Skooled Zone #8 Awesome. I already have some uses in mind that I had previously abandoned because I didn't know about rail car doors #14 *The wi-fi glitch is awesome! LOVE IT!* I have a couple of ideas for the next "tips" video that I know you could do a so much better job than I have. I started building dedicated spaces to act as a "facilities maintenance" room where I keep ancillary items/controls (like the logic gates and delayed off switches for a decontamination arch). Also, using the small lightboxes set to red and green, connected to logic gates, and glitched into a wall or "techy" looking set-piece to act like a status indicator. For example, I can see the status of all of Spectacle Island (northern, southern, eastern defense trip wires etc) from a command center near where I do all my weapons/armor crafting. So, if I hear shooting or an alarm, I can look at the board to see what part of the island is under attack. Even if it's not a "tips and tricks" video, I'd love to see a tour of your build(s) to get some more ideas and inspiration.
You can 'fire' provisioners using the settler management terminal. Sometimes it takes them awhile to show back up if their assigned route is really long, but that's how I reset all my routes after I understood how the supply lines worked.
I re-did all my routes too. I had them trekking all across the map from one location! I started again with just chaining each settlement together with one route, then to the next and so on. After I lost route lines, I found the provisioners dead because they were going through areas with high-level enemies, like through Fallon's Dept. Store area and Quincy. One example: Sanctuary - Red Rocket - Starlight Drive-In - Graygarden - Oberland Station - Egret Tours, etc. Starlight branches to Ten Pines - Outpost Zimonja. I kept the routes as short as possible, but I did have to experiment with the southern most settlement routes with Murkwater, Jamaica Plain, Warwick, etc. A little trail/error, but I found a good layout and since then, no provisioners have died. I do lose the ones going between Spectacle Island, The Castle, Warwick, but they come back after I go there. Love the settler management terminal!
Daved Walther *Awesome tip! Thank you!* Once I finished the Automatron quest line and gained access to the Mechanist Lair, I started building robots to serve as provisioners and naming them based on the particular settlement they serviced (ex. County Crossing, Nordhagen, etc). I want to update all the routes that were previously assigned but didn't know how. Looking forward to the next time I can play.
@@mef9327 I do the same. Completing the Mechanist/Automatron questline is always a priority for me in a new playthrough before I start any settlement building. Robot Provisioners FTW
If you plant one crop and assign a settler then that settler should pick up future crops you plant, no matter where in the settlement you plant them, until their limit of six food units is full.
I like using the garden plots to place a standard water pump in a kitchen, bathroom, or other indoor area. I'm playing on survival, and you need to drink often. It's nice to have a water pump you can drink from near your bed. Just remover the garden plot, and the pump is in the floor as indoor plumbing.
Just in case if there’s someone about to start a new run, before opening workshop in your settlement for the first time make sure that there’s no corpses within that area, if there’s any, wait until it despawns and disappear or move them away from the loading cell.
It is actually 6 Food per farmer. So, for example, carrots are 0.5 food therefore a settler can farm 12 of them but only 6 Mutfruit because they are worth 1 food each.
Settlers will open the box car doors. I use them on a lot of my buildings and fort walls since they are easy to place and can be set really close. They also look pretty good sliding into concrete walls, kind of like a hideaway door. Good vid!
i always use the robots from automatron as my provisioners. i make a bot only settlement(usually red rocket) and make my robots there and assign them supply routes. i also name them according to where they are going so Pack Mule sanctuary, etc.
I use the Mechanist's Lair and Graygarden as robot settlements in the Commonwealth and the National Park Visitor's Center on the Island. I liked the Visitor's Center the least of all settlements in the game so I sent the people elsewhere and built my settlers.
wow you still surprise this old stubborn Brahman with tricks i did not know about. I guess that's why they say you never do leave school because your always learning something. glad i signed up for your class
For the Xbox One, the cannibal perk does not work for the re-spawning ghouls at Sunshine Tidings. After I ate the corpses I carried them over to Abernathy Farm as well. Two of the corpses actually disappeared in front of my eyes as I was carrying them over which I thought was a good sign. The Fallout Wiki says you have to drag them over to a corner of the settlement before activating the workbench for the first time but nothing seems to work.
The Wi-Fi glitch is still iffy for me. I'm not sure what I'm doing right or wrong. So I usually just hide them "underground". It's still better than the circus tent effect I was using before. Thanks for posting these updates, you've made settlement building a lot easier.
If you make the same mistake I kept doing... Do you make sure to connect while facing generator/conduit but wire highlighted for BOTH connections? The power source and the wireless receiver both must be chosen while the wire is highlighted.
