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No new settlers?

I had been using War Never Changes on a recent play through and noticed I wasn't getting any settlers to come until I made sure happiness was over 80 and still rising and everyone had jobs. For the Castle, if everyone but the radio operator died, make sure to wait a few days so you can complete Old Guns before you really start to build there(and maybe even if they didn't all die. Building around the big hole in the wall that you first come through can mess with Ronnie's pathing so she can't tell you where to throw your beacon for the artillery test fire.). Ronnie Shaw will bring 2 or 3 extra assignable Minutemen with her so you can put down a park or shooting range to get a happiness boost. I'd also recommend the mod Recruitable Settlers. Scatters 30 or so named NPC's around that you can use to fill out your settlements. Some of them are level 4 merchants or give bonuses like more defense or synth infiltrator detection and some require you to complete certain quests before you can recruit them, so it gives you some extra incentive to do some of the side quests and explore.
 
Ah well, i have started a new game and rushed to sanctuary, slept for 2 weeks and didnt receive any other settlers minus the 1-3 i get from when i first set up beacon
 
It may be helpful to know that none of the 4 Far Harbor settlements have a settler sandbox. I don't think settlers will show up at any of these haha. It's odd, though I have not tested it.
 
Far Harbor has different settlers from the main game's. Those settlers (fisherman related outfits) may have a different script they use for AI.

I haven't dug too deeply into it yet, but may be something to evaluate and maybe even add one so conventional settlers can be used in far harbor (and vice-versa, though far harbor settlers don't seem to have any problems working on the mainland.
 
So you can confirm there are settlers there? Sounds like it simply works through the WorkshopLinkedPrimitive keyword then... There can't be any other way. And I'm pretty sure FH has it's own DLC03WorkshopParentScript. That way it's totally custom. I guess they cut out the sandboxes when they realized it wasn't necessary when the build area triggers can do the same thing. They did this on several vanilla settlements. Only difference is that there is no WorkshopLinkedSandbox attached to the workshops in FH.

But this is all my theory anyway.
 
There's supposed to be, the one save I have that is at the point where Far Harbor is a possibility is pretty messed up.

I'll be able to let you know if settlers show up when I get my currently uncorrupted new game to that point but I have read posts about people spawning FH settlers in vanilla settlements and they work fine so there may be some potential for crossover.
 
Another quick question: are any of you using mytigio's Industrial City and using the Scavenging Dispatchers? If you are, there was a setting upon the first one built that allowed you to change the recruitment system entirely.
 
Another quick question: are any of you using mytigio's Industrial City and using the Scavenging Dispatchers? If you are, there was a setting upon the first one built that allowed you to change the recruitment system entirely.
Yeah, I wanted to check about that as well! @mytigio, does the Scavenger Dispatcher still do the whole recruitment thing?
 
I can verify it does, because I just used the feature last night in a Visitor's Center build. I have no other beacons but the scav dispatcher and a new settler showed up only after I built a new residential plot and a job plot (commercial in this case). I built two more residential and one more commercial and one more recreational plot to see if it would work with rec plots, too. So far, another settler showed up while I was goofing off in NukaWorld and took the commercial, so now I'm waiting on the recreational plot. I know it works for industrial and commercial, but am still waiting on martial and recreational.
 
I run into this issue alot too, no scripts touching original settlement scripts so dont think its that, just very slow going, its a bit aggravating

only settlement mods are all known ones that wouldn't necessarily cause a issue, but then again, Don't call me settler was fine and working for 2 years before people found out it broke everything right?

Sim Settlement
a few of the various addons
All Settlements Expanded
Homemaker
and misc other crafting settlement addons

Unique NPCs could be a offender as well but dunno, from google searching this has been a thing since launch with various mods or no mods etc. just less people in the world of the commonwealth i guess that want a fancy settlement?
 
Yeah, I wanted to check about that as well! @mytigio, does the Scavenger Dispatcher still do the whole recruitment thing?

Yeah, mine recruits based on available Sim Settlements jobs and houses and is in addition to the vanilla recruitment (technically if you want to fill up a settlement fast you could turn on both, and then zone out a bunch of houses/industrial plots).

the actually recruitment chance is basically the same with one difference: I made Charisma improve your chance of attracting a settler (since mine doesn't cap out with Charisma like vanilla). So if you have 10 Charisma, that gives you a +25% bonus on attracting the settler.
 
Sorry for not thinking about this as ive never really used this fuction before, i have a mod called 'Spawn items' which gives you a holotape which you can spawn consumables etc into your inventory and add levels blah blah, but there is a Npc section which has all different npc's to spawn in, the top one is settlers.... :) you spawn one in right in front of you and i'm using imortal settlers and that works, so they are named and then you go into workshop and click to move them to a settlement and send them to where you are and then assign them jobs and houses.......job done, i tried it at nuka world rr spawned ten and worked perfect.
 
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