the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Settler clothing and SPECIALs

I have noticed as well that my people will have a set of clothing in their inventory that I have previously taken from them. However for my visual "job" identifiers I mainly use accessory type items, hats glasses, under armors, etc. and I have not had any of them replaced by plot assignments so far. I will keep an eye on it though. I am very accustomed to my system so hopefully it will not change, but if certain addons have clothing mods applied I will just adapt as needed.
There IS a setting to disable "uniforms" in the holotape, but I'd expect that like half the other ones in there it only does what you told it to when it feels like it.
 
Might be it. I'll keep an eye on that. Dressing them in something to act as "visual shorthand" to spot what job they work from a distance is a nice idea, though, might start doing that properly.
I love my visual shorthand method because it always helps me pick out who is new to the settlement without being in build mode and lets me know at a glance if I am just passing through that I need to put someone to work. :)
 
I would like to hear more ideas about how you all use clothing in your settlements, or do you even bother? Just curious.
Same, I've been using clothing to tell my Settlers apart since day 1. I'm currently using different coloured vault suits, using UCO, for different plot types, but looks like I need to switch over to Stat clothes to get the benefit of SPECIAL stat boosting...
 
Same, I've been using clothing to tell my Settlers apart since day 1. I'm currently using different coloured vault suits, using UCO, for different plot types, but looks like I need to switch over to Stat clothes to get the benefit of SPECIAL stat boosting...
Well the output difference is kinda minor, but the ability to upgrade a plot to advanced or hitech sooner makes a big difference.
 
Well it seems some clothing is not providing a bonus, like Farmhand clothes. Also seems like you only get one bonus either hat or clothing.
View attachment 10616View attachment 10617
This was on a normal settler.
Yes its normal the game take in account only the last Clothes you put on and give you that Bonus.Older Mods that change output from Workbench/Plots use the same Specials.GOT Mod is one of them.To get more out of your Scavenger WB you need to have the right Clothes same as for all other Workbench that have that Mod.The Mod consider even the Wepons a Hunter with a Sniper Hunter rifle get a huge Bonus on damage.Clothes with clothes don't stuck and the Bonus will get lost after fasttravel.Dont know if SS2 will have the same Problem.What you can try is to use a Weapon with Bonus and Clothes maybe that is compatible.
 
I wonder if Legendary modifications on the clothing will even further boost the stats of the Settler and improve their effectiveness. There's a mod that let's you add Legendary effects to gear with Mod Chips collected from scrapping other Legendaries.
 
I wonder if Legendary modifications on the clothing will even further boost the stats of the Settler and improve their effectiveness. There's a mod that let's you add Legendary effects to gear with Mod Chips collected from scrapping other Legendaries.
Yes.
 
Just wanted to add/confirm some of the findings in this thread. I have been experimenting with clothing on my settlers in Starlight. I have found that if (1) I add clothing with SPECIAL boosters t to the settlers, and (2) that item is the very last item I equip for them (after any weapons, armor, etc.), then it will show the increased SPECIAL statistic when viewed using the Vito-matic. However, the increased statistic does not appear to be surviving a re-load. If I save the game and re-load, and then check using the Vito-matic again, it appears to revert to the original SPECIAL amount. If this is true, perhaps the Save Game function in the game engine doesn't save/load that particular modified SPECIAL statistic or calculate it upon load? I am at this point just guessing but figured I would offer up this information for those that know the game engine better. I would think, if SS2 can permanently modify the settler statistics based upon their recreation and get into the save game file, there should be a way to have it "look" at the clothing and add bonuses as well.
 
Just wanted to add/confirm some of the findings in this thread. I have been experimenting with clothing on my settlers in Starlight. I have found that if (1) I add clothing with SPECIAL boosters t to the settlers, and (2) that item is the very last item I equip for them (after any weapons, armor, etc.), then it will show the increased SPECIAL statistic when viewed using the Vito-matic. However, the increased statistic does not appear to be surviving a re-load. If I save the game and re-load, and then check using the Vito-matic again, it appears to revert to the original SPECIAL amount. If this is true, perhaps the Save Game function in the game engine doesn't save/load that particular modified SPECIAL statistic or calculate it upon load? I am at this point just guessing but figured I would offer up this information for those that know the game engine better. I would think, if SS2 can permanently modify the settler statistics based upon their recreation and get into the save game file, there should be a way to have it "look" at the clothing and add bonuses as well.
This is very interesting, I wonder too what happens in a case where the settler was assigned to an Advanced Farm and was enabled to do so because of Endurance boosting gear(END less than 5 but raised to 5 or more due to equipment bonus) if the END gear doesn't apply on reload?
 
This is very interesting, I wonder too what happens in a case where the settler was assigned to an Advanced Farm and was enabled to do so because of Endurance boosting gear(END less than 5 but raised to 5 or more due to equipment bonus) if the END gear doesn't apply on reload?
I put $5 on the same thing that happens when plot operating cost are not met, the plot goes into 0 production mode...
 
However, the increased statistic does not appear to be surviving a re-load. If I save the game and re-load, and then check using the Vito-matic again, it appears to revert to the original SPECIAL amount.
I've noticed the same thing.
 
Yeah I gave up on trying to minmax the stats in that way with how temperamental its being. Custom "uniforms" for each job it is.
 
That would explain why the Military Fatigues I kept giving guards would fritz out and cause massive drops in settlement defense after a reload. I thought that was just "background script weirdness", but that does explain quite a bit.
 
