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Question Unable to send random settlers to settlement

Opi Vali

Active Member
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194
I’m not sure what is happening, but all the NPC’s in the wild have no settlements show up in the designation box for sending them to a settlement. The dialogue is there to do it, the box shows up, but there is nothing to highlight and confirm. You can only cancel. I have no idea where this has come from. When the last updates came out I did have to remove some mods to make room, but they were unused in game. Enabled, but unused. Things I had not encountered yet. The thing is, this has been happening before the upgrades.

I’m on a Xbox One X. Has anyone else encountered this problem?
 

RayBo

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I’m not sure what is happening, but all the NPC’s in the wild have no settlements show up in the designation box for sending them to a settlement. The dialogue is there to do it, the box shows up, but there is nothing to highlight and confirm. You can only cancel. I have no idea where this has come from. When the last updates came out I did have to remove some mods to make room, but they were unused in game. Enabled, but unused. Things I had not encountered yet. The thing is, this has been happening before the upgrades.

I’m on a Xbox One X. Has anyone else encountered this problem?

I believe it is to move your own settlers between settlements if playing conqueror right now.

Can you move your own settlers between settlements?
 

Opi Vali

Active Member
Messages
194
I believe it is to move your own settlers between settlements if playing conqueror right now.

Can you move your own settlers between settlements?

I’m talking about meeting the random settler or other recruitable NPC’s our in the wild that you would normally send to your settlements or out post via a dialogue. I’m not talking about the motivation baton. I meet Smiling Larry out in town and had the opportunity to send him to a settlement via a dialogue. I couldn’t send him.

In another example a few of the CC MODs allow you to recruit to your settlements via a dialogue, but I can’t.

There are no listed vassals, settlements or out posts.
 

RayBo

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Opi, I am sorry.

Your issue isn't want I thought it was? So much so, now I am confused. :crazy

I'll go find a few NPC's once I get my game running and see what happens.

What I thought you were maybe dealing with was a new conqueror settler mechanic or an experimental mechanic in workshop framework that is available for pc.

Sorry. :unknw
 

parrotheada1a

Well-Known Member
Messages
429
@ RayBo, I have never installed Conqueror. Even in the regular game I find it hard to send unassigned settlers to another settlement. They hang around untill they feel like leaving.
 

Opi Vali

Active Member
Messages
194
Opi, I am sorry.

Your issue isn't want I thought it was? So much so, now I am confused. :crazy

I'll go find a few NPC's once I get my game running and see what happens.

What I thought you were maybe dealing with was a new conqueror settler mechanic or an experimental mechanic in workshop framework that is available for pc.

Sorry. :unknw
It’s okay. I’m a avid watcher of the update videos. I’m aware of the new mechanic. I haven’t tested it yet, but I do plan too.
 

RayBo

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@ RayBo, I have never installed Conqueror. Even in the regular game I find it hard to send unassigned settlers to another settlement. They hang around untill they feel like leaving.

‘yeah, they do seem to take awhile.

a trick that I love is they physically may take awhile.
That is until I go to the settlement I have sent them to and use @pra asam tool.
I have it hot keyed to teleport unassigned settlers to me.
In zaps them right on over no matter how far away the original settlement was.
I have mortal settlers so for me, it is almost a necessity.
 

WetRats

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‘yeah, they do seem to take awhile.

a trick that I love is they physically may take awhile.
That is until I go to the settlement I have sent them to and use @pra asam tool.
I have it hot keyed to teleport unassigned settlers to me.
In zaps them right on over no matter how far away the original settlement was.
I have mortal settlers so for me, it is almost a necessity.

The Town Meeting Gavel should bring 'em all there, too. And any provisioners that were on the road.
 

parrotheada1a

Well-Known Member
Messages
429
The Town Meeting Gavel should bring 'em all there, too. And any provisioners that were on the road.
I didn't know that it was set up like that. Thanks a bunch. I always thought that the gavel only brought in the settlers that had assignments in town.
 

Ben The Donkey

New Member
Messages
10
A couple of my favourite all time mods are Recruitable Settlers and Takahashi's 3DNPC mods (Settlers of the Commonwealth). They add so much flavour to otherwise uninteresting settlers. And is there anyone who has this mod who doesn't stop and listen to Faye singing "Mr In between" every time she sings it?

So yeah. I know the problem... if you start out with only conqueror-themed bases, you can't assign anyone "outside" to them. I can't even give old Sheffield a nuka-cola and send him anywhere, because I don't have an independent base to send him to.

My workaround thus far (The "Switzerland Solution") has been always to keep at least one base which is independent - I'll usually head straight to Starlight after exiting the vault, kill the mole rats, set up a base and then never make it a vassal or an outpost. Which seems like a waste, because it makes an extremely good main base as well as the other types, but I have to have somewhere I can send them because you can't send them to your conqueror bases.

Don't set up a radio beacon or use a salvage team plot - you don't want it filling up with vanilla settlers while you're recruiting out in the world. That's if you use any recruitment mods, of course... if you don't, use a smaller base like Oberland or something with a 10-settler limit. I'll usually use Starlight because I can build it up to accommodate 20-30 settlers and send all the recruitables from Diamond City and Goodneighbour there very early in the game, enough to recruit Doc Anderson and co, and have a fully-set up base for use from the start.
When it's full (or, nearly full - I'll usually leave a couple of defence plots for my Minutemen Guards), I'll then conquer (or, rather, "liberate") it, and set up a new one (usually County Crossing) for any remaining assignable npc's you meet around the traps. This way, I'll always have somewhere I repeatedly return to that I can send my ex-companions, encountered level 4 merchants and random settlers from the above mods, for that full immersive feel. Ah, Switzerland.

Oh - and I always ensure I have an IDEK's Logistics Station plot - this ensures it remains linked to my Conqueror settlements while remaining independent otherwise. Does Dyson make you a bit nervous about his intentions toward your other settlers? Assign him to that, make him wander around the Commonwealth with nothing but a Brahmin for company. No one trusts that guy.

If anyone knows of a better way, I'd love to hear it - because I'll always have to sacrifice a good Conqueror base in order to set up a home for my immersion style settlers, so this is a stop-gap solution I'm afraid.

While I'm here, because this is my first post - Thank you, to Kinggath and all my favourite modders out there (you don't know who you are, because I hate to make anyone who contributes feel excluded) for making this thing happen. It's a work in progress, I understand, but it's got me playing Fallout 4 endlessly at the moment as a whole new game. Cheers, folks.
 
Last edited:

Ben The Donkey

New Member
Messages
10
A random update, in case anyone was listening:
I've discovered I can't make my Switzerland bases into outposts, later in the game. The civilian (settler) to warrior ratio causes further issues. I have to make it a vassal in order for it to work, which is a further waste of Starlight's potential.
Am I right in assuming "wild" npc's sent to bases count as civilians? Sheffield, The Scribe etc?
 
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