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Generic Leaders

Rylasasin

Active Member
Messages
143
This is a problem a lot of people who prefer to autopilot all of their settlements and/or people who like to affiliate themselves with a faction have: the lack of leaders, especially faction-based ones. To this problem I propose a new system: You can choose actual leaders, or you can choose generic leaders.

Generic Leaders, unlike regular leaders, are spawned (with the exception of the unaffiliated one) in when selected as a leader, and if removed from position, despawn. Unlike regular leaders, they all have the same one upside (spawns guards of the chosen faction that patrol the settlement) and have roughly the same downsides. They also do not have any secondary upsides, making more specialized leaders more preferable for some people.

Generic Leaders are only available given certain statuses however, as shown below. If you betray the affiliated faction (IE , the leader will flee the settlement and take his guards with them (they'll despawn.)

  • Unaffiliated Leader: Spawns two mercenaries to patrol the settlement. Increased attacks by raiders and wild animals. Must have at least one settler in the settlement (upon selecting this option, a random settler is 'elected' as a mayor. This is the only generic leader that requires an existing population. All others spawn the leader in.)
    • Unaffiliated Leader (alternate): Completely Random Upside (sans faction affiliations). Completely Random Downside. You could end up with a Lifegiver Raider at Heart, or a Futurist Despressed. Must have at least one settler in the settlement (upon selecting this option, a random settler is 'elected' as a mayor. This is the only generic leader that requires an existing population. All others spawn the leader in.)
  • Minuteman Corporal: Spawns two Minutemen to patrol the settlement. Increased attacks by Raiders and Gunners, and any major faction you are enemies with. Must have completed "Taking Independence".
  • Brotherhood Knight: Spawns two initiates to patrol the settlement. Increased attacks by Synths and Supermutants. Must have completed Tour of Duty.
  • Brotherhood Paladin: Spawns two power armored knights to patrol the settlement. Increased attacks by Supermants, Gunners, and Railroad Partisans. Must be Sentinel Rank.
  • Railroad Agent: Spawns two heavies to protect the settlement.Increased attacks by Synths and BOS. Must have completed Mercer Safehouse.
  • SRB Overwatch: Spawns two Gen 2 synths to protect the settlement. No synth infiltrator/synth attacks on this settlement. Increased attacks by Railroad Partisans, Minutemen (if you aren't the General) and BOS. Must have completed Mankind Redefined. (X6-88's ability changed to make two coursers patrol the settlement instead.)
  • Preacher of Atom: Spawns two friendly atom cultists with rad rifles to patrol the settlement. Increased attacks by BOS, Atom Cultists (they consider you heretics). Every day, each non-ghoul settler has a 1% chance of either dying, becoming a ghoul, or becoming immune to rads. Must have sided with the Children of Atom by destroying Far Harbor. The Nexus must not be destroyed.
  • Arcadian Synth: Spawns two friendly synth guards. All settlers are synths. Increased attacks by BOS and Institute. Far Harbor only, must have sided with Arcadia by replacing Tekktus. DiMA must be alive.
  • Far Harbor Mayor: Spawns two citizens of Far Harbor equipped with Marine gear and a harpoon launcher. Increased attacks by fog spawn, trappers. Far Harbor only. Must have sided with Far Harbor by either giving them DiMA, or destroying Arcadia, and by destroying the Children of Atom.
  • The Hand of the Mechanist: Robobrain, Assaultron, or Security Bot that spawns two other mechanist robots to patrol your settlement. Increased attacks by BOS if you're not affiliated with them, Institute if not affiliated with them, scavengers, and rust devils. Must have completed Automatron questline. Any outcome will do.
  • Pack/Disciple/Operator Underboss: Spawns two raiders of the appropriate faction to guard the settlement and two slaves as settlers to use for digging around in the dirt. Increased attacks by Minutemen, non-Nuka World Raiders, and whatever faction betrayed you at the end of the NW Raider questline. Settlement must be claimed for the appropriate raider faction. IE you can only use the Pack Underboss on a lair claimed by the Pack.
 
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The small problem with this is that the leader must be a unique npc. Part of the goal of settlement leaders was that it wasnt a random dude/dudette. One could make a mod that had a hidden spawn marker that is placed in each settlement and IF that settlement chooses one of these "Generic Leaders" then that marker spawns the individual (probably previously hanging out in a mystical holding cell) at the settlement. This is actually a pretty cool concept that I may work on if I get the time.
 
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