They just pop up up randomly as "Settler"s. I'd say about 1 in 8 or so? I had to do some juggling between settlements to get my squad of 6 for guards. The only named ghoul I've been able to find other then the ones in the Slog (the Tarberry bog) is the (minor)Dansen said:Please tell me how you recruited ghouls into your settlements, I want to add some diversity to my populations. I've been going out of my way to only recruit unique settlements with named npcs. The only to interesting ones I have found have been the Tarberry bog populated exclusively by ghouls and Gray-Garden, run by a bunch of modified Mr. Handys.
I dont think you can see it in your workshop inventory(when you click transfer) but you can when building and crafting.FrozenLaughs said:Can somebody please explain how the trade routes work? I have a settler from Sanctuary walking back and forth to the Red Rocket Truck Stop (my actual home base) but none of my crafting stuff or anything in my workshop is available in Sanctuary? What is he doing?
When you go to build something it deducts it from the linked settlements. You can't see it or access stuff stored in there. However another significant advantage is food and water in excess are shared. So a settlement linked won't have a warning sign near those resources. This means you can have a few big fortified hubs making food and water and turn those shitty little ones into linking settlements with only 2 people who are provisioners.FrozenLaughs said:Can somebody please explain how the trade routes work? I have a settler from Sanctuary walking back and forth to the Red Rocket Truck Stop (my actual home base) but none of my crafting stuff or anything in my workshop is available in Sanctuary? What is he doing?
Ahhhh, damn. I was hoping it turned the workshop into an uber-safe accessible from any linked settlementWolfThomas said:When you go to build something it deducts it from the linked settlements. You can't see it or access stuff stored in there. However another significant advantage is food and water in excess are shared. So a settlement linked won't have a warning sign near those resources. This means you can have a few big fortified hubs making food and water and turn those shitty little ones into linking settlements with only 2 people who are provisioners.FrozenLaughs said:Can somebody please explain how the trade routes work? I have a settler from Sanctuary walking back and forth to the Red Rocket Truck Stop (my actual home base) but none of my crafting stuff or anything in my workshop is available in Sanctuary? What is he doing?
Unfortunately that is not the case.FrozenLaughs said:Ahhhh, damn. I was hoping it turned the workshop into an uber-safe accessible from any linked settlement![]()
Ok so I don't need to have one assigned to run back like I was worried (one for Sanctuary ->RR and another for RR -> Sanctuary) but can I just daisy chain them by sending a RR settler to settlement #3, then a #3 settler to #4,giving them access to everything in between, i.e. pooling resources? Or do I need to spider web them out, with like 8 settlers from Sanctuary to 8 other settlements, linking only those 8 to just Sanctuary's inventory?
Ooh, on that note... Interesting thing about Greygarden: The build area extends to allll the way up on the top of the highway overpass. There's also (by default) a sofa up there, so if you've dismissed a follower to Greygarden and the follower has disappeared, they're probably sitting wayyy up on top of the overpass on that sofa, admiring the view. (Because followers usually seek out items of furniture in the area to interact with.)WolfThomas said:Greygarden
Thanks for the tip. I saw that online. I haven't been able to build something to get up there that doesn't look silly, that's my rate-limiting factor. I'm thinking a concrete tower to access.IceForce said:Ooh, on that note... Interesting thing about Greygarden: The build area extends to allll the way up on the top of the highway overpass. There's also (by default) a sofa up there, so if you've dismissed a follower to Greygarden and the follower has disappeared, they're probably sitting wayyy up on top of the overpass on that sofa, admiring the view. (Because followers usually seek out items of furniture in the area to interact with.)WolfThomas said:Greygarden
I didn't play much of the previous Fallout games, so I can't attest to how much better they are, but I will say this: having a feral charge me in a blind rage and then fall over after hitting me because his body isn't coordinated enough to keep up with its own momentum is an outstanding little detail.Ryallen said:Ghouls: You would not believe how much I gushed at the ghouls of this game. They actually move like zombies. It looks natural and organic! They are animated fantastically, and I love it to death. The rest of the enemies in the game still move very rigidly and stiff, but the ghouls move much better, and I think that in of itself deserves some praise. Bethesda has never been good at this sort of thing, so when I saw the ghouls actually work like this, well...
I know it's basically a handwave but that's most likely why the backstory for your character is that he/she served in Anchorage.Denamic said:I think Power Armor's better represented in FO4 than in any other Fallout game to date. It actually feels different than normal armor. In Fallout 1 through NV, it was basically just sci-fi platemail. That it costs resources to use and maintain adds a lot of 'specialness' to it as well. I'm only a bit disappointed that you can immediately pilot it perfectly as soon as you get it. You're supposed to need training to use it effectively. I think it would have been cooler if you had worse accuracy and reload speed, and perhaps be unable to sprint, when you first pilot the thing. Then you could have gotten training from Danse, or perhaps have a tiered perk that improves the longer you pilot power armors.