IMO, instead of making you conquer the Commonwealth in this manner, they should have made the preexisting Raider camps new settlement locations. The Nuka World Raiders already look down on the Commonwealth Raiders anyway, so it would have been interesting if you could order them to move in and dispose of them. If you wanted to go "evil" you could attack and strong arm civilians, but if you wanted to go "good" then you could use your influence to take out the other Raiders. At least then the Nuka Raiders that moved in would answer to you.
Just another example of “the fans have better ideas than the developers”. While the modding community is amazing on Bethesda games, there really should’ve been more thought behind some of the dlcs than there were. Honestly somewhat disappointing :(
I completely agree and although I’m entirely late on this comment it’s cool to see everyone just backing it instead of criticizing it like everything else. It really is the way they should’ve went with it. The idea of destroying any of my bases was such a horrible “content” option I had to force myself to do it once just so that I could say I did. All other playthroughs I wouldn’t.
If you kill all the settlers in a vassal settlement (NOT THE RAIDERS) and search the workshop it will still be a vassal, but you will be able to use the workshop and make improvements! I did this by accident with Red Rocket and I don’t know if its intended or a bug but it works
BTW, what Shank means is that you can only make a settlement a vassal if it is within the influence area of one of your raider outposts. You can't, for example, turn Somerville Place into a vassal until you have a raider base close enough to it. The "half chain" icon that shows in potential vassals when you place the mouse cursor over the raider outpost shows which potential settlements that outpost enables as vassal candidates. It has nothing to do with supply radius or anything like that.
I'm pretty sure that each of the DLCs are designed to run Independant of each other. That way they don't interfere with each other. Consequently, they are ignorant of each other. Otherwise, Nuka World would require both Far Harbor and Automatron as masters due to the inclusion of their settlements. Sounds like a great patch opportunity for some modder though.
That's usually how the DLCs work but Nuka World had the weird thing of the new robot parts actually being valid Automatron parts so there was at least one inter-DLC tunnel.
Because all that probably took was flagging that loot to only spawn if it saw the automatron DLC, instead of being dependent on it. Making an item appear or not appear in a leveled list is a super easy thing to toggle on and off, unlike conversations, which would require a lot more complexity to detect the DLC and change appropriately.
Throttle Kitty The settlements you can attack isn't a conversation though, it's a UI list that turns up. Infact that list itself seems to be procedurally compiled because a mod like Conquest without any edits to Nuka World can have it's new settlements appear on the list.
TheRealPentigan Well, those DLC weren't set up with the intent of being used with this one. It's a lot more then just adding it to his conversation list. I could see some issues arising from trying to put raiders in weird places, especially Far Harbor!
My character did warn them about how they should be careful about who they trust. They should feel so lucky that they didn't join their daughter's grave this time...
You could make it a fully robotic raider fed vassal farm with 60 robots, rather then transferring or figuring out other ways to send 60 settlers to another settlement. I would like a video explaining how many of the settlements you can get to be your settlement without using the minutemen. By ignoring Concord, so later on you could capture the raider settlements.
It's important to note a couple of things: - A vassal settlement must be within range of a raider influence. -----I set my Somerville Place with 80 food and 60 water. Went to Shank to take it as vassal, but it was not available as an option. ----I put an amplifier on a raider settlement, Somerville Place was then available as a vassal settlement. -I have a working theory that food supplies from a Pack vassal will only go to a Pack raider settlement. ----I say this because I noticed my Pack settlements (regardless of location) were complaining of food (food was also in red) whilst my Operators outposts were not. ----I then claimed a settlement as a Pack Vassal and food (food in red) complaints went away.
It's funny how Bethesda thinks. You're the "general" of the minutemen, which does literally nothing now that you left it to be a raider, while also taking settlements instead of things that actually useful to raiders like other raider camps that are good forts. We could've had reassigned raider, super mutant and gunner forts all over and still had settlements to strong arm and be able to use a workbench with since we basically own the people there anyways. But no Bethesda has to copy and paste the game with a small twist. This was a really lazy way to go about a DLC, it's really as bare bones as it gets
Like why cant we be the overboss And make the raiders help the commonwealth. . . For caps Like mercenary's Then preston can fuck off, we arnt murders, we are murderers for hire 😂😂🤷♂️
It would have been interesting if you as Overboss could enguage in some wasteland politics to help with the main quest. For example, you cut a deal with the Railroad where they can use your network for getting synths out for return of a heafty fee of caps and technical assistance in bringing down the institute/minutemen/legion of tincan soyboys.
Since Bethesda ruined the "player faction" (the minutemen) with this DLC, the finish the game failsafe faction should have been transferred to raiders, if you have Nuka-World. The fact that the main quest doesn't have a raider ending is pretty lazy. Beth cut a lot of corners with Fallout 4 in general.
