the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Sim Settlements Integration with Nuka World (P2 of 2)

Jacozilla

Active Member
Community Rockstar
Messages
267
Part II

3. Raider Happiness - nothing changes far as farms being taboo. This is default part of Nuka World behavior with raiders. They hate food production - doesn't matter who farms the food - them, robot workers, anyone - long as any food is somehow produced or farmed at that raider outpost, happiness goes down a lot by even small food production.

  • Default Nuka World behavior is 1 raider farmer working normal, non-Sim Settlements patch of (6) food being produced generates -18 happiness. That is negative 18 points of unhappiness or -3 per food point.
  • A single Level 4 SS farm would therefore create 20 food or -80 points of happiness. So basically, no food production at raider Outposts unless you want to micromanage rec plot spamming to keep up with happiness drops.
So I built zero food plots at raider Outposts and used Vassal + supply line network to feed my raiders, currently at ~160+ population through 8 raider Outposts.
  • FYI - Recreation plots are better than Nuka World raider workshop items - You can use Raider specific items like amplifiers, chem dispensers, booze stills, dealer stores, etc - to help manage happiness but they are far less efficient than SS rec plots - or some commercial plots like bars at Level 3. Raiders seem fairly grumpy vs regular settlers - even without any farming happening at all, my raider Outposts are lot harder to make happy than normal settlements.
  • For example all regular settlements sit at ~100 happiness just by using 5-6 recreation plots even with fully Adv Industry in use. Raider outposts with 9-10 rec plots barely manage to stay ~70-75 happiness. So unless you want look/feel of raider items, far better off using Rec plots to boost happiness
So - other than farms, at raider Outposts I selected plot types and and just let SS handle all the assigning, building and upgrading plots. Raiders are held to same standard re: commercial requirements so if you want commercial upgrades, you need to follow same home upgrade minimums and number. That's in SS Wiki pages so I won't go into that - can read it there.

4. Raider Defense - as noted, if using hostile takeover by attacking settlement, then you should store all existing turrets before you do so because not only easier to take over but possible vanilla game bug where turrets you formerly owned that you destroy stay around forever as smoking ruins, can't be repaired, and since you lose access to workshop after takeover, can't scrap or build new ones.
  • If you want actual working defenses at raider controlled Vassal settlements, I would just use the persuasion method to take over.
  • Raider Outposts can and will be attacked by settlement attack script just like any other settlement, but so far unless due to blind luck - my Vassal settlement has never been selected. However, working defenses are still very useful because they still attack your enemies and some random encounters or fixed locations has nearby enemies
  • For example - at The Slog, the nearby Super Mutants and Saugus Ironworks hostiles are so close, my turrets will frequently fire on them when they get too close - and the idiot NPC merchants traveling around frequently lead hostiles right up to your Vassal settlement borders.
  • Moral of the story - working defenses even for Vassals is a good thing. Working defenses at Raider Outposts are required as they undergo settlement attack script like regular settlements.
For Outposts, however you acquired it, all workshop items including stored items are able to be retrieved after the takeover. So if you stored turrets before hostile attack take over, good news is you can just take them out and place again after you re-acquire ownership of the settlement.

If you used persuasion method, that just saves the step of storing turrets since nothing is damaged in persuasion method of taking over as raider Outpost.
  • Updated - I did test martial plots and if you use hostile takeover, they defend against you - but after you have taken over, the plots revert to your ownership and will work just fine. I prefer turrets but seems Martial plots, as expected, follow the same defend/attack rules as turrets - when you are hostile (like when trying to takeover your former settlement as a raider), then they attack you. Once you've conquered the place and you are the new owner, the martial plots think you're the boss - or Overboss (pun alert).

Again - only place to be extra careful is Vassals - you can't rebuild any destroyed items at Vassals unlike Outpost hostile take over. If you don't have high Charisma build for easy persuasion method speech checks, Nuka World has certain items making persuasion method fairly easy.
  • Will not go into Nuka World spoilers - just if you progress the story line, you can get access to certain things that make persuasion method possible by any build, including low Charisma builds.
5. New raider 'settlers' arriving - normal radio beacons do nothing after settlement is turned into raider outpost, so you can scrap that. In fact raiders don't use a beacon of any type - the raider transmitter is just a happiness and takeover aide, as well as broadcasting raider radio station in commonwealth. Only thing that controls getting new raiders is happiness - below 30 means no more, above 30 = raiders keep coming till Charisma max value reached.

Unfortunately, this means if you want to deliberately have smaller raider Outposts than your charisma limit, there isn't easy way to do it.

Staying unhappy is one way at lower than 30, but be aware that at fairly low happiness, you can completely lose raider Outpost. Didn't test much because I don't mind larger settlements, but at low teens, I lost 2 Outposts with sudden message saying lost due to low happiness.

Bottom line - raider Outposts have no control of turning 'OFF' the recruiting like regular settlements. I read the one control you have is in raider script, they stop if you have (5) unassigned raiders, but upon testing this further - in my game they kept coming even after I had more then (5) unemployed raiders.

Otherwise, if you want to attract more raiders, it's like any regular settlement - get happiness up and you have better chance each time random chance to get new person is checked.

6. End of day conclusion - raider Outposts are basically identical to regular SS ones other than no farms and what seems built in, harder to please raiders in terms of base happiness. As stated, even with lots fo recreation plots, I mostly stay ~70-75 happiness vs easy 100 max with far less effort at regular settlements.

Nuka World raider 'settlers' also have the default dirty raider look - I use Better Settlers with clean face option but it has no effect on raiders you attract at Outposts. But on plus side, the raiders you attract are gang specific faction - whichever gang you designated as control when taking over.

This means they come with pretty superior gear compared to non-raider settlers. E.g. armed with fairly high DPS Nuka World 7.62mm weapons and raider clothing with higher than standard settler defenses.

I have progressed my game to full 8 Outposts needed for the game achievement. I won't list them as you can find it easily in google Wiki searches but no Far Harbor locations can be taken over, and some vanilla Commonwealth locations are exempt - like Castle, Bunker Hill, and other story/quest related places.

7. City Plans - I plan on checking this out later as curious to see if they will work with raider Outposts - for now the best way I can think of to use city plans is simply to use normal settlers to build your city to level 3 via city plans, then come on in and take over so your raiders inherit a ready made, city plan built city.
  • Results of City Plans and city leader automation - TBD
 
Top