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Old Post Leader Perks

reychop

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I am not sure if something like this has been posted before but I couldn't see it on the wiki either so I guess I'll just go ahead and post the leader perks description. I spent a few good minutes writing the descriptions down on a notebook (surprisingly occupying 5 pages) to make it easier for me to know the descriptions without the endless scrolling down (and also because the dialog box takes long in my system to load). If something like this has been posted already, I'll delete the post. :)

Anyway, here goes:

Animal lover- animals are more likely to move into the settlement
Bot Finder- robots will occasionally move into the settlement
Brotherhood ally- Brotherhood of Steel will patrol and defend the settlement
Defender- settlement defense increase by 20
Depressed- settlement happiness reduced by 5
Entertainer- recreational plots upgrade 20% faster
Enthusiastic- settlement happiness increase by 5
Ex-farmer- agricultural plots upgrade 20% faster
Experienced Mayor- city plans upgrade 25% faster
Futurist- industrial plots upgrade 20% faster
Ghoulish- max recruitable settler decreased by 2
Handyman- maintenance cost reduced by 25%
Healthy appetite- increase food requirement by 5
Hunter- Food requirement for upgrades and dynamic needs reduced by 50%
Inhospitable- reduce likelihood that visitors will come
Institute ally- institute will patrol and defend the settlement.
Lifebringer- Agricultural plots produce 2 additional food
Lone wolf- settlement defense decreased by 10
Makeshift armorer- increase max defense per settler from donated equipment by 2
Mercenary- increase tax income by 20%
Military minded- martial plots will upgrade 20% faster
Naive- martial plots take 20% longer to upgrade
One Mutant Army- always defend against settlement attacks successfully
Overzealous- settlement happiness reduced by 5
Pacifist- martial plots take 20% longer to upgrade
Party animal- settlement happiness will increase by 5
Raider @ heart- agricultural plots take 20% longer to upgrade
Rebel- reduce tax income by 20%
Recruiter- increase chance of new settlers being recruited
Robot morale officer- robots do not suffer a happiness penalty
Scavenger- increase daily collected junk
Self-doubt-> Maintenance cost increase by 20%
Shakedown- increase your share of income from shops
Synth sympathizer- increase the likelihood of synths infiltrating the settlement
Synthetic- agricultural plots take 20% longer to upgrade
Trainer- martial plots provide 5 additional defense
Truth-seeker-> Synths can no longer infiltrate the settlement.
 
Actually reading all of these together has made me realise that they are actually more useful than I thought! I hadn't really payed much attention :) The one removing the robot happiness limit is very useful for my Graygarden!
Thanks for the list!
Therefore: where is the leader perk for a(n) npc stored, is there a console command to add/remove these? Would be good to use on leaders provided by add-on packs.
 
Actually reading all of these together has made me realise that they are actually more useful than I thought! I hadn't really payed much attention :) The one removing the robot happiness limit is very useful for my Graygarden!
Thanks for the list!
Therefore: where is the leader perk for a(n) npc stored, is there a console command to add/remove these? Would be good to use on leaders provided by add-on packs.
the authors of add-on pack can add the perk for each leader if he want they are listed in the toolkit and they are coded directly by kinggath so you can't create new perk but you can add all that are put by kinggath in the toolkit.
 
the authors of add-on pack can add the perk for each leader if he want they are listed in the toolkit and they are coded directly by kinggath so you can't create new perk but you can add all that are put by kinggath in the toolkit.

Would be cool if we can add and remove perks via console. Then we can remove all the negative perks. Haha. Of course it's not just for cheating. It would also be cool to add institute ally to most leaders (via console command) so we can roleplay an institute take over after the end game without having to make an addon. :)
 
I notice some leaders have Investigator as a trait? What does that do?
 
overzealous and depressed are the same x)
There are many that are the same. There is the philosophy that while they have the same impact they are two very different personalities. The idea is that there is "crunch" behind the stats and multiple "fluff" entries that correspond to the same crunch. I've been involved in writing up a lot of fluff options for the same crunch.
There will always be players in any game system that min/max (and that is fine), but there are others who want the flavor to be rich and sensical. Hopefully, when the new trait names (as well as some new traits) are released that people will be able to really craft some interesting NPC leaders that both make sense story/lore wise and are useful.
 
There are many that are the same. There is the philosophy that while they have the same impact they are two very different personalities. The idea is that there is "crunch" behind the stats and multiple "fluff" entries that correspond to the same crunch. I've been involved in writing up a lot of fluff options for the same crunch.
There will always be players in any game system that min/max (and that is fine), but there are others who want the flavor to be rich and sensical. Hopefully, when the new trait names (as well as some new traits) are released that people will be able to really craft some interesting NPC leaders that both make sense story/lore wise and are useful.
ok didn't know that was for flavor i'm fine with that if is intended i like too ;), in a role play game make sense :p
 
hey was wondering about leaders and can't find any information in the spots i normally check to figure this out but how do you modifiy an existing leader add on since i really want to use this addon that added some npcs i like but other didn't touch but really want to balance them out to fit better i really only plan to do this for my own personal use though really.
 
hey was wondering about leaders and can't find any information in the spots i normally check to figure this out but how do you modifiy an existing leader add on since i really want to use this addon that added some npcs i like but other didn't touch but really want to balance them out to fit better i really only plan to do this for my own personal use though really.
you can use the toolkit and make the leader you want there is a tutorial.
 
As Karyusan says, Kinggath has made an easy to follow tutorial on how to modify or create new leaders, it's on the Nexus here. It has all tutorials to make addons for plots as well. The one you want is:
Extra - Custom Leader Tutorial.pdf
 
the 0 is just the ID for that trait, and you use that in the leader card template
 
the 0 is just the ID for that trait, and you use that in the leader card template
i know that was just asking if it was an active trait or if it was just a planned and being finished trait since really the way the creation kit showed it i wasn't sure since that part showed it saying default 0 so wasn't sure which is why exactly i asked since i know you would know better then me just winging it
 
O
I believe all those traits are active
so it should work ;)
 
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