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SPECIAL Stats of the settlers and recreational buildings

Eagle_Four

Active Member
Messages
129
Hello,

does anyone have experience with increasing the SPECIAL stats for settlers through recreational buildings?

How long does it take to increase a point of the SPECIAL (days,weeks?) ?
e.g. how long does it take for a settler with strength 3 to increase to 4, if he is assigned to a recreational building, which increases strength (e.g. Box Ring)?

Does the rate of increase also depend on the level of the recreational building (higher level = faster increase)?

Can the settler reach the maximum level of 10 by assigning to a recreational building, which increases the SPECIALs?

The reason I ask is because I want to build a Special Force that will be used in difficult missions. For training (SPECIAL Stats) I wanted to use the recreational buildings and build a training camp.
 
Hello,

does anyone have experience with increasing the SPECIAL stats for settlers through recreational buildings?

How long does it take to increase a point of the SPECIAL (days,weeks?) ?
e.g. how long does it take for a settler with strength 3 to increase to 4, if he is assigned to a recreational building, which increases strength (e.g. Box Ring)?
Cannot say exactly; my present campaign is around three days gameplay long (my time not game time) and all settlers put to trining increased their stats. I dont remember the starting vaslues but most of them were unable to use advanced at start and i was able to upgraed the facility later. The formula is unknown, to me at least, but an extimate of a couple points per playing day is reasonable.

Does the rate of increase also depend on the level of the recreational building (higher level = faster increase)?
AFAIK no; better structures allow more settlers to train one or two per structure level

Can the settler reach the maximum level of 10 by assigning to a recreational building, which increases the SPECIALs?
Yes, even higher than ten; i have a few settlers with 12

The reason I ask is because I want to build a Special Force that will be used in difficult missions. For training (SPECIAL Stats) I wanted to use the recreational buildings and build a training camp.

You cannot use settlers as companions and ithing that if you read that settlement X is under attack in the time the special squad will reach the settlement the alarm will be over; this apart the fact that moving settlers around will make them produce nothing for the time of the travel, they move slowly, and you will have to reassign them in the new spot.
I dont know if Piper with improved perception and agility will shoot better
 
AFAIK no; better structures allow more settlers to train one or two per structure level
ok,yes I am aware of that, I thought there would be additional improvements.

Yes, even higher than ten; i have a few settlers with 12
good to know, thank you.

You cannot use settlers as companions and ithing that if you read that settlement X is under attack in the time the special squad will reach the settlement the alarm will be over; this apart the fact that moving settlers around will make them produce nothing for the time of the travel, they move slowly, and you will have to reassign them in the new spot.

But it can be done. I use Amazing Follower Tweaks. With the mod I can make any NPC a companion. And the settlement attacks are also controlled, no attacks and destruction when I'm not there, thanks to this mod: SKK Settlement attack System

I dont know if Piper with improved perception and agility will shoot better
not necessarily shoot better, since the companions' shooting accuracy depends on their Combat Style.
But there are a few other advantages.

if you can believe what is written about SPECIAL stats and companions this has very well effects.

With strength I know it, tested myself, carrying weight increases.

Copy and Paste some Information (you can find a lot of information about this via google):
"
Strength: +10% melee damage and +10 carry weight per point added to their base value.
Perception: the same effect as with any other NPC. It affects their awareness, that is: higher PER they will have bigger range spotting other NPCs.
Agility: not sure but it might affect their overall noise factor when crouched
Interestingly, testing shows that ENDURANCE does not raise NPC hit points but more agility will make NPCs shoot and reload faster. Testing also reveals that higher perception does increase attack accuracy as well, even though NPCs do not use VATS.
"
Of course, all these statements should be taken with a grain of salt, and some of them contradict each other.
 
ok,yes I am aware of that, I thought there would be additional improvements.
I dont know if a level 3 structure trains faster, for sure trains more people
But it can be done. I use Amazing Follower Tweaks. With the mod I can make any NPC a companion. And the settlement attacks are also controlled, no attacks and destruction when I'm not there, thanks to this mod: SKK Settlement attack System
It's a mod i dont use and didnt know of. To defend settlement i equip a minigun on one of my settlers a rocket launcher on another and the defence will become: be there, stay hidden, loot bodies and get thank you ;)

not necessarily shoot better, since the companions' shooting accuracy depends on their Combat Style.
But there are a few other advantages.

if you can believe what is written about SPECIAL stats and companions this has very well effects.

With strength I know it, tested myself, carrying weight increases.

That ' Strong carries more than puny human' is obvious; with him, S 24 you can do fort Hagen and loot every single piece while with any other companion you have to leave a lot of things. Also obvious that Mac is better at long range and Cait at close range because one uses a sniper rifle and the other a shotgun unless you equip them with something different

Havent tried yet to train them; will do but this run i'm just playing to discover SS2. I'm lvl 42 and i havent yet traveled in Kellog mind, i leveled up just to be able to finish SS2 quest and not be trashed by the bears before and the gunners later
 
That ' Strong carries more than puny human' is obvious; with him, S 24 you can do fort Hagen and loot every single piece while with any other companion you have to leave a lot of things. Also obvious that Mac is better at long range and Cait at close range because one uses a sniper rifle and the other a shotgun unless you equip them with something different

Havent tried yet to train them; will do but this run i'm just playing to discover SS2. I'm lvl 42 and i havent yet traveled in Kellog mind, i leveled up just to be able to finish SS2 quest and not be trashed by the bears before and the gunners later
Oh, I think you misunderstood me now. With "Strength" I didn't mean the super mutant 'Strong', but the S.P.E.Z.I.A.L Stat S like "Strength".