@@treygracen7867 Also, check which platform you are playing on... I am on PSN and I cannot "Wire Glitch" from the reactor... I have to use another conduit... But as long as the reactor and that one conduit remain in place, you will get self powered objects - It does mean using an Extra Conduit to make a WiFi Glitch work, but it does work out!
Generally for provisioners, if I have the automatron quest done, then I use the lair as the hub, and I use robots to do it. Mainly I like having robots doing it, and since they can't e 'happy', it's good to keep them all in one place, and there is a limit to what you can do in the Lair anyway. If you have mods, you can get the auto-butcher for the contraptions addon, and it will turn any corpse into parts, bone, meat, etc.
Just to add to this suggestion, I do the same thing but I use hangman's alley. i never liked to build in Hangman's alley it's too small to do crops and have a really nice settlement but it makes an okay player home. Since I do all of my provisioning out of their it's nice to have them all come from a central point on the map. Since using this technique you'll always have bunches of robots around where ever you choose to provision from, they tend to keep the area around Diamond City clear. I play in survival mode so having the robots keep a clean and safe place for me to retreat to, buy and sell nearby, Is awfully handy. One last HUGE benefit of having the robots do provisioning is that you can name them, so you know what settlement they are assigned to provision. Since everything comes out of Hangman's alley I'll name the robot "Abernathy" and when I see them I know they are assigned to provisioning Abernathy farms.
Yeah, a central location looks better on the map, but since they are immortal, and it doesn't matter how far it is, just that they are connected, it doesn't really matter where it is (though I don't do survival, so you make a good point). I also do the naming, that is another major advantage.
You can build a house using the overseer room option in the vault build option, and you can have a hobbit door by just using the round window and putting cement stair up to it. You can take it a step further be rug glitching a decon arch into the doorway and use the sliding train car door which will sink perfectly I to the outer edge of the over seer round window, if you line it up right you now have a decon arch hobbit doorway with a sliding door. Settlers can't use this window door, they can slide open the door but can't enter, sometimes they spawn inside your house though. Edit, you can also just sink the sliding door into any vault wall with a window to make a "sliding blind"
Thank u for all ur help with building paul! My settlements have gone to the next level because of all your helpful tips! Ur videos are the only place I go for help with fallout 4 building so thank you!
I've not seen this covered, or maybe I just haven't looked hard enough. But you can also scrap clothing by dropping them and using settlement build mode.
Nice video Paul! The bottlecaps as a decoration is a very nice idea, something to try. But I don't know if they stay where you put them. I made that experience before. In my Castle settlement I put bottles on a shelf in the kitchen. Next time I was there, the bottles either where on the floor, or nowhere at all.😮
Yeah, all loose items eventually fall through stuff, but actually Tip #14 in my last misc tips video might help: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-D76HR039mDI.html
Just to clarify a bit about pets. It’s more complicated than it should be. Pets don’t actually count as settlers. And that’s where the simplicity stops. If you buy a dog or rescue one from Creation Club content and assign them to a settlement, it’ll show an increase in settlers. But going to the settlement and opening the build mode will reset the settler count and subtract the dog. Additionally, if you have reached your settler limit (10 plus your current Charisma) you cannot send a dog to that settlement. With basic game mechanics (charisma, clothing, armor, chems, booze) and the Slocum Joes donut shop, you could have around 45-50 (not exactly sure since I have crunched all the numbers) settlers in every settlement but one. I don’t recommend that on consoles, though, from my experiment on PS4 where I had 41 settlers. So, if you were to reach the *absolute max* settler count, you could not send a dog there, and I’m not sure you could trap one, either. The traps will *likely* only ensnare mongrels.
I like to pick one settlement as my trade hub. Then, I build all robots to do my trade routes. Grey Garden is the best location for it because you already have robots there. I will even name them after the settlement they are going to. 001 Sanctuary, 002 Red Rocket, for example. It is pretty awesome once you reach a higher level and you can upgrade them to electrified assaultrons. You always have random helpers running around the common wealth kicking butt.
Great job! Best Fallout channel EVER! I used to watch Oxhorn, WAY too long and chatty/boring, didn't really learn much. The only time I get frame rate drops is in Sanctuary, which is HUGE and packed with goodness. But then I'm on a PC too.
As far as i noticed you can build crops anywhere in the settlement anyway... my settlers always started farming them anyway without a need to group them together in the first place
Be careful about routing all your provisioners through one location though. That spot will definitely become a traffic jam. If you use Automatrons for it then be aware that some of them can reset to their default 'naked' Protectron frames. Still, if you name them individually for their route destination it isn't too difficult to refit them later. It's also fun to see the bots on patrol. If you use Robobrain treads they pick up quite a bit of speed, leaving the poor Brahmin in the dust.
