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SS Integration w/ Nuka World settlements (Part 2)

Jacozilla

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4. Raider Defense - if using the attack option then obviously you should store all existing turrets before you do so, because of both the easier nature plus possible bug where turrets your formerly owned that you destroy can no longer be repaired or removed other than scrap mods.

Good news is if you built bunch of turrets, then stored them, they still count as 'your' workshop items - so once you conquer the place, all the stored turrets are available once again for you to just place down. You don't lose anything stored in workshop once you turn that settlement from your owned one into raider outpost - soon as you get access to workshop after conquering via attack or speech check to drive settlers out, you can place the stored items again.

Not sure about martial plots as I don't use them, so if you attack settlement to take it over, I would assume martial plots would defend against your attack, then once you own the place as raider, you now own the martial plots as raider, but didn't test this. I just use turrets all over as preference.

Only place to be extra careful as mentioned is vassals, you need to make sure entire network of defense you want is in place before turning into vassal, and seems far, far preferable to acquire via speech check because this way you can keep all existing turrets/ defenses. Otherwise, if you use force and attack, then all turrets/defenses will be destroyed and not available after turning into vassal settlement.

5. New 'settlers' arriving - the one and only kinda weird thing is since normal radio beacons do nothing after settlement is turned into raider outpost, you can scrap that. But this also means you can't really effectively control how many raiders you get.

Meaning, even if you don't build a raider radio, or amplier, nothing at all, you still attract raiders long as your raider happiness is above 30. So unless you use farming to crush happiness levels down, your raider outposts basically eventually reach max charisma count of raider settlers.

This isn't my preference as I only like few places to be maxed out and everywhere else ~16-20 settlers with around 18 avg. But raider outposts you really have no control of turning 'OFF' the recruiting - long as happiness is above 30 they keep coming.

I read the one control you have is in raider script, they stop if you have (5) unassigned raiders, so I am currently testing if having only 13 job plots means I will eventually max out at 18, due to similar system kinggath uses re: unassigned settlers = stop recruiting. But raiders seem to ignore the SS setting of 2-5 unassigned and just use their own script of 5.

6. End of day - raider outposts are basically identical to regular SS ones other than no farms, and the dirty raider settler faces as I don't use a clean raiders mod. For next playthrough I will because like I said, I arm and gear the raiders like normal settlers.

Thought I would do 8 outposts temporarily just for achievement pop, then go back to save with just 3 but since they integrate so well with SS, I just kept all 8. I think for city plans to work, best way would be to use normal settlers to build your city to level 3, then come on in and force them out, so your raiders inherit a ready made city plan built city.

Since I doubt it would work, not testing to see if city plan can be turned on using raiders - not even sure how you'd try as need city leader and far as I know, can't move companion or unique settlers leaders mod people to a raider outpost (haven't tested though).
 
Yeah this all checks out with my experiences. There are a couple other similar threads.

I haven't tested Mytigio's alternate recruitment but will do so when possible on this playthrough.

City plans work fine with raiders except pop goes too high most times. My previous game I was using the elaborate plans (need system upgrade) and that also worked fine and had sufficient population to boot. The easiest fix there is to drop a bunch of stills and sleeping bags but that's a hassle before city size 3 on account of those spaces later being utilized.

There is a shortage of raider city leaders, definitely. You can dismiss a companion in a raider camp then immediately re-assign them (before they leave settlement boundaries) and they'll be in the raider settlement network and available to act as mayor, other than that I haven't found any. With consoles you can move settlers to you then reassign them like the followers and that works. I was using Recruitable Settlers + leader cards.

Ideally their population would cap at city plan, obviously. I gather there are only a few of us really messing with that side of the systems so I'm not sure we can expect a fix.
 
One other thing. It's almost stupidly outbalancing to use SS with raiders. When a single settlement can produce 300+ food (I had Sanctuary and Abernathy robot only, all lvl 4 agri) you only need a couple to feed the entire commonwealth. The best was Abernathy-Sanctuary-Red Rocket (internal plots) as robot foodies because then you don't ever have to enter that high crash zone again.
 
Thanks for this info! Going to create my first raider outpost with this info and use the Raider Refugees addon pack to build up a city plan before converting!
 
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