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The recruitment question

the recruitment question: how do you get settlers?

  • i've though about this, but i have never done anything about it

    Votes: 0 0.0%
  • i make custom settlers (Settler Builder, etc)

    Votes: 0 0.0%

  • Total voters
    8

SarahAda

Well-Known Member
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i asked this once before on the other forum, but i didn't get much response. hopefully reposting here will prompt more people to weight in on how they handle this "issue" without being quite as rude as screaming "bump" into the void. so here we go, yada yada, not really "i need help" question. bingo bango "how do other people deal with this?". Arguendo "am i just making problems for myself with my own paranoia?"

i've never really been happy with recruitment beacons. it seems like a bit of a cop-out for the question of finding residents. to be fair, it kind of is a cop out, one put in place by bethesda's developers who didn't want to think (or didn't want the player to have to think) about where these people who were filling out the settlement were actually coming from.

what's worse, beacons solve the problem so completely it's often the opposite issue; i'll set up a beacon at Outpost Zimonja, get the first settler, set up a residential plot, a caravan plot, some food plants or an agg plot, a generator and a water pump, then wander off into the wastelands. i come back 3 quests later to find 40 people crowded around the workbench, draining all the food and water out of my caravan network, waiting like chickens drowning in the rain for me to build them something to do.

i've tried alternative recruitment methods. i use lots of LarannKiar's recruit NPC mods, i use Recruitable Settlers, i use msalaba's Unlock Vanilla Recruitable Vendors mod, i use 3dnpc's settlers of the commonwealth. i've payed The Ron a bunch of caps, but it still seems like i am short settlers constantly. i have like 15 workbenches in my current network, just at the start of How to HQ, and none of them really have a sustainable population, let alone enough spare corpses to donate to GNN.

i could just turn the beacon back on, that'd be the simplest answer, but again, it feels like cheating (developer sanctioned cheating, but still). paying 500 caps to The Ron for another lead to scam-in-the-box tim seems like a poor demonstration of my wise and conscientious leadership style. wandering around the wastes clicking on people one at a time is working, but not really fast enough to fund my barbie GNN dreamhouse, or even the settlement network around it. i'd really like a bunch of "here's a story quest to recruit a few people at once" type quests like the Powell family or Grey Matters, but i know those type of quests take a TON of work to create. even a lot of the unique settlers in ss2 that have simpler fetch quests attached to them seem to be gated behind the beacons.

one additional thing that has come up since the first post is that i have become a bit looser on my beacon ban by using communications plots, which seem to have some automatic recruitment capabilities. i am still seeing random unknowns magically appearing at the settlements with comm plots, but it seems less like the flooding of zimonja then stock beacons.

so, TL;DR: radio beacon techmology; is it good or is it wack? how else do you get bodies to feed your settlement engine?
 
I've never been entirely "comfortable" with the vanilla Recruitment Beacon system either; I try to imagine it in universe - Where are all these people coming from? How did they (supposedly) "hear the broadcast" when ingame it has a range so short you can't pick up Sanctuary's beacon if you're in Concord? Why do none of them have friggin names?
It comes up regularly, it was such a missed opportunity on Bethesda's part to not have more "quest rewards" be NAMED people moving into your settlements. I can think of several base game quests off the top of my head that it would've made total sense for the person or persons at the end of it to say "oh I need somewhere new to live now". Outside of the "random encounter that you ALSO have to meet never explicitly stated unlock requirements" ones, there's... Vault Tec Rep, and Sheffield? And all the 'companions' too I guess, technically, although "story wise" for most of them it doesn't make much sense that they'd drop their already-existing lives to just mill around in Sanctuary forever instead.

I also use the mods you listed, and that covers more than enough people for my own playstyle. However, I have made myself not have an issue with the places I set City Plans going being full of people my character doesn't know personally - that makes a kind of sense, especially given I 'headcanon' it that Nate/Nora are both awful with remembering people's names (This goes with the theory that they're so lacking in emotion post-freezing because they are both full of PTSD and maybe mild brain damage). It's usually only Sanctuary that I play 'gotta catch em all' in, and most of the SS2 Unique Settlers end up reassigned to HQ anyway, so I'm not feeling the shortage there.

The actual biggest issue I have with them, though, is how you NEED to have a Beacon (or a Comms Plot) in a settlement for that place to qualify for the unlock requirements for the "Unique Settlers" SS2 offers. But I also don't want generic dudes in the places I manually build, which is usually Sanctuary. Now, I HAD been using pra's "Configurable Settler Limit" mod - which in theory lets you 'lock' a recruitment beacon so it won't go past a certain population - but it's doing something bizarre the past few updates where the 'limit' you had set just randomly changes on you or gets wiped. WSFW's "Limit by Bed Count instead of Charisma" thing has never worked right for me either - Comms Plots supposedly also do that, but I've regularly seen settlements go up to populations that approach both those supposed Limits combined instead of the lower of the two.
 