XoRandomGuyoX Aaaww. Poor Bessie. She just wants to do a good job too! 😜😜 ta for the tip though. Not done that dlc yet, but definitely keeping that in mind! 😊
"name them individually for their route destination" -brilliant! Also, I do have a robobrain treadbot running to Covenant. He's always outpacing the brahmin and making it sprint like a mad cow. LOL.
Nice one. Given that, you could create a walkway over your front gate with carrots on each end and make it look like the robot is pacing back and forth patrolling over the front gate. 👍
A lot of people use robot provisioners based out of Mechanists Lair as a single hub, maybe with Greygarden as a secondary. Does make for a messy map though, better to have several hubs. Another problem is some mods that improve the robot workbench make your settlers hostile to your robots.
Me 3, I haven't started playing F76 yet cause of all the negative reviews. Until then I only watch Paul's FO4 videos. Which I miss the trivia walkthroughs the most!! 😭😭😭
Use the overseer settlement management just assign and un assign jobs and it wont matter where your plants are and your provisioned will return to their settlement when they no longer have work and you can send them and resign them easily.
Oh man, I wish I knew about the bottlecap mine trick before I did my vault video. I would have put some at several of the shops, and especially added several to the poker table I had set up.
Nice, a poker table would be a great place for them... Oh and those subway tokens too! You might even be able to use the Silver Shroud cards turned over as playing cards because I _think_ they respawn... =)
@@SkooledZone I completely forgot about the Silver Shroud cards! I ended up using the subway tokens and book return tokens as poker chips. I found a single bobby pin box I was able to drop as a separate item, and I used that as a case for the cards. I will check out the Silver Shroud cards, see if I can get those to place as well.
@@darthmaulian Oh yeah a bobby pin box for the case. Nice. Although that would have to be dragged from a location since those can't be dropped once picked up. Cool!
@@SkooledZone I guess my game gave me an odd glitch then. I ended up picking up one at some point, and it kept it as a bobby pin box in my inventory. I was able to pick it up and drop it anytime. It worked out nicely.
I think i need to revisit the wifi glitch. I just can't manage to keep the light after deleting the wire 😂 these were all excellent tips, thank you Paul! 😊😊 super creative with those chairs as planters! Made it look pretty freakin' classy 😁
I've got this bug where a turret counted as a settler, It couldn't be scraped or stored, it gave a the option to move it to a different settlement, but it just stayed in place. I had to use the mat glitch to attach it to another structure and scrap it.
Moving the food can be problematic. If they get damaged or you remove them the settler will go to where the food was first placed and you will see them working on an empty space.
I had to settlment size glitch tenpines bluff 5 times fully 😂😂 I now supply my raider network with my foodbots at greygarden and tenpines on my evil/opportunist wasteland character Every settlement will be full raiders, and ill decide if i wanna commit to open season but have acess to all my raider objects (tribute chest, pick me up, brewing station) which you cant build in a strictly "good" play
I don't know if this has been covered already, but do you have any tips on putting items on lower shelves? Whenever I build shelves in my settlements then I want to put toolboxes or other storage containers on those shelves, I'm only ever able to put them on the top three shelves. Edit: Duh I'm an idiot. The pillar glitch probably will fix my issue.
You can also manually place items on lower shelves if you crouch. If you don't know how to manually place items, check out this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sDza5oblD1g.html
I truly think you should do a one md shop class. Conquer mod will allow you to build a settlement anywhere or work bench anywhere. You can still use all the no mods tips & tricks but expand where & what you can do. No doubt reaching the limit on what has been done on vanilla settlements. Franky it would be like F76 in that sense.
I read reviews that since the author abandoned Conquest (that's the mod you were referring to?) it doesn't work the same. Just FYI. I was actually gonna get it since I finally got an Xbox and yea, sucks. I think the unmarked parking garage in the Glowing Sea would make a great Settlement location, especially for survival mode.
@@SkooledZone yeah, I think it's items you unlock by actually doing Automation, Far harbor sand maybe Vault Tec. I have them installed, but I've but completed them. Thanks for replying.
Yes, you do need to complete the DLCs to fully unlock everything. For example, you can't build vaults above ground until you complete the Vault-Tec mini-quests. And you don't get the Nuka World items until you visit that section of the park in the quests.