I would think that you can't use Far Harbor because it's too far way from the Commonwealth, as the Raider would have to go by ship just to get there, plus Far Harbor has the Fog the deal with, which would kill the Raider after a while, and as you said in the last video, Raiders don't like to work for their Settlements, so why would they go to Far Harbor when it just too far way?
actually the fog does not kill you, the fog obscures the island and gives cover to the monsters in it. also the fog dont kill you it makes you go crazy and get paranoia, it turns you crazy just like it did to the trapper gangs of Far Harbor. . sometimes during radiation storms though the fog will be radioactive. then again its not the fog killing you its radioactive particles in it thats doing that.
In terms of story you can't really turn them into vassals without a proper Outpost on the island because firstly any supply they give would have to take the boat voyage and secondly without any local raider outposts, noone's keeping an eye out on the vassals to see if they're actually working.
montanus777 And of course unlike regular Commonwealth settlements, the ones on Far Harbor can just trash the condensers and go back to being hobos on the pier with the excuse of it being a freak accident because I doubt the common raider would be brave enough to go out and check through the Fog
I was so dissappointed with this DLC I thought we would be able to make the Commonwealth Raider Gangs (like Dunwich Borers or Federal Ration Stockpile) support Nuka-World, or at least we could have conquered their bases once we kill their leaders to get all their incomes. It woulda been so cool to slowly build up a steady, well-organized Empire bit by bit and then in an alternate ending for the main game, kill everyone, take over the Prydwen and conquer Far Harbor as well. Just think of the possibilies
Nyolcas that would have been so good but with that much content they probably would have had to put Nuka world in the main game instead of dlc and then the game would’ve taken months longer to come out but it would of been worth it tbh
Nyolcas honestly it makes sense, the nuka world raiders are far more calculated and far stronger and far more economic. The raiders of the commonwealth are mere savages that purely just wanna cause shit and take what they want. Not to mention they’re weak too.
The Nature Channel with the right leadership, (the sole survivor being a vet) would easily destroy the bos, once their ship is shot down they’re screwed,
Hi , this from an institute play through . Preston is still at the museum. The Railroad was used for ballistic weave and Xp. Sanctuary is well established and was used as feeder settlement but never shows in Shank’s list. Two robots settlers and hired guns were only ones killed. Only my settlements were taken as vassals. Raider outposts Redrocket showed up after robot settler 1 food and 3 water. Jamaica plains same. Hangman alley discovered , no settlers. Outpost Z Mercer safehouse. Coastal cottage not discovered. Lighthouse not discovered. Coup manor not discovered. Taff boathouse not discovered. Vassals Starlight I had cleared and established. First vassal available after taking redrocket . Egret marina cleared and established. Available after 3 outposts and Phyllis left. Murkwater construction cleared and established. 75 farmers and 11 industrial water purifiers total.
I killed the "parents" on Somerville when I was "convincing" the farm to share their profits with Brotherhood. Then, after going through quite a sparkle with Nuka World, and scratching Brotherhood out of my allies after being forced to execute Danse (Institute embraced me quite well), I was expanding quite far with my raiders and thought of turning Somerville into the next slave farm camp (And I recieved a message that you are about to lose control over settlement because of how unhappy it was, so I went there gun loaded, to help it). But then... I looked at that highly sophisticated bunch of pixels labeled as "kids". Something clicked. I took a couple of Interesting Settlers (From 3DNPCs mod) that were cowboys/cowgirls in their theme. Made them sort of a surragate family. Fixed the roof and windows (Putting some protection on them that basically puts an iron curtain over the place in case of attack, or say, cold weather), put a dog and cat there, installed a working kitchen stove, left some robo toys and SCAV and Unstappables magazines into the bookshelves, put more crops. Now it's probably the only place in Commonwealth that actually looks like a small little piece of home peace. Just a family of survivors, trying to make the best and coziest of what they can. I'm pretty sure those kids putting a bullet in a back of my character's head when they grow up (And justified to do so more than) but for now... It's an interesting "out of character" moment in this scorched person's bio. Next thing though, is what going to be called The Massacre of Bunker Hill. Those guys simply are a good target be made an example of.
I'm pretty sure you're right about Far Harbor & the settlements grayed out on your Commonwealth map...I was never able to do anything to get those to show on Shank's list either. Not being able to enslave Covenant was disappointing...I just thought it'd be funny to do.
Hey, being a vassal good deal for the farmers. Provide half your food and no longer be the potential victim of radiant quest Satan, Preston Garvey. No one at that farm is getting kidnapped anymore or harassed by Super Mutants. The food buys protection. If this game was being "fair" to the Raiders faction, allying with the Brotherhood of Steel or the Minutemen would force you to shake down farmers for food too (I know there's that one optional BOS sidequest; it should be mandatory). Armies need food. Bethesda needs Raiders to be evil though because their quest writers have child's minds.
Am I the only one who noticed Oxhorn has a mod that adds almost nude paintings, lol, 1:45 He goes into the elevator, and when it opens he sees the painting and looks up taking it out of shot
You will need a minimum of 8 raider outposts to achieve level 3. There are 30 possible (not counting Nuka Red Rocket, Vault 88, Mechanist Lair and the Far Harbor) Also you must subtract Boston Airport, The Castle and Sanctuary (Sanctuary is possible but it takes a few steps). Subtract the Vassal settlements (the 7 mentioned here) leaving 20 possible Raider outposts. If you make 8 of the remaining 20 settlements in to Outposts then you could keep 12 independents or MM-aligned. Preston will no longer be your companion, nor talk to you, but he will keep the MM together. This of course assumes that you did the legwork and set up every possible settlement. Minimally, you could just built up the 7 vassals then select 8 of the remaining (meeting their workshop requirements) and leave the rest entirely alone. Of course you could just leave Preston in Concord and build on your own until you reach the level required to start Nuka World.