I think I will test how long it takes for the values to increase.

But the regular companions are out of question for my Special Forces, they have other tasks. Besides, they are my friends, they don't belong to a regular force. For that I recruit other Commonwealth people. But they have to go through training.
 
Oh, I think you misunderstood me now. With "Strength" I didn't mean the super mutant 'Strong', but the S.P.E.Z.I.A.L Stat S like "Strength".

I scanned Strong, he has Strenght 24 iirc, enough to carry more than double the load of another companion; he also has Perception 1 i.e. unless soemone hits him he doesnt notice, like most supermutants (beware dogs ofc)

I think I will test how long it takes for the values to increase.

But the regular companions are out of question for my Special Forces, they have other tasks. Besides, they are my friends, they don't belong to a regular force. For that I recruit other Commonwealth people. But they have to go through training.

I put all unused companions in Red Roket, that i keep undeveloped to try avoid lag interferences with Sanctuary and Abe Farm. This way i know where to find them if i need a particular one.
I know they could be good leaders but i dont like and dont use city plans.

I dont know how your mod works, but a good unnamed settler, with all 4 in SPECIAL, with a minigun and combat armor can repel by himself a full squad of gunners or robots; he fires the minigun a lot better than me and never runs out of ammo. I just need to be there because if you are away the game doesnt care if your settlers use Fat Man or pipe guns
 
It always bothered me that when you get an attack message and you're not at the scene of the action, the result is more or less diced. Fortunately, with the SKK Settlement attack System, that doesn't happen. The attack starts only when you are on the scene. Random results of an attack no longer happen.

Since I play in survival mode and don't have infinite ammo (ammo has weight) I also set it so that alls NPCs have limited ammo (ini tweak). If I have limited ammo, my enemies must have it too, otherwise it's pretty unfair. Therefore, a fight with ranged weapons usually does not last very long, the fight turns into melee very quickly. This requires different equipment and strategies.
I am now at level 155.
 
It always bothered me that when you get an attack message and you're not at the scene of the action, the result is more or less diced. Fortunately, with the SKK Settlement attack System, that doesn't happen. The attack starts only when you are on the scene. Random results of an attack no longer happen.

Since I play in survival mode and don't have infinite ammo (ammo has weight) I also set it so that alls NPCs have limited ammo (ini tweak). If I have limited ammo, my enemies must have it too, otherwise it's pretty unfair. Therefore, a fight with ranged weapons usually does not last very long, the fight turns into melee very quickly. This requires different equipment and strategies.
I am now at level 155.
I did a survival run for the achievment but i find it boring to have to walk hundeds of times from Sanctuary to wherever i need to be; was an interesting run but not the way i like to play. Obviously with fast travel going to an attacked settlement quickly is not a problem

OT and out of curiosity what weapon do you use for melee at level 150? i'm doing a melee run now and the Pickman that's by far the best melee weapon at mid low level is losing power now that i'm 45; even at x10 i cannot one shot the biggest supermutants and alpha detclaws and very often they manage to hit me during my 7 attacks VATS sequence interrupting my attack.
 
I understand what you mean.
I would never have switched to Survival mode if I couldn't do the following:

a) save at any time and anywhere
b)Fast Travel
c)Open and use Console

but thanks to further mods this is also possible without any problems:
There are Survival Options and Advanced Needs 2. (AN2 is unfortunately no longer on Nexus).

I save automatically every 10 minutes. And also frequently before the loading screen.
Unfortunately, I also have to deal with CTDs,freezes and inifinity Loading Screens from time to time, so frequent saving is necessary.

I must say that I almost never use Fast Travel. It ruins the immersion. I often use teleportation technology for interior travel (Mod: ImmersiveTeleportation 2) or Flyable Personal Vertibird. I use Fast Travel mostly when I'm testing something.

As a melee weapon I've been using the Superhammer with +100 Radiation Damage (BaseID: FF964) for a long time. There are probably better melee weapons out there, but I've gotten used to it, so maybe I'll take my time and look for a better melee weapon. I have to say my game is modded so much that it doesn't have that much to do with the original anymore. Therefore, it is also difficult to really make comparisons. In the meantime, there are far more dangers in the commonwealth than at the beginning. Through various mods I have many different animals, the races have changed a lot, I actually never know what I will encounter. Sometimes I meet 50-60 Gunner, there helps only retreat and come back with stronger forces or bypass the area widely.

I recently had a situation where I got an attack report of a SS2 settlement. I approached with 5 companions, all companions and I were in power armor. I encountered about 50 raiders. After a few minutes the fight turned into close combat, because all of them had used up their ammunition. Since the settlement (Starlight Drive in) was well developed with about 25 settlers, I got support, so the force ratio was reasonably balanced. I still had to reload several times.

The Commonwealth has become very dangerous. But that's how I love the game. At some point there was no more challenge. I could go through the Commonwealth alone without even the hint of danger. That's no longer the case. Survival now means thinking carefully about what you do, otherwise a mistake ends fatally. Which often happens to me, because I think I'll get through somehow.
 
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