Visit Vault 88 from the Vault-Tec DLC. As you complete that DLC it unlocks new items for you, from functional things like a soda machine or slot machines or even concrete guard barricades or platforms to an entire building tile set based on Vaults. You also unlock the ability to boost your SPECIAL via semi-permanent buffs. You get one at a time but they last until replaced: - Strength - weight bench - Perception - eye phoropter - Endurance - exercise bike - Charisma - barber's chair - Intelligence - 88 overseer's desk - Agility - pommel horse - Luck - slot machine
I learned that “Building to much can cause game crashes” yes I Learned that the hard way after almost half a year of work no mods at the slog making my mansion and capital of the commonwealth I couldn’t stay in it :(
Skooled Zone There no way I can fix that without deleting some of my creations club stuff I will check it out though Also my game doesn’t crash or refuse to load only in the border of the settlement does that and aslong as I don’t run or use the workshop or I just store stuff so I don’t really need that video though but thanks for the tips
It depends on the game, IIRC. Fallout 3 called it 'Mutt'fruit but Fallout 4 uses 'Mute'fruit. Personally I like 'Mute'fruit better, since it's essentially a crazy mutated thing.
@@SkooledZone no no lol, it's not a race thing. Frequently ending sentences with "know what I'm saying" is a habit people tend to pick up after being in jail or prison for a while. Wasn't meant as a dig or anything, I was just curious. Love your videos.
@@andrewwashere82 I use Mutfruit as a visual guide for the border of some settlement limits when not in build mode I place stuff like the wire or picket fences near spawn points. Enemies with run along, but not through it, until they reach a gap. I have turrets set up in a crossfire at these points to take them out when they bunch up. It is important to leave a gap. Otherwise they eventually teleport through, like when settlers get stuck. It also makes it easier to find and loot their bodies, instead of searching through bushes and trying to remember who died where.
Same here, I actually thought you needed to get Bunker Hill as a settlement first before unlocking that. Now that I know it's much more simpler, I'm gonna do those quests ASAP!!!
@@claudinha8864 I never got around to completing that quest. Ended up getting hooked on another game. But there's prob YT tutorials to answer your question. 🤔
The provisioners can be unassigned through the vault overseers terminal as well without having to hunt them down. The same terminal can be used to assign farmers without having to group plants or interacting with settlers at all.
I can say with certainty that settlers can activate the sliding rail car doors. I was doing a settlement walkthrough video on my gaming channel where a railcar was serving as the main gate and right as I was doing my sign-off the settlement provisioner walked through and I got super giddy
The Vault Management Terminal can be used to reassign provisioners wherever they are, can use this to get them to use a scrap workbench or something when they return so you can find them easier.
I didn't know about the wandering settlers. I've met them, but they just walked off. I tried it with three I found on the bridge between Abernathy Farm and Sunshine Tidings. After following them to Abernathy (Why does everyone in this game walk so slow?), I quickly put up a guard tower and some crops, then assigned them. They are still there, but I can't trade or interact with them. At least they'll make good cannon fodder during the next raider attack.
Cool, you did it. Nice job. It's a rare encounter but your instincts were correct. If you had assigned them to a trading counter then you could've interacted with them. It may not be too late. Try reassigning them to a bar or general store.
@@SkooledZone Thanks for the response. That happened right after I watched your video. Nice serendipity. Unfortunately, soon after I accidentally tripped the PAM glitch at Railroad HQ. So I can't get the Jackpot quest. Because I'm trying to do a melee only playthrough, I need ballistic weave. So I had to go back to a much earlier hard save. Lost 9 levels, and some good legendaries. On the upside, at least now I know what to do when I find settlers wandering around the wasteland.
@@christopherconard2831 PAM glitch? 😲 Idk if I've ran into that. Don't recall getting a jackpot quest. Unless that's the quests she gives where you go find umm... What's it called. Idk, usually get good loot hidden in secret walls. 🤔
@@andrewwashere82 The PAM glitch triggers if you blow off PAM when you get to Railroad HQ. Like using the "not now" or "not my problem" dialogue option. I was trying to put away my weapon or turn off my Pipboy while she was talking, and the game read it as me telling her to go away. If you do this, she won't talk to you in the future. You only get one of her "All processors are busy" variants. So she won't give you the safehouse or jackpot quests. Unfortunately I didn't realize that I had done this until some time later. I believe it's on computer and PS4 versions. The only way to fix it is either through console commands (I'm on PS4, so not an option.), or go to a save from before joining the Railroad. There is a similar problem with Tinker Tom. If you don't talk to him early on, and do the Institute blood robots dialogue, he may not give you ballistic weave after you have completed Jackpot. I usually play on very hard mode. Stuff like this is why I get nervous about survival mode.
I recently came up with the idea of raising a bus and putting a weight lifting bench underneath it, and that’s near the junk trader, who In my settlement is the mechanic, so every once in a while, he goes to it, and it looks like he’s doing maintenance on the bus or something of that nature