Yeah, we figured that out some time back. It's like they're hard coded to ONLY work in "The Commonwealth" or something.
Maybe HQ's status as a "settlement, but not a settlement" somehow breaks them?
Interestingly, on one of my previous saves they started suddenly acting the same way at the Castle (and maybe other settlements too, didn't check). They were still assigned, but had their recruitment dialogue indefinitely.
 
Maybe HQ's status as a "settlement, but not a settlement" somehow breaks them?
Interestingly, on one of my previous saves they started suddenly acting the same way at the Castle (and maybe other settlements too, didn't check). They were still assigned, but had their recruitment dialogue indefinitely.
I've seen that mentioned a couple times too. I practically never talk to my people after the initial recruitment, so as long as the numbers still look right I wouldn't even notice that.
 
I have only three beacons in my largest settlements and use Atomic Radio/ Interesting NPCs. I should say that I've finished the vanilla game, Automatron and most of Nuka World, so quite some time has passed.

The three big settlements filled up long ago and I use them to fill out the smaller settlements. I finally got to the point in the SS2 questline that unlocks more powerful beacons, strikes me that for someone doing a more focused run mostly on SS2 that comes a bit late in the game to be really useful. Doesn't seem any reason why they couldn't be unlocked earlier, as the quest doesn't seem to have any prerequisite story stages.
 
I finally got to the point in the SS2 questline that unlocks more powerful beacons, strikes me that for someone doing a more focused run mostly on SS2 that comes a bit late in the game to be really useful. Doesn't seem any reason why they couldn't be unlocked earlier, as the quest doesn't seem to have any prerequisite story stages.
Do you mean the "Communications Plot"? Or the "recruitment beacons are now just better" passive effect?
I just unlocked Comms Plots myself in my own game, before the questline even gave them to me (I put off doing Jake's trial runs of his "salvage beacons" to go to Automatron's questline instead), and I already don't even need those - all my settlements are already full, and my resource incomes are more than stable.
(For a reference point of my "techtree" progress in this save: I just got the unlock for High Tech Agricultural while walking back into Jake's Hardware Store only to find Aiden standing there having a cigarette)

The questline giving you rewards after you would've wanted them is kind of a running theme, to be honest. (See also: every post about the Disease system on these forums since CH2 launched, or basically any of the "rewards" of fully building HQ for that matter)
 
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I start with beacons, switch to Comm plots when they are available, and recruit all of the unique settlers I can get. I deal with the over-recruitment issue by setting the bed cap (I haven't had any issues like the one you mentioned). I would really enjoy more unique npc's, but I also would need them to work correctly with SS2, which seems to be a bit of an issue with the mods currently out there.
 
I use beacons like an emergency broadcast- just not an emergency. Though I have no idea how I recorded it... or even hooked it up in the first place. As I travel I also recruit people and try to put them in a good viable community. Everyone needs a place. Even Sheffield.
 
Everyone needs a place. Even Sheffield.
Sheffield always ends up being Sanctuary's Caravan Plot operator for me. The timing of when I recruit him vs when I need one of those always works out that way.
I even give the dude one of the Nuka Cola branded tshirts from that one Creation Club outfit pack. (he needs to not be in something white because he does the same 'hunched over' idle animation as Jun Long does, and from a distance I can't pick them out)
 

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and from a distance I can't pick them out
Lol!
I love to see a mod where there's an insert on dialog for npcs "(silently offer antifreeze)". Then you hear "THANK YOU! THANK YOU!". And.... you can imagine the rest. Literally an way to 'peddle your wares' across the Commonwealth for annoying npcs. Not that Sheffield ever was. Preston... you still on the settlement 1-800 line? Your mugwort pizzas here, along with a 'refreshing drink' straight from the 'tap'.
 
Sheffield always ends up being Sanctuary's Caravan Plot operator for me.
The cola bar interior plot from Vault Tec Tools fits him perfectly. Or, you know, assign the man to a water plot cause he doesn't seem to know what water and hydration is. Even though he does become a caravaneer for me a lot of times.
I do use Settlers of the Commonwealth and they help fill the void of boring NPCs. That, Beacons, The Ron and better settlers. Kinda looking for a settler dialogue overhaul that plays well wtih SS2. The bed cap works well for the most part. And like a lot of people, I'd love it if there was a way to find unique folks in the wild.
 
I mostly use the comm plot + WATM + some of the mods mentioned before in this thread. Occasionally also console command if/when normal recruitment is non existent.
 
Occasionally also console command if/when normal recruitment is non existent.
At least the recruit rate of Generic Settlers is a lot better as of a few patches ago. Apparently it was something like it wasn't correctly adding the settlement's Happiness to that chance per day until someone dug into the code.
 
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