way to find free settlers, assuming your charisma is high enough to send them where you want them. You will usually find 1-2 recruitable settlers in or around the locations of the robots your sent to destroy.

I had no idea, that's awesome
 
I use Bigger Settlements. It makes just about everything much larger and actually has a border notifier. Without it Tenpines and Oberland were really hard to work with. I also use place everywhere (because it's essential for just about everything). Lastly, I use a settler sandboxing for larger, taller spaces. I am not really sure whether that has made any difference.


http://www.nexusmods.com/fallout4/mods/18886/? - Bigger Settlements
http://www.nexusmods.com/fallout4/mods/20442/? - Settlers Sandbox Expansion
Bummer! He pulled the mod, saying he's releasing a new one soon.
 
Bummer! He pulled the mod, saying he's releasing a new one soon.
Just to warn everyone, according to some people, that settler expansion mod was making all of the settlers in far harbor migrate to the edge of Longfellow cabin. don't quote me on that, just putting it out there, and I'm not knocking the mod, it worked well for me when I used it, but I never visited settlements in far harbor in that playthrough
 
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