Just wanted to add/confirm some of the findings in this thread. I have been experimenting with clothing on my settlers in Starlight. I have found that if (1) I add clothing with SPECIAL boosters t to the settlers, and (2) that item is the very last item I equip for them (after any weapons, armor, etc.), then it will show the increased SPECIAL statistic when viewed using the Vito-matic. However, the increased statistic does not appear to be surviving a re-load. If I save the game and re-load, and then check using the Vito-matic again, it appears to revert to the original SPECIAL amount. If this is true, perhaps the Save Game function in the game engine doesn't save/load that particular modified SPECIAL statistic or calculate it upon load? I am at this point just guessing but figured I would offer up this information for those that know the game engine better. I would think, if SS2 can permanently modify the settler statistics based upon their recreation and get into the save game file, there should be a way to have it "look" at the clothing and add bonuses as well.
It that what i write above.Some other player make that test with the GOT mod that use even Specials and more.Only the last item you wear on the Settler give you the bonus and the Bonus get lost after reload or even fast travel as the game don't remember that Bonus when the Cell is unload.
21 August 2020, 11:15AM
From my test, currently all seem to work as intended except "Show local residents' statistics" that I never see despite clicking on the option.

Around normal settlers, the default special stats are allways 4 value. Except Mama Murphy that has 19 strengh, that the game default value. Give him a baseball bat instead a pistol then.

The ghouls have 11 INT, they are good choice for herbalist.

A single buff outfit is taken in account, not two, and must be set in last. Exemple for the milician outfit(1 PER, 1 AGI) and basic leather plastron. Wear the plastron first and the milician outfit in second, else you lose the buff. You simply cannot stack the buffs because the engine seem to take in account just the last outfit.

Probably, but not fully tested at this time, to get a humans settlers with a more good stats that the default ones that are set as 4 value, we need to create unique npcs https://www.nexusmods.com/fallout4/mods/27969?tab=files&file_id=115685&nmm=1
And tweak with modav console command to change their special stats.

The best is if GOT (or a shared mod) can give holotape option to randomize these stats when a settler spawn, but I don't know if it's possible.

NOTE: Do not use the far harbor version of unique settlers. When they are assigned as clinic, they become just chems vendor.

To be continued...

Edit:
  • Seem working correctly with no Lollygagging settlers mod.
  • The outfits buf seem lost when I change cells or reload the game.
  • Unique settler with modav stats seem working, I can assign them, I can recruit them, but GOT not show their special stats by pressing F when selected in workshop mode.
  • My unique hunter with scoped rifle, buffed to special 9 in agility, perception and endurance seem a bit op, having his damage multiplier set to x10 (with around 500 dmg, he can kill all the commonwealth alone)
 
Use a mod that directly generate settlers having random attributes without use of console command and you won't have any problem with attributes :grin
 
I posed this in another thread, but here it feels more appropriate.
Is there any way to reroll SPECIAL or patch a mod to avoid unfair situations like this, where all stat are at 1? She is the only one so far from the Recruitable Settlers mod that got THIS unlucky. I tied to change her stats in the FO4Edit but it didn't work.
 
For using clothing buffs, I just tested & found that even if the buff didn't apply after reload they can remain assigned to the plot. With Cheat Terminal I can add legendary effect to any item so I added Cunning(+1 AGI & +1 PER) including Military Fatigues, Pack Feather Necklace, etc and boosted a settler from 1 AGI to 11. Assigned them to Advanced Defenses then removed the new equipment putting them back to 1 AGI. Fast travelled away and waited 24h, fast travelled back and they remained assigned to it. Somewhat exploitable but overall probably a positive thing since it means we can work around the base game bug where clothing buffs don't always continue to apply properly after cell reloads have happened.

Any you would recommend?
Even without additional mods there are some pretty good options for starting out. Base game Fallout 4 Companions tend to have high SPECIAL stats. Piper, MacCready, Nick Valentine, Deacon, Preston Garvey, Codsworth, Curie, Cait, Strong & Old Longfellow can join the player fairly easily early on and can be dismissed to a settlement. They can be useful as early game options for skilled/gifted requiring plots.

SS2 characters tend to have high SPECIAL stats as well, if you play through the quests you'll get a fair number of unique characters with good stats. Stodge for instance had 11 INT and reasonable values in other areas. Do the side quests The Ron gives you, It Came From Planet X & Gray Matters, and you can get a few more as well. Even besides the questline, there's quite a few additional unlockable settlers that can show up at any settlement you have with an active recruitment beacon once conditions are met. Claim at least 2 settlements and you should be eligible for a few, build up & raise happiness at one of them and you should become eligible for more. Training Recreation plots can also increase SPECIAL, the rate seems to get a fair bit better at L3 and some of them can have multiple occupants at L2/L3.

Companion mods can add another character with great stats, some examples include Heather Casdin, Ellen the Cartographer, Companion Ivy. For even more, the mod Better Settlers may be worth a try.
 
Be careful with the companions, cheated attributes kill the fun of the game and the immersion (I consider any attribute greater than 10 as cheated) but try and you'll see :grin
In my current mod developpement I cut all these NPCs to 7 max in attributes, I consider a NPC need some work to have a greater than 7...
 
They have pretty high stats but there's only a limited number of them, and will still take some time to recruit many of them on a fully survival playthrough. Overall I think it works out well since having them ensures the player can at least build one or 2 of the Advanced/High Tech plots, but doesn't invalidate the training system since that will definitely be required in order to be able to switch to high tech plots game wide or even at more than a couple settlements. It might be frustrating to unlock them but have no one who is able to be assigned to them.
 
Top