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Uniforms and outposts.

Messages
91
Firstly, how and where to set the uniform?
It was studied at HQ, but no more hints.
Is it possible to install weapons for them along with clothes?

Secondly, the outposts are strange.
I can't assign new settlers there and I can't use the city plan table - no one is building anything.
 
Uniform is set by activating the...Quartermaster options at the War Planner's desk, I believe. This just sets outfits, not weapons. Once you've researched loadouts via HQ, and you have an armory at the outpost, you can use the "Manage Soldier" activation option on a soldier to choose a specific loadout for that soldier. Loadouts do affect the weapons the soldiers carry. Note: some loadouts require the soldier to have reached a minimum level (e.g. Medic requires a L3 soldier) and some loadouts require alliances with other factions.

You don't generally "Move" regular settlers to outposts. You use the Recruitment Clipboard to conscript them as soldiers and then choose the outpost to which to send them. Once they're soldiers, though, you can use the "Move" command in workshop mode to move them from one outpost to another. ("Outposts" are basically built upon the raider outpost functionality that NukaWorld introduced. As a result, they're not regular settlements.)

Since Outposts aren't regular settlements, you don't have all of the plot options available. Basicially just Martial and Municipal, through you really don't even need the Municipals. Outposts will automatically be connected to the supply network (scrap, supplies, food, water) if there's a nearby settlement with a caravan plot. Outposts will also automatically receive network power if your grid is running a surplus. You don't even need a Power Transfer plot, but you do need a Municipal Power Pole/Switch from the SS2 > Power workshop menu.

Outposts can use city plans, but they have to be Outpost city plans. I think SS2 only includes those for the Castle, Warwick Homestead, and Spectacle Island. Others have started to release Outpost city plans on the nexus. Build a City Planner's desk and assign a settler to be able to choose/implement an Outpost city plan.
 
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I don't remember where the uniform is set but you can send settlers to an outpost if you use the recruitment clipboard and select the "conscript" option. Then instead of a regular settlement you can select an outpost. You also use the War Planner's Desk to manage outposts - not the city planner table usually. Although if you want to set up a settlement as an outpost, you can use the city planners table to select an outpost city plan and it will do that.

EDIT: I see @Torberg beat me to it with a better explanation!
 
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Uniform is set by activating the...Quartermaster options at the War Planner's desk, I believe. This just sets outfits, not weapons. Once you've researched loadouts via HQ, and you have an armory at the outpost, you can use the "Manage Soldier" activation option on a soldier to choose a specific loadout for that soldier. Loadouts do affect the weapons the soldiers carry. Note: some loadouts require the soldier to have reached a minimum level (e.g. Medic requires a L3 soldier) and some loadouts require alliances with other factions.

You don't generally "Move" regular settlers to outposts. You use the Recruitment Clipboard to conscript them as soldiers and then choose the outpost to which to send them. Once they're soldiers, though, you can use the "Move" command in workshop mode to move them from one outpost to another. ("Outposts" are basically built upon the raider outpost functionality that NukaWorld introduced. As a result, they're not regular settlements.)

Since Outposts aren't regular settlements, you don't have all of the plot options available. Basicially just Martial and Municipal, through you really don't even need the Municipals. Outposts will automatically be connected to the supply network (scrap, supplies, food, water) if there's a nearby settlement with a caravan plot. Outposts will also automatically receive network power if your grid is running a surplus. You don't even need a Power Transfer plot, but you do need a Municipal Power Pole/Switch from the SS2 > Power workshop menu.

Outposts can use city plans, but they have to be Outpost city plans. I think SS2 only includes those for the Castle, Warwick Homestead, and Spectacle Island. Others have started to release Outpost city plans on the nexus. Build a City Planner's desk and assign a settler to be able to choose/implement an Outpost city plan.
Does this mean that conscripted settlers at outposts collect scrap for a tribute chest, or equivalant outpost loot chest, like the vanilla raiders do?
 
Does this mean that conscripted settlers at outposts collect scrap for a tribute chest, or equivalant outpost loot chest, like the vanilla raiders do?
They don't. And you'd need some supplies to make assaults (unless that is turned off - many options are configurable), you either get them by donating random ammo/armor/chems to war planner's desk (they only add to the supply counters and don't give the soldiers actual things), from arrangements with the shady yellow coat lady, or from assaults themselves (as long as you have a battlefield scavengers martial plot that also unlocks pretty early). So it's mostly very far from the raider system, though Vassals are supposed to be simillar I think, contributing to your network while not being your own settlements.
 
So I'm tracking: the awesome looking outfits that Tumbajamba made for the Minuetmen will not be worn instead they'll dress like hobos who cant find a decent set of threads, nor will they use any real firearms when they're first recruited, instead switching out their muskets and combat rifles for pool cues and crowbars? Thats.... great.
 
So I'm tracking: the awesome looking outfits that Tumbajamba made for the Minuetmen will not be worn instead they'll dress like hobos who cant find a decent set of threads, nor will they use any real firearms when they're first recruited, instead switching out their muskets and combat rifles for pool cues and crowbars? Thats.... great.
There are minutemen loadouts that give them the vanilla game minutemen outfits and weapons and you can set minutemen as the default spawn/recruit if you have allied with them. The only loadout that uses the pool cues and crowbars sometimes is the civilian conscript loadout - you don't have to choose that one. You can choose Wasteland Assaulter/Shotgunner/Sniper. They all use items and equipment from the base game. If you want different loadouts to be available you can always create some. There's a tutorial here -

Just like with Conqueror the anticipation was that people would make their own custom faction packs and loadouts if they felt strongly about it. I actually made one for the standalone minutemen outfits that's on Nexus before Tumbajamba made the packs, and I also made one for Far West Minutemen and We Are the Minutemen. I will probably go back and add the minutemen pack support for the Tumbajamba one, but it is something you can do on your own if you don't want to wait and you can use my mods as examples if you want.
 
There are minutemen loadouts that give them the vanilla game minutemen outfits and weapons and you can set minutemen as the default spawn/recruit if you have allied with them. The only loadout that uses the pool cues and crowbars sometimes is the civilian conscript loadout - you don't have to choose that one. You can choose Wasteland Assaulter/Shotgunner/Sniper. They all use items and equipment from the base game. If you want different loadouts to be available you can always create some. There's a tutorial here -

Just like with Conqueror the anticipation was that people would make their own custom faction packs and loadouts if they felt strongly about it. I actually made one for the standalone minutemen outfits that's on Nexus before Tumbajamba made the packs, and I also made one for Far West Minutemen and We Are the Minutemen. I will probably go back and add the minutemen pack support for the Tumbajamba one, but it is something you can do on your own if you don't want to wait and you can use my mods as examples if you want.
I'll keep that in mind. Its just annoying to have to tell this hobo that no, a poolcue is not a good weapon to charge a Gunner wearing power armor and wielding those cannons you guys gave them. Its making me think I'm backing the wrong buck and should defect over to the gunners. At least they understand gear vs hobo clothes
 
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