Proximity matters when you have fewer raider settlements under your belt. Each raider settlement has an invisible radius around it and you can only choose vassals within that range. After aquiring more raider settlements you typically have the entire commonwealth covered in this boundary so people tend not to notice. What doesn't matter is whether or not you have a vassal settlement near each and every outpost.
That's not true. Any settlement with settlers that is not from a DLC or does not have "permanent actors" can become a vassal or raider outpost at any time.
Just double checked and I'm right. You seem to have some mods added on to your game since you keep mentioning having 50+ settlers which is impossible on vanilla. This could be messing with your raider settlements so I recommend testing it on a vanilla save. I'll post a video proving it soon.
***** So I think I figured out how you misunderstood. You can place a raider outpost anywhere and I think you made the unfortunate assumption that vassals work the same when they don't. But that's just my best guess.
I think you or someone else should create a calculator for vassel and raider settlements. I got confused in doing the math especially because I suck at it and I think idiots like me would appreciate a nice calculator to help me build my potential vassels up.
Michael Bolli same. Im currently getting a headache trying to get enough food and keeping my raider population down. I take one trip to nuka world and back and my outpost go from like 9 to 13 or something like that. A calculator to do all the math for me would be a blessing.
Thanks for making these videos :) I love them, specially the look behind the code to explain the real game mechanics instead of relying of what the game tells you, which sometimes is not correct.
I just randomly fast traveled to one of my vassels (XB1 console) and apparently they were being raided like normal settlements so I decided to kill off these raiders and a settler thanked me like normally they would and allowed me to use the workshop and it worked, I fixed alot of their crops and on my map it still shows a vassal icon. Is this a glitch or something?
Something similar happened with my red rocket, I had done a very poor job with my vassals so I killed everyone at the rock rocket, giving me access to the workshop, however it was still a vassal. I tried this with other vassals but they stopped being vassals like they are supossed to, don’t know how I did it with red rocket but it’s op having a workshop at a vassal
Wouldn’t Grey-Garden be an ideal vassal since it’s run entirely by robots? Wouldn’t that be better than having all the robots drag down your settlements averaged happiness?
Robots cant be happy But they can dislike things Still sack 1 settlment, build robots. Supply the raiders. Make the raider settlments 100 happiness problem solved
Here are the ones I did in order: 1. County Crossing = The Operators 2. Croup Manor = The Pack 3. Finch Farm = The Operators 4. Abernathy Farm (got fed up of seeing the wife getting kidnappped multiple times so I lured the raiders to them) = The Pack 5. Egert Tours Marina = The Pack.
Another great video, I won’t use it myself because I can’t bring myself to side with the raiders, in fact I just killed them all. I can’t tell you how good it felt to have them gone and to be able to use the one and only build site in Nuba World, I’m finally able to enjoy playing this DLC!
I’m curious Oxhorn, could you kill all the ghouls in Sunshine Tidings, produce a whole bunch of robots and make them the farmers, that way those planning to go the raider route would not have to throw out or kill the human settlers?
Out of curiosity, taking into consideration the silly ban on using the vassal workshop, is it better to use robotic farmers and eat the happiness penalty for their 50 average happiness in exchange for the ability to build new things in all settlements?
Victor Cunningham I'm sorry if I was not clear, but I meant using robots as an alternative to the vassal system since it would be easier to build more bots and items that boost happiness without needing a raider assigned than doing the math ahead of time for vassal settlements and hoping you didn't !@#$ it up.
Marcus Rudloff Interesting, that seems to be a dev oversight. I would think raiders would be happy to let the robots do the farming. I wonder if there is a mod to fix it.
I think "close to your raider settlement" means within Boston for game play standards even tho you cant go beyond the map, but more for immersions sake..
This is probably one of the most helpful videos on this subject, so thank you very much for making it. One question - you mention only taking over X amount of settlements due to supply concerns. So, with these six vassal settlements, how many raider outposts did you conquer, and how many raiders were at them? Thanks again.
Hey Oxhorn! I know it's been a while since this video, but I found it very useful when I decided to do a raider playthrough. I've had my outposts established for a long time now and was wondering if you ran into this problem too: I obviously outfitted the vassals before taking them over, making sure they make plenty of food. My raider outposts have had 22 settlers per outposts since nearly the start, and always floated between 85-90% happiness. Food complaints were nonexistent (I figured Bethesda patched them out). But lately, even though nothing has changed (didn't even establish more than the needed 8 outposts), the settlement happiness keeps dropping. It's now down to 70%, with the raiders complaining about food. Any idea what might have caused this and if it happened to you too?
