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Reduce Settler Pileup

Kefke_Wren

Active Member
Messages
106
After completing the first stage of the Sim Settlements Main Quest/Tutorial, Lilly and a few random settlers showed up at Sanctuary Hills, looking for a place to stay. Along with them, they brought Carne Asada, who wanted me to save his chem stash pretty much in the opposite corner of the map. I agreed, but put it on the backburner. I was still doing the main quests of both the Vanilla game and Sim Settlements 2. After getting a bit further, I come back to my settlement and find this...
ScreenShot3.png
There's now a whole pile of people just standing around, waiting for me to do things for them. They don't wander or do anything, they just stand there and wait. Oh, and they all talk over each-other when I get close, competing for which one gets to ask me to solve their problems first. Also, I'm pretty sure that one in the back is Kellogg's ghost, come to haunt me for interrupting his "I'm a badass" speech with a mini-nuke, but that's beside the point...

My point is, that's a lot of people all just standing in one place. I don't know if I've hit the Charisma cap, but if I haven't then it's only going to get worse. It would be nice to at least have them sandbox within a small area, so that I can talk to them without the others in the way. It would be even nicer if there was a cap on how many unique settlers will spawn at a time. Naturally spawn, that is. Since paying The Ron can force a special settler to spawn, I think it's entirely reasonable that if someone wants to queue up a whole bunch of people to deal with, they can do it that way. For people that aren't specifically asking for it, though, I think that unique settlers piling up can quickly become like Preston constantly giving you new settlements to help while you're still dealing with the last one. It would be better if only two or three unique settlers could show up at once, tops. Especially since they seem to only show at wherever the player has designated through their meeting the Stranger/Jake as their "capitol" settlement.
 
Pretty sure that doesn’t affect those settlers. Those are quest givers, I got two of them with the beacon off.
If I'm not mistaken, they actually count as "Visitors" - so they should follow your setting for max number of Visitors spawned. Or at least, turning Visitors Off should stop more spawning? I haven't tested it myself, I've never had more than one 'special settler' spawn within an ingame week.
 
In my V1.0.0 and 1.0.0a playthroughs I remember this 'pile up' happening. I can't remember v1.0.0d.
In my playthrough on v1.0.0f and beyond I think this (how these NPCs spawn) was changed. IIRC, I have now had more than 2 ever standing around doing nothing.
There might be script lag involved. Once I had no NPCs standing around and 2 sandboxing. I loaded an older save and they were just standing at their spawn point. I never looked further into this.

After completing Who Can? ASAM! the spawn point seemed to change to the settlement involved with this quest, as I no longer have seen a spawn in the "Jake spawned here" settlement. I have not seen these SS2 NPCs spawn in any other settlement becon or not.

The NPC spawns do not seem to be affected by the beacon. Some seem to spawn based on vanilla quests. I have not noticed any spawn based on the SS2 MQ as they seem to become available based on the MQ itself.
 
If I'm not mistaken, they actually count as "Visitors" - so they should follow your setting for max number of Visitors spawned. Or at least, turning Visitors Off should stop more spawning?
Nope. My visitors are always off and I still get them. So turning visitors off doesn’t stop quest givers (thankfully)
 
Nope. My visitors are always off and I still get them. So turning visitors off doesn’t stop quest givers (thankfully)
Yeah, noticed the same since I said that and did some more testing myself, my bad. Interestingly though, on my current save I never built a Beacon at all, and haven't seen a single one of them in 26 levels, either the ones with the quests to unlock Advanced Plots or just the "flavor" quest ones like say Carne Asada. (I use him as an example because as far as I can see he has the lowest "prerequisite" requirements to spawn of any of them)
 
Having played the main story twice, those settlers seem pretty random overall. I had the same charisma (7) and basically the same setup in my settlements and in one game I had 1 by the time I was done and in the other I can’t remember how many it was but there were quite a few. So I’m not sure that it’s decided by much more than RNG.
 
Having played the main story twice, those settlers seem pretty random overall. I had the same charisma (7) and basically the same setup in my settlements and in one game I had 1 by the time I was done and in the other I can’t remember how many it was but there were quite a few. So I’m not sure that it’s decided by much more than RNG.
I am 99.5% certain that at least SOME of them have requirements to be able to spawn - be it number/level of specific plot types, or completion of specific quests (vanilla or from SS2 itself), or perhaps even just good old player level. Although "able to spawn" and "actually does spawn" are different issues.
 
I am 99.5% certain that at least SOME of them have requirements to be able to spawn - be it number/level of specific plot types, or completion of specific quests (vanilla or from SS2 itself), or perhaps even just good old player level. Although "able to spawn" and "actually does spawn" are different issues.
I can confirm that they were planned with requirements, at least. For some of them those requirements may have been quite low, however. And of course after all the time and work that development and implementation required, I can't even say for sure if my NPCs kept the same requirements I submitted with the scripts, or if those got reworked. Never mind anyone else's submissions.
 
I am 99.5% certain that at least SOME of them have requirements to be able to spawn - be it number/level of specific plot types, or completion of specific quests (vanilla or from SS2 itself), or perhaps even just good old player level. Although "able to spawn" and "actually does spawn" are different issues.
I didn’t say they don’t have requirements. I’m sure there are. But let’s say the requirement is to have met Preston, it could mean that this random NPC “event” has a chance at triggering while others that you don’t have the requirements wouldn’t. But I think it’s a random roll of an NPC appear and, from my very limited experience of two attempts, it looks like it’s not something players can control. As I said, mostly twice the same game, the same missions and side missions, the same SPECIAL but two very different number of characters between the two games. And in both games visitors were off, they both spent a lot of time with the beacon on hoping to get any new settlers etc. So I think once an NPC is unlocked as a potential quest giver, him showing up or not is just RNG. That’s really what I meant.

And again, that’s from a REALLY limited experience where I wasn’t even testing for that so it truly is nothing but my impression for now.
 
I had the same thing happen to me, thought it was just my game though. I used Red Rocket as my 'Capitol' settlement and they kept showing up at the back corner by the phone booths. First Carne, then others, then I went back there are there were so many and all started talking at once. After I attempted to kill Sneake (seriously, what is his problem) i just gave up helping them. What do you even DO with Sneake?
 
Ah ok. I'm certain he's bugged. When I punched him (not because I was trying to do a quest but because he pissed me off) he just stood there. It will get fixed eventually so I won't worry about it.
 
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