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Settlement Leaders/ Leader Packs

Jason Todd

Member
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59
Just a super quick question All (apologies if it has been covered before), What is the best Leader Pack (Or combination) to use in game?
Cheers All
 
Technically you can have all of those installed, assuming you have the space in your load order, and the prerequisite mods for the ones that add 'leader traits' to for example the people from "Settlers of the Commonwealth".
The one that'd be "best" is the one that provides the leader traits you like to the people you want to use, there's no way to determine a "winner" for something like that.
 
What leader traits are best for each type of settlement? What traits are best for say settlers to become a merchant or guard? Can the settlement desk assign settlers automatically depending on the settlers traits/abilities?
 
"Traits" only affect being the leader. Not their SPECIAL stats, those don't matter to the Leader.
There should be an option on the ingame menu where you can choose a Leader that tells you what all the Traits do.
I don't know if there's a wiki page for SS2's version but this is the SS1 list of what Traits were given out to who and what they did, at a quick look they seem the same - although this list includes Conqueror which obviously isn't for SS2 yet:

Each SPECIAL stat has a job type it affects:
Strength: Industrial
Perception: Municipal Water
Endurance: Agricultural
Charisma: Commercial
Intelligence: Municipal Power
Agility: Martial
Luck: not currently used for anything*

* Technically, a Caravaneer that is sent on a Mk 1 Beacon trip wants to have high values in STR, PER, END, and LCK, all of which increase how much Virtual Scrap they come home with and/or the odds of them making a "discovery" while out there. But it's a miniscule increase.
 
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This is all I could find on the wiki. Nothing about traits anywhere. I'll take notes next time I play

In order for NPCs to show up as an option in the Leader Select screen, the following must be true:
  • The NPC must currently live in a settlement you control. Be sure you actually control it, some mods will let you go into workshop mode immediately, but you don't actually get flagged as the owner until you activate (search) the workbench.
  • Companion NPCs must be recruited and fully available to be companion NPCs and have been your active companion at least once, and dismissed to live in a settlement.
    -- Codsworth does not officially join Sanctuary until you have used him as a companion.
    -- Preston Garvey isn't a companion until you have completed the quest Taking Independence.
  • A leader card must be available for this NPC in your game. By default SS2 supports all vanilla and DLC companions, Old Paul, Stodge, Theresa, and Hubert. Anyone additional leaders would come from addons. (Anyone else that's a settler can be made a leader without a leader card by assigning them manually to a City Planner's Desk)
  • If these things are true, and they are not showing up in the leader select, travel to another settlement, which will trigger an event in SS2's code to update the available leaders list.
  • For PC Players, if you cannot figure out why a leader card isn't working, you can enable papyrus logging and use the console command: cqf ss2_optionsmanager DebugAvailableLeaderCards will post a bunch of information to the SimSettlementsV2.0.log file about why each character is ineligible to lead currently.
 
Be sure you actually control it, some mods will let you go into workshop mode immediately, but you don't actually get flagged as the owner until you activate (search) the workbench.
Good idea to do that even in vanilla, just to make SURE the ownership script worked - I have had it fail to do it properly myself on more than one occasion.
 
"Traits" only affect being the leader. Not their SPECIAL stats, those don't matter to the Leader.
There should be an option on the ingame menu where you can choose a Leader that tells you what all the Traits do.
I don't know if there's a wiki page for SS2's version but this is the SS1 list of what Traits were given out to who and what they did, at a quick look they seem the same - although this list includes Conqueror which obviously isn't for SS2 yet:

Each SPECIAL stat has a job type it affects:
Strength: Industrial
Perception: Municipal Water
Endurance: Agricultural
Charisma: Commercial
Intelligence: Municipal Power
Agility: Martial
Luck: not currently used for anything*

* Technically, a Caravaneer that is sent on a Mk 1 Beacon trip wants to have high values in STR, PER, END, and LCK, all of which increase how much Virtual Scrap they come home with and/or the odds of them making a "discovery" while out there. But it's a miniscule increase.
I wonder if a meaning of the symbols could be translated to their meaning for the players that have no clue as to what each symbol means. Development of say an industrial plot requires certain traits, should or could a settler with those traits be automatically assigned? Should the plot have the symbol representing the needed skill be displayed when in the build mode? Will you have to scan all settlers to find the one with the needed skill or can you get a marker on the settler with the acquired skill if you have to assign manually?
Strength: Industrial - could you add the letter beside the symbol I wonder "S" but the symbol is quite useless without the assigned meaning
Perception: Municipal Water
Endurance: Agricultural
Charisma: Commercial
Intelligence: Municipal Power
Agility: Martial
 