(8:05) It seems to me that Graygarden would be a better vassal settlement than Oberland. Oberland just has the two inhabitants, while Graygarden has at least six robots, IIRC, so Graygarden should be able to produce more resources with less setup. The robots don't even eat any of the food that they grow.
There has to be at least one adult human settler at a location for you to "convince" in order to make a vassal. So you still have to claim it, at least long enough to send one poor idiot there to bully. Of course, what drives me crazy is that I can't find a single configuration where you can make Covenant an outpost *or* a vassal, but I've seen it appear on both lists. Drove me nuts because I wanted them to see their little fort turned into a prison. ...and yeah, I know, your comment is 4 years old. It just sparked my memory.
Hey Ox, maybe Shank WA thinking realistically. Would you want a base of operations and then a supplier that is half a state away? I sure wouldn't. He probably says that so they can get food FASTER.
Has anyone found a way to un-subjugate a vassal settlement? Does killing everyone in the settlement work? Anything? What about the raider outposts? Lets say 2 or 5 deathclaws find their way into a raider outpost, does that outpost recruits more raiders or does it become an empty settlement?
Maybe somebody can help me here. I am trying to make Abernathy my vassal farm for my raider settlements as Ox did in this video. I have already completed the locket quest for Blake, but it does not show up on Shank's list of possible vassals. When I hover the cursor over Sunshine Tidings (raider outpost) it does not show Abernathy as an unchained icon. Abernathy does not show up as a possible raider outpost on Shank's list. Its not that it is greyed out, it's literally not on the list. Very strange.
I wanted to get red rocket Nuka world as a player home. When the raiders came (keep in mind I sided with the raiders) I was like this, get off my lawn! Open season started
What about settlements added by mods? Is it set to be any settlement except ones barred like the castle, or is it only mentioned settlements. If it’s the former then modded settlements should work.
I remember that sometime vassal settlement dont work or dont send food or nothing to settlement. This problem happened with haghman alley and egret tours marina with displicent who never got food even if vassal settlement was near. That mean that haghman alley which is a good place for displicent isnot able to be a raider outpost for the vassal settlements?
Extremely late note, I chose coup manor for my raider settlement and they will not take resources from sanctuary or western settlements... So now I'm out to save the common wealth...
O don't understand, you said that we should be able to choose any out post as a raider settlement, but there are only like 30% of my settlements that are showing as an opption, I want to make hangman's alley a raider settlement because I built it up for a raider settlement, but it doesn't show on the list, I hope I didn't just waste all my resources on hangman's alley if I can't make it into a raider settlement
How do you know the vassals are feeding the raider settlements? I made sure finch had 100 food before making it one. But my taffington settlement is still complaining about food with 8 raiders
Hey Oxhorn, wondering if you have any idea whether one many kill off one of the two gangs remainiang allied after the end of NW. I like the Operators but the Pack I just kept for their perk - I'm annoyed with Mason's stupid threats and would like to wipe out those savages without turning my Operators against me. Thanks!
Well, the raider outposts can produce their own water, so there is no need to do that at the vassals alone (as far as I have seen). If you have enough Charisma to get 50-60 settlers at a place, then you are going to end up with an insane number of raiders to support, as you cannot control the influx of new raiders. They will constantly keep coming, as long as you have 'room' (CHA +10). Maybe if you use robots, and make them all there, you might be able to get around that problem...? I have not tried that, but it seems viable. One big trick is to make sure never to take over a settlement that has settlers already (unless you took them all over already). The more default settlers, the better is is for a vassal (default Somerville for example, will only produce 18 food, so that's only 9 raiders, and that's not enough for one outpost, never mind two). Something else that helps, is a mod that allows you build on the vassals (see below). This treats them as normal settlements in all other ways, you can even assign it to a supply line. The Far Harbor ones are not in the Commonwealth, so they don't count for this DLC, but if you have that mod, and have them in the supply line, then they could help you. You can also supply your outposts manually, by growing things in normal settlements, finding them in the world, or making them yourself, and placing them in one of the outpost workshops. Full Settlement Control Mod www.nexusmods.com/fallout4/mods/17951/?
I noticed you didn't seem to mention in the video, if you connect a settlement to a raider outpost through a robot supply line, the raiders will start taking extra food/water from that base. I connected the raiders to my Vault 88 and it produces hundreds and hundreds of excess food and water, and I constantly find piles of mutfruit in my raider workshops that has to be coming from there.
Hey Ox, Just planning out my raider empire and I have a question... what happens to June and Wally Warwick(both essentials) if you attempt to convert Warwick Homestead into an outpost? Same thing with Nordhagen Beach and the kid settler there? Though I'll probably just make both those settlements into 2 of my 6 vassals. (never liked building on those 2 plots of land in my first playthrough, good soil though) Anyway I assume the kids just run away, but June isnt a kid...
Hmm with all those lines you made in the map which connects all raider settlements to the vassal settlements, does this mean will have to use supply lines?
Question, I am on survival and having done the out of time quest yet. So I haven't gone and helped the minutemen yet. My question is, I can do everything with vassel settlements and do Power Play to get the perks but how do I go about turn my raide4 settlements and vassels back so that I can do all the minuteman stuff normally and progress with storyline stuff?
