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do settlers auto assign based on best SPECIAL?

LadyAthena

Active Member
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168
If I haven't touched any of the original settings for Sim Settlements 2, will settlers auto train, and auto assign themselves to the best available jobs?
 
Sadly, nope. You need to figure out who does what if you want the bonuses. And then assign them accordingly. Personally I just can't be bothered so I turn the requirement off altogether.
Thanks!

I guess I'll just turn them off since that'll be ultimately the same thing? It seems to much of a hassle. I honestly like the idea of it all, and I like micro management, but this takes it to a whole new level having to figure out who's new to your settlement, and cycle through all your settlers over and over and over every few days to make sure everyone is where they should be.
 
I keep auto assign off always because i noticed that keeping it on sometimes the AI swaps assigned settlers; just a feeling not 100% sure.
It's not difficult or very time consuming assigning them manually, there are tracking functions to track homeless and unemplyed; they are sometimes a bit buggy but usually they work.
When i enroll a new elite settler i scan him and assign to the best job
 
a big no to this question you have to micromanage that.
 
While it may not be difficult, it most certainly is (or at the very least can be) time consuming and just generally a massive pain in the ass if you don't particularly care to run around scanning settlers over and over and over and...
Once yoiu are reasonably sure they wont change job, removing any auto assign, you just need to scan them once to assign and maybe again after a while to be sure they are still the good choice and you ahve a lot of free time when you reach settlement having to wait for the hub to set.
 
Once yoiu are reasonably sure they wont change job, removing any auto assign, you just need to scan them once to assign and maybe again after a while to be sure they are still the good choice and you ahve a lot of free time when you reach settlement having to wait for the hub to set.
Unless there's a system that gives me the stats for everyone on one glance there's zero chance I'm spending my time going around checking people and their stats just to see IF I need to do so. I have plenty to do when I get to a settlement as is, and besides, running around scanning people is counter intuitive for spending time while waiting for things to catch up.

I get it, you enjoy the micromanagement, but I find it a waste of my time.
 
I get it, you enjoy the micromanagement, but I find it a waste of my time.

I'm trying to play hardcore and unless i squeeze every little bit from every settler i cannot succeed with the little starting res i have. Overexpanding , as i did in a previous attempt means failure so i need to micro every settler at his best place, with the best equipment i can give him and, because of a bug, with the equipment given in the correct order (only the last piece you give and equip will work)
It's a pain in the a$$ but the only way to play as i want. I have the same feeling with those playing survival; nice, challenging but painfully boring to have to walk from sanctuary to diamond an hundred of times
 
@Agi_ May I ask, would you please elaborate on this bug re equipping settlers?
If you give a farming settler a bowler hat +1 endurance you get the +1 from it; if later you give him a new gun he will lose the +1 unless you get back the hat and reequip it. If you give him also a +1 endurance dress he will only get +1 not the +2 you would expect.
Only the last item equipped will add his bonus; so if you run gunner plaza and decide to equip all your farmers with combat armor and laser gun you need to reequip all +endurance stuff as a last move to avoid losing the bonuses. Very annoying because it's easy after a mission to get a settler, give him a new gun and some time later realize he's no more able to work at the advanced water well because the sunglasses are no more the last item equipped
 
Thank you, Agi_ very much. I was totally unaware of these quirks re equipping settlers. I suspect this applies to former companions who have 'settled?' Again, thank you.
 
I were unaware too, and wondering why some bad behaviour happened; if a plot loses a couple point you dont notice but if a 50 production one stop working because you equip a gun and it removes the hat bonus declassing the settler from gifted to standard and making him unable to work an advanced plot you WILL NOTICE something strange happened.
I read a post here talking about the argument and verified the thing; no idea if it's a bug or a feature
 
Keep in mind, the basic buffs from hats / glasses / cloths, only the last item equipped adds to settler stats. But legendary armor buffs do stack!
So hold on to those cunning, fortifying, ect items the you don't otherwise need. Useful to push a settler into the next tier plot.
 
Keep in mind, the basic buffs from hats / glasses / cloths, only the last item equipped adds to settler stats. But legendary armor buffs do stack!
So hold on to those cunning, fortifying, ect items the you don't otherwise need. Useful to push a settler into the next tier plot.
So, FIRST equip the legendary items, THEN equip ONE mundane item that buffs (glasses, hats, etc.) to get maximum buff? Yes?
 
It is worth adding, if there even is a cap on how high those stats can go before ss2 stops using them in calculations for end production amounts, it is higher than you can reach without cheating. The bars on the Vitomatic only show up to 10 spaces worth of bar, but the stats can go WAY higher.
(tested by manually editing stats on someone using console commands; it still all worked correctly with a stat of 255).
 
Vitomatic bars can go as high as 24, i scanned Strong and got this result for his strenght; and i remember many SPECIAL characters with values around 12, Codsworth intelligence is one but all robots have this value but Curie once she become a synth
 
Unless there's a system that gives me the stats for everyone on one glance there's zero chance I'm spending my time going around checking people and their stats just to see IF I need to do so.
Want to fix a script for a mod I have in the works to do just that? Its been sitting in the "I'm sick of bugfixing" pile for the last couple of weeks... You could sort all settlers in a settlement by special stat and turn tracking on/off for each NPC. I can't seem to figure out WTF I did wrong in my sorting function........ maybe tomorrow??? ;)
 
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