I wonder if a meaning of the symbols could be translated to their meaning for the players that have no clue as to what each symbol means. Development of say an industrial plot requires certain traits, should or could a settler with those traits be automatically assigned? Should the plot have the symbol representing the needed skill be displayed when in the build mode? Will you have to scan all settlers to find the one with the needed skill or can you get a marker on the settler with the acquired skill if you have to assign manually?
Strength: Industrial - could you add the letter beside the symbol I wonder "S" but the symbol is quite useless without the assigned meaning
Perception: Municipal Water
Endurance: Agricultural
Charisma: Commercial
Intelligence: Municipal Power
Agility: Martial
The game will randomly assign settlers to plots. It's doesn't care about SPECIAL stats. You will need to scan each settler to find out what their SPECIAL's are. You could also train any settler in any stat you want for them using Recreational plots.
Traits are completely different. They give I think 2 advantages and 1 disadvantage to whoever you assign as a leader for recruitment of new settlers or they bring in a specific faction to help defend the settlement. Like Hubert will attract Children of Atom to your settlement if he is assigned to the desk.
You do not need to assign anyone to the desk or even build one if you don't want. I only think City Plans are useful for Conqueror, which isn't even available for this mod yet, or for players who don't like settlement building
 
The game will randomly assign settlers to plots. It's doesn't care about SPECIAL stats. You will need to scan each settler to find out what their SPECIAL's are. You could also train any settler in any stat you want for them using Recreational plots.
Traits are completely different. They give I think 2 advantages and 1 disadvantage to whoever you assign as a leader for recruitment of new settlers or they bring in a specific faction to help defend the settlement. Like Hubert will attract Children of Atom to your settlement if he is assigned to the desk.
You do not need to assign anyone to the desk or even build one if you don't want. I only think City Plans are useful for Conqueror, which isn't even available for this mod yet, or for players who don't like settlement building
Correct, unfortunately the wiki hasn't put out the current list of traits and which companions (and SS2 characters) have what traits.
 
Some of these are from addons. Some are missing as I don't have them available yet.

Abigail Finch - Logistis expert, Welcoming, Stickler
Abraham Finch - Lifebringer, Scavenger, Overzealous
Anne Hargraves - Makeshift armorer, Entertainer, Pacifist
Blake Abernathy - Lifebringer, Experienced farmer, Taskmaster
Bohdi - Truthseeker, Party animal, Rebel
Cait - Melee trainer, Entertainer, Depressed
Clem - None, Enthusiastic, Naive
Codsworth - Robot morale officer, Handyman, Pacifist
Connie Abernathy - Lifebringer, Caravaneer, Fun police
Curie - Lifebringer, Enthusiastic, Naive
Daniel Finch - Rationer, Experienced farmer, Self doubt
Deacon - Railroad ally, Farming experience, Synth sympathizer
Doc Anderson - Truthseeker, Welcoming, Allergies
Hubert - CoA ally, Enthusiastic, Dyscalculic
Jake Finch - None, Mercenary, Raider at Heart
Jun Long - Minuteman ally, Scavenger, Depressed
Lucy Abernathy- Minuteman ally, Experienced farmer, Naive
Mama Murphy - Truthseeker, Goodneighbor, Lone wolf
Marcy Long - Minuteman ally, Experienced farmer, Inhospitable
Old Longfellow- Expert hunter, Animal lover, Inhospitable
Old Paul - Gunsmith, Scavenger, Set In His Ways
Preston Garvey - Minutemen officer, Recruiter, Overzealous
Sneake - Gunsmith, Scavenger, Set In His Ways
Stodge- Experienced mayor, Military mind, Ghoulish
Strong - One mutant army, Defender, Healthy appetite
Stuges - Engineer, Handyman, Pacifist
Supervisor White - Robot morale officer, Experienced farmer, Pacifist
Wiseman - Experienced mayor, Experienced farmer, Gholish
 
The game will randomly assign settlers to plots. It's doesn't care about SPECIAL stats. You will need to scan each settler to find out what their SPECIAL's are. You could also train any settler in any stat you want for them using Recreational plots.
Traits are completely different. They give I think 2 advantages and 1 disadvantage to whoever you assign as a leader for recruitment of new settlers or they bring in a specific faction to help defend the settlement. Like Hubert will attract Children of Atom to your settlement if he is assigned to the desk.
You do not need to assign anyone to the desk or even build one if you don't want. I only think City Plans are useful for Conqueror, which isn't even available for this mod yet, or for players who don't like settlement building
to "train" a settler or companion, do they loose their current job assignment while training? how long do they train? do they have to be trained multiple times for a single enhancement? can you assign the training to multiple traits at once? how long does training take and do you get a notification when their training is complete?
 
to "train" a settler or companion, do they loose their current job assignment while training? how long do they train? do they have to be trained multiple times for a single enhancement? can you assign the training to multiple traits at once? how long does training take and do you get a notification when their training is complete?
Settlers can be assigned to a Residential, Recreational, and one of the other "job" plot types at the same time. I think they will train forever if left there. One SPECIAL stat at a time (traits and stats are not the same, only city leaders have traits). Don't know exactly how long training up 1 point takes but it's quick, a few in game days. I don't think training is ever "complete". Maybe at level 99 because it only has 2 digits available.
 
Settlers can be assigned to a Residential, Recreational, and one of the other "job" plot types at the same time. I think they will train forever if left there. One SPECIAL stat at a time (traits and stats are not the same, only city leaders have traits). Don't know exactly how long training up 1 point takes but it's quick, a few in game days. I don't think training is ever "complete". Maybe at level 99 because it only has 2 digits available.
I think it caps out at 10 like the default limit.
 
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