The doctor at the nukaworld market, McKenzie or so is the name, can give the quest to kill all the nukaraider bosses as well. So you do not have to have been in concord and have done the start of the minuteman questline. So you can "vassel up" build the special buildings for + happines and the booze and chem thing, and then free the commenwealth from this nukaraider invasion. And from there continue with the normal srory line.
My number one question is do the raiders get anything from shops at vassel settlements? I'd like to know since it's just even more money my settlements can produce.
On the mechanist mission rogue robot you can sometimes find settlers being attacked and if you save them before the robots kill them you can tell them to come and live in one of your settlements you can do this as many times as you want
If distance doesn't matter, why on earth are you choosing no-water sites? Although you CAN install powered wells, it certainly is more resource-intensive than improved purifiers.
So my question would be can you make all the highlighted green areas Raider settlements or can you only make one settlement is there a Max number you can make or can you make unlimited amount of raider Outpost I want to know because if I had an option I would just do that exactly like your map all green post and the rest are farms and I want to know for my live stream
How did you get Graygarden? I have a human settler there, did the quest, and can select it to make a vasa from Shanks; but it won't let me make it into a vassal.
Hello there i have a problem with the Quest Home Sweet Home so here is hat am having i got 3 Raider outpost but in the Quest log it says 2/3 and shank keeps telling me to make my raiders happy but i already got them all 3 at 100% any idea what's going on? am on ps4 Edit: i think i know what was causing the problem i had those 3 out post all ready with defenses water and beds that's why i got stuck at 2/3 outposts
You will need to satisfy any requirements for that empty settlement requires in order to gain access to its workbench. Kill all the ghouls, mole rats, Queen, etc and open/close the workshop then it should appear on Shank's list (unless it is one of the banned ones such as the airport, the castle, etc)
I need some help, been looking everywhere to no avail. I'm doing a no-mod raider playthrough and using Abernathy as a Vassal, its just not on the list anymore. I DID get the locket and I checked it before I started building and it was available then, but now it's not. I have BWEs there with a few mirelurks, but I deleted them and checked and that didn't work. Also, Raider Radio doesn't seem to be working on it now either. The only thing I can come up with is that my defense is too high(over 200). I did try deleting turrets, but I might not have reduced it enough, brought it down to 114, but my dumbass didn't do the math adding the 36 settlers I have there. I do have the CC dogs, but other settlements that I can turn have them too. The only thing here I can think of is I may have sent one of the dogs from the quests to Abernathy, but then again, if that was the case I wouldn't have been able to turn it when I first checked. If anyone can help me figure this out, I'd be very grateful.
@@OverlordZephyros Yep, that works too. I tied using that island, the one you have to clear of mirlarks first. But there is a bug where you risk losing a robot when they travel to it. The robot can get stuck in the seabed between Boston and that island. I realized it had happened to me when I couldn't find Cogsworth anywhere and he no longer showed up on the companion tracker..
IMO, instead of making you conquer the Commonwealth in this manner, they should have made the preexisting Raider camps new settlement locations. The Nuka World Raiders already look down on the Commonwealth Raiders anyway, so it would have been interesting if you could order them to move in and dispose of them. If you wanted to go "evil" you could attack and strong arm civilians, but if you wanted to go "good" then you could use your influence to take out the other Raiders. At least then the Nuka Raiders that moved in would answer to you.
NihilusShadow I wish I were able to capture Gunner’s plaza.
Just another example of “the fans have better ideas than the developers”. While the modding community is amazing on Bethesda games, there really should’ve been more thought behind some of the dlcs than there were. Honestly somewhat disappointing :(
They need to hire you
That's the difference between a gangster and a raider my friend
I completely agree and although I’m entirely late on this comment it’s cool to see everyone just backing it instead of criticizing it like everything else. It really is the way they should’ve went with it. The idea of destroying any of my bases was such a horrible “content” option I had to force myself to do it once just so that I could say I did. All other playthroughs I wouldn’t.
If you kill all the settlers in a vassal settlement (NOT THE RAIDERS) and search the workshop it will still be a vassal, but you will be able to use the workshop and make improvements! I did this by accident with Red Rocket and I don’t know if its intended or a bug but it works
99.67% sure shank says it to keep immersion
And confusion.
BTW, what Shank means is that you can only make a settlement a vassal if it is within the influence area of one of your raider outposts. You can't, for example, turn Somerville Place into a vassal until you have a raider base close enough to it. The "half chain" icon that shows in potential vassals when you place the mouse cursor over the raider outpost shows which potential settlements that outpost enables as vassal candidates. It has nothing to do with supply radius or anything like that.
I'm pretty sure that each of the DLCs are designed to run Independant of each other. That way they don't interfere with each other. Consequently, they are ignorant of each other. Otherwise, Nuka World would require both Far Harbor and Automatron as masters due to the inclusion of their settlements. Sounds like a great patch opportunity for some modder though.
