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Self-equipping settler system

ABNDT

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1
I was wondering what else I might want to see from SS. More Institute or CoA-themed plots would be nice, but that’s something for an add-on pack. What do I want to *do* with settlements that I currently can’t? Aha! Settlers can handle their own houses, farms, even whole city plans, but they still don’t handle their own arms and armor! Furthermore, it would be nice to give my settlers equipment to fit the theme of a particular settlement without having to track it all down in the wasteland. But how to go about this?

Disclaimer: I don’t know how feasible what I’m about to suggest actually is. Here goes!

I was thinking of a system similar to IR’s tech tree. You would build a new type of plot—let’s call it an Advanced Martial Plot—that assigns weapons and armor to your settlers, with the general style determined by the plot design. As the plot upgrades, it doles out new, and generally better, pools of gear. To keep your settlers’ equipment from constantly refreshing, maybe it could also equip them with something in a generally unused slot (a Pip-Boy knockoff, perhaps?) and not try to equip settlers already wearing an arms tracker of Mark [1,2, or 3, depending on the plot’s level] or better. Furthermore, the Advanced Martial Plot might have a control terminal to set a maximum number of settlers that it would equip before going dormant, in case you only wanted to set up a few armed guards, or build multiple plots in one settlement to mix styles. Obviously, a plot that procured weapons and armor like this would need some pretty hefty costs—caps, power, defense, happiness, whatever seems appropriate. Also, cross-plot prerequisites could make sense: want to upgrade your AMP to a style that dispenses laser weapons? Not without a Microfusion Garage!

The “tech” tree might look something like this:

Raider (basic weapons, raider armor)
---- Veteran Raider (better basic weapons, better raider armor)
-------- Rust Devil (ballistic and some laser weapons, robot armor)
-------- Pack (Pack gear)
-------- Operator (Operator gear)
-------- Disciple (Disciple gear)
----Trapper (Far Harbor gear)
-------- Zealot (gamma guns, radium rifles, marine armor)
---- Gunner (ballistic weapons, low-grade combat armor)
--------Gun Runner (high-quality weapons and combat armor)
Wastelander (pipe weapons, clothes, leather armor)
---- Minuteman (basic weapons, laser muskets, assorted armor)
---- Railroad Agent (basic weapons, low-grade Railroad armored coat)
--------Railroad Heavy (high-damage weapons, high-grade Railroad armored coat)
Tinker (modded pipe weapons, clothes)
---- Inventor ("offbeat" weapons, assorted armor)
-------- Advanced Systems (Institute weapons, synth armor)
-------- Scribe's Armory (energy weapons, BoS combat armor)

Obviously incomplete, but you get the idea.
 
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It's a nice idea.

There is a similar mod called Central Settlement Armory which will let you
distribute clothes, armor, and weapons to your settlers. it requires manual
operations though (putting gear into storage and then sending them to settlers).
 
It's indeed a great ideia! Kinggath already though of something like this when he created the donation system, but it seems that it cannot be implemented without requiring F4SE (3:40min at the video below)

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Making settlers use specific donated gear is probably way way too difficult with the engine. But perhaps it would be possible to make settlers randomly choose from different tiers of gear, based on the defence stat thingy. Perhaps "respawning" the settler, generating new gear based on custom gear lists.
In case of such a thing, a per settlement toggle would of course be needed for those settlements where you want to gear them manually.
 
I just use Better Settlers, which improves their gear, creates way more settler variety, and increases their levels along with yours. Not a perfect solution, but better than the vanilla settler system.
 
I just use Better Settlers, which improves their gear, creates way more settler variety, and increases their levels along with yours. Not a perfect solution, but better than the vanilla settler system.
I've seen a LOT of people with this mod... But wasn't this mod that was recommended not use it with Sim settlements? The one that could severely corrupt your savegames and such?
 
Better Settlers works fine with Sim Settlements as far as I know--at least, I've been using it without problems. Are you thinking of Don't Call Me Settler?
 
Don't Call Me Settler was the one that murdered save games. Better Settlers makes them look less ugly. They are still as dumb as a bag of rocks though.
 
Better Settlers works fine with Sim Settlements as far as I know--at least, I've been using it without problems. Are you thinking of Don't Call Me Settler?
Don't Call Me Settler was the one that murdered save games. Better Settlers makes them look less ugly. They are still as dumb as a bag of rocks though.

Ohhh right... Sorry fot the confusion! Guess I'll download this one then, since everyone is using without problemsI promised to myself that I wouldn't change my modlist... But just ONE more shouldn't hurt... :lol:lol:lol
 
Having settlers show up somewhat equipped is still nice but it doesn't really let the player influence what they have.

I like the idea of an armory that changes what the settler would spawn with; but I think allowing the player to make their own list of what gear they can use and choose different sets based on settler job would be the best way.

Unique settlers and companions would not be assigned a uniform, I think the player should have to manually equip them and it wouldn't work with the suggested method of trading the original settler for one that has the customized loot list.

Instead of the stockpile determining the gear for the settlement the different types of stockpiles unlock different weapons and armor to use in gear lists for your settlers. So if the settlement either has or is connected to one that has a Vault-Tec and gunner stockpiles you could assign your settlers with vault's jumpsuits and pick different gunner weapons. Then make a separate list for guards that uses combat or vault armor and pick automatic weapons and rifles.

This could be tied into donating gear by making it take time for settlers to scavenge the needed components to make the uniform but by donating gear you reduce that time (the explanation being they trade or break down the gear you donate to get what they needed for the uniform).
 
Might I propose a (possibly) less complicated compromise?

Adding a "draw your weapon!" option to the town meeting gavel. While this won't automatically equip all the settlers, it would make the process much easier by forcing them to draw their weapons for 15-60 seconds, allowing you to spot who has actual weapons and who has pipe pistols.
 
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