That's usually how the DLCs work but Nuka World had the weird thing of the new robot parts actually being valid Automatron parts so there was at least one inter-DLC tunnel.
TheRealPentigan, that's a very good point. Yet they did so without tying it to Automatron directly. I wonder why they didn't go all the way with it?
Because all that probably took was flagging that loot to only spawn if it saw the automatron DLC, instead of being dependent on it. Making an item appear or not appear in a leveled list is a super easy thing to toggle on and off, unlike conversations, which would require a lot more complexity to detect the DLC and change appropriately.
Throttle Kitty The settlements you can attack isn't a conversation though, it's a UI list that turns up. Infact that list itself seems to be procedurally compiled because a mod like Conquest without any edits to Nuka World can have it's new settlements appear on the list.
TheRealPentigan Well, those DLC weren't set up with the intent of being used with this one. It's a lot more then just adding it to his conversation list. I could see some issues arising from trying to put raiders in weird places, especially Far Harbor!
I would feel kinda bad forcing Abernathy Farm to work for raiders since their daughter was killed by raiders.
ClaraJ thats makes it even funnyer 😈
My character did warn them about how they should be careful about who they trust. They should feel so lucky that they didn't join their daughter's grave this time...
I killed them
*_p e r f e c t f o r m y e v i l p l a y t h r o u g h_*
I killed them 2
I only want the minimum of 3 raider settlements, going to use the robot method. idc about 100% happiness. just gotta get me automaton now
Imagine raiding vault 88 and making it a raider settlement
Or even trying to do it especially with mine I have a mr gutsy in there
Its impossible
I’d love to do that just to see what it would be like but never got the option from shank 😩
should call your raider gang the fiend then
The Annihilator 117 yeah man I wanted to make a underground raider city there ;(
You could make it a fully robotic raider fed vassal farm with 60 robots, rather then transferring or figuring out other ways to send 60 settlers to another settlement. I would like a video explaining how many of the settlements you can get to be your settlement without using the minutemen. By ignoring Concord, so later on you could capture the raider settlements.
It's important to note a couple of things:
- A vassal settlement must be within range of a raider influence.
-----I set my Somerville Place with 80 food and 60 water. Went to Shank to take it as vassal, but it was not available as an option.
----I put an amplifier on a raider settlement, Somerville Place was then available as a vassal settlement.
-I have a working theory that food supplies from a Pack vassal will only go to a Pack raider settlement.
----I say this because I noticed my Pack settlements (regardless of location) were complaining of food (food was also in red) whilst my Operators outposts were not.
----I then claimed a settlement as a Pack Vassal and food (food in red) complaints went away.
It's funny how Bethesda thinks. You're the "general" of the minutemen, which does literally nothing now that you left it to be a raider, while also taking settlements instead of things that actually useful to raiders like other raider camps that are good forts. We could've had reassigned raider, super mutant and gunner forts all over and still had settlements to strong arm and be able to use a workbench with since we basically own the people there anyways. But no Bethesda has to copy and paste the game with a small twist.
This was a really lazy way to go about a DLC, it's really as bare bones as it gets
Like why cant we be the overboss
And make the raiders help the commonwealth. . . For caps
Like mercenary's
Then preston can fuck off, we arnt murders, we are murderers for hire 😂😂🤷♂️
It would have been interesting if you as Overboss could enguage in some wasteland politics to help with the main quest.
For example, you cut a deal with the Railroad where they can use your network for getting synths out for return of a heafty fee of caps and technical assistance in bringing down the institute/minutemen/legion of tincan soyboys.
@Airock the Great If it was possible to have Dance become elder and Lynch Arthur (Dirty commie soyboi) Maxxon buy his overcompensating beard.
@Airock the Great Danse>Maxxon
/theead
Since Bethesda ruined the "player faction" (the minutemen) with this DLC, the finish the game failsafe faction should have been transferred to raiders, if you have Nuka-World. The fact that the main quest doesn't have a raider ending is pretty lazy. Beth cut a lot of corners with Fallout 4 in general.
I would think that you can't use Far Harbor because it's too far way from the Commonwealth, as the Raider would have to go by ship just to get there, plus Far Harbor has the Fog the deal with, which would kill the Raider after a while, and as you said in the last video, Raiders don't like to work for their Settlements, so why would they go to Far Harbor when it just too far way?
actually the fog does not kill you, the fog obscures the island and gives cover to the monsters in it. also the fog dont kill you it makes you go crazy and get paranoia, it turns you crazy just like it did to the trapper gangs of Far Harbor. . sometimes during radiation storms though the fog will be radioactive. then again its not the fog killing you its radioactive particles in it thats doing that.
In terms of story you can't really turn them into vassals without a proper Outpost on the island because firstly any supply they give would have to take the boat voyage and secondly without any local raider outposts, noone's keeping an eye out on the vassals to see if they're actually working.
montanus777 And of course unlike regular Commonwealth settlements, the ones on Far Harbor can just trash the condensers and go back to being hobos on the pier with the excuse of it being a freak accident because I doubt the common raider would be brave enough to go out and check through the Fog
I was so dissappointed with this DLC
I thought we would be able to make the Commonwealth Raider Gangs (like Dunwich Borers or Federal Ration Stockpile) support Nuka-World, or at least we could have conquered their bases once we kill their leaders to get all their incomes. It woulda been so cool to slowly build up a steady, well-organized Empire bit by bit and then in an alternate ending for the main game, kill everyone, take over the Prydwen and conquer Far Harbor as well. Just think of the possibilies
Nyolcas that would have been so good but with that much content they probably would have had to put Nuka world in the main game instead of dlc and then the game would’ve taken months longer to come out but it would of been worth it tbh
Nyolcas honestly it makes sense, the nuka world raiders are far more calculated and far stronger and far more economic. The raiders of the commonwealth are mere savages that purely just wanna cause shit and take what they want. Not to mention they’re weak too.
Nyolcas it would have made sense to take over their places though and turn them into vassals
How the hell would Bronies, The Yuri Army, and Scopes and crap kill trained Power Armor wearing soldiers.
The Nature Channel with the right leadership, (the sole survivor being a vet) would easily destroy the bos, once their ship is shot down they’re screwed,
Hi , this from an institute play through . Preston is still at the museum. The Railroad was used for ballistic weave and Xp. Sanctuary is well established and was used as feeder settlement but never shows in Shank’s list. Two robots settlers and hired guns were only ones killed. Only my settlements were taken as vassals.
Raider outposts
Redrocket showed up after robot settler 1 food and 3 water.
Jamaica plains same.
Hangman alley discovered , no settlers.
Outpost Z Mercer safehouse.
Coastal cottage not discovered.
Lighthouse not discovered.
Coup manor not discovered.
Taff boathouse not discovered.
Vassals
Starlight I had cleared and established. First vassal available after taking redrocket .
Egret marina cleared and established. Available after 3 outposts and Phyllis left.
Murkwater construction cleared and established.
75 farmers and 11 industrial water purifiers total.
I killed the "parents" on Somerville when I was "convincing" the farm to share their profits with Brotherhood. Then, after going through quite a sparkle with Nuka World, and scratching Brotherhood out of my allies after being forced to execute Danse (Institute embraced me quite well), I was expanding quite far with my raiders and thought of turning Somerville into the next slave farm camp (And I recieved a message that you are about to lose control over settlement because of how unhappy it was, so I went there gun loaded, to help it). But then... I looked at that highly sophisticated bunch of pixels labeled as "kids". Something clicked. I took a couple of Interesting Settlers (From 3DNPCs mod) that were cowboys/cowgirls in their theme. Made them sort of a surragate family. Fixed the roof and windows (Putting some protection on them that basically puts an iron curtain over the place in case of attack, or say, cold weather), put a dog and cat there, installed a working kitchen stove, left some robo toys and SCAV and Unstappables magazines into the bookshelves, put more crops. Now it's probably the only place in Commonwealth that actually looks like a small little piece of home peace. Just a family of survivors, trying to make the best and coziest of what they can. I'm pretty sure those kids putting a bullet in a back of my character's head when they grow up (And justified to do so more than) but for now... It's an interesting "out of character" moment in this scorched person's bio.
Next thing though, is what going to be called The Massacre of Bunker Hill. Those guys simply are a good target be made an example of.
I'm pretty sure you're right about Far Harbor & the settlements grayed out on your Commonwealth map...I was never able to do anything to get those to show on Shank's list either. Not being able to enslave Covenant was disappointing...I just thought it'd be funny to do.
You should write to fallout and ask to be on their next games radio
Hey, being a vassal good deal for the farmers. Provide half your food and no longer be the potential victim of radiant quest Satan, Preston Garvey. No one at that farm is getting kidnapped anymore or harassed by Super Mutants. The food buys protection. If this game was being "fair" to the Raiders faction, allying with the Brotherhood of Steel or the Minutemen would force you to shake down farmers for food too (I know there's that one optional BOS sidequest; it should be mandatory). Armies need food. Bethesda needs Raiders to be evil though because their quest writers have child's minds.
Am I the only one who noticed Oxhorn has a mod that adds almost nude paintings, lol, 1:45 He goes into the elevator, and when it opens he sees the painting and looks up taking it out of shot
I'm not trying to down on Oxhorn or anything, I love his videos. I just thought it was funny
Lol
I don’t see it
Not fully nude at least, that painting has still a bit of modesty by not showing everything...
Yali Jin totally forgot I commented this lol. But he even like sees it and then looks up quickly like oh crap
The list of vassals I’ve got for my outposts:
Abernathy farm,green top nursery,finch farm,nordhagen beach,Somerville place and oberland station
You will need a minimum of 8 raider outposts to achieve level 3. There are 30 possible (not counting Nuka Red Rocket, Vault 88, Mechanist Lair and the Far Harbor) Also you must subtract Boston Airport, The Castle and Sanctuary (Sanctuary is possible but it takes a few steps). Subtract the Vassal settlements (the 7 mentioned here) leaving 20 possible Raider outposts. If you make 8 of the remaining 20 settlements in to Outposts then you could keep 12 independents or MM-aligned. Preston will no longer be your companion, nor talk to you, but he will keep the MM together. This of course assumes that you did the legwork and set up every possible settlement. Minimally, you could just built up the 7 vassals then select 8 of the remaining (meeting their workshop requirements) and leave the rest entirely alone. Of course you could just leave Preston in Concord and build on your own until you reach the level required to start Nuka World.
Totally gonna use the map you made for my conqueror empire. Thank you, ox.
I build them up and try to get as many settlers there as possible and making it produce about 60-100 food/day to feed at least 2 outposts.
Proximity matters when you have fewer raider settlements under your belt. Each raider settlement has an invisible radius around it and you can only choose vassals within that range. After aquiring more raider settlements you typically have the entire commonwealth covered in this boundary so people tend not to notice. What doesn't matter is whether or not you have a vassal settlement near each and every outpost.
That's not true. Any settlement with settlers that is not from a DLC or does not have "permanent actors" can become a vassal or raider outpost at any time.
Just double checked and I'm right. You seem to have some mods added on to your game since you keep mentioning having 50+ settlers which is impossible on vanilla. This could be messing with your raider settlements so I recommend testing it on a vanilla save. I'll post a video proving it soon.
***** check my vids. I uploaded a vid just a bit ago, proving it.
***** So I think I figured out how you misunderstood. You can place a raider outpost anywhere and I think you made the unfortunate assumption that vassals work the same when they don't. But that's just my best guess.
I think you or someone else should create a calculator for vassel and raider settlements. I got confused in doing the math especially because I suck at it and I think idiots like me would appreciate a nice calculator to help me build my potential vassels up.
Michael Bolli same. Im currently getting a headache trying to get enough food and keeping my raider population down. I take one trip to nuka world and back and my outpost go from like 9 to 13 or something like that. A calculator to do all the math for me would be a blessing.
aw man the far harbor settlements dont count damn. good to know. thanks for the vid.
I know, I wanted to make the lumber mill into a pack arena
Thanks for making these videos :) I love them, specially the look behind the code to explain the real game mechanics instead of relying of what the game tells you, which sometimes is not correct.
How's it feel to be one of us... free... dangerous... a raider
Like I need a shower....
My first 2 vassal settlements were County Crossing and Croup Manor. (For Croup Manor I planted about almost 30 crops)
Thank you for the map it will make this way simpler.
I just randomly fast traveled to one of my vassels (XB1 console) and apparently they were being raided like normal settlements so I decided to kill off these raiders and a settler thanked me like normally they would and allowed me to use the workshop and it worked, I fixed alot of their crops and on my map it still shows a vassal icon. Is this a glitch or something?
Something similar happened with my red rocket, I had done a very poor job with my vassals so I killed everyone at the rock rocket, giving me access to the workshop, however it was still a vassal. I tried this with other vassals but they stopped being vassals like they are supossed to, don’t know how I did it with red rocket but it’s op having a workshop at a vassal
Man you really got hosed on that armor.
Wouldn’t Grey-Garden be an ideal vassal since it’s run entirely by robots? Wouldn’t that be better than having all the robots drag down your settlements averaged happiness?
It's not the settlers disliking the robots that make the average happiness go down, it's the mechanic that caps robots' happiness at 50.
Robots cant be happy
But they can dislike things
Still sack 1 settlment, build robots. Supply the raiders. Make the raider settlments 100 happiness problem solved
I kill the robots and rebuild the settlement with humans and then raid it
This would be great if this DLC wasn't completely broken
Here are the ones I did in order:
1. County Crossing = The Operators
2. Croup Manor = The Pack
3. Finch Farm = The Operators
4. Abernathy Farm (got fed up of seeing the wife getting kidnappped multiple times so I lured the raiders to them) = The Pack
5. Egert Tours Marina = The Pack.
Another great video, I won’t use it myself because I can’t bring myself to side with the raiders, in fact I just killed them all.
I can’t tell you how good it felt to have them gone and to be able to use the one and only build site in Nuba World, I’m finally able to enjoy playing this DLC!
Me trying to get the achievements
And then side against the raiders
Oh boy, its the long haul 😂😂
the slog and gery garden are good starting vassels if you don't want build it up much. they have a bunch of food at the start.
So the Green is for raider settlement and the reddish-orange is the supplier bitch supplying the raider settlements?
I’m curious Oxhorn, could you kill all the ghouls in Sunshine Tidings, produce a whole bunch of robots and make them the farmers, that way those planning to go the raider route would not have to throw out or kill the human settlers?
I don’t think robots are able to be there at the same time as raiders.
For some reason I have a glitched red rocket vassal settlement where I can still use the workshop
Out of curiosity, taking into consideration the silly ban on using the vassal workshop, is it better to use robotic farmers and eat the happiness penalty for their 50 average happiness in exchange for the ability to build new things in all settlements?
Victor Cunningham
I'm sorry if I was not clear, but I meant using robots as an alternative to the vassal system since it would be easier to build more bots and items that boost happiness without needing a raider assigned than doing the math ahead of time for vassal settlements and hoping you didn't !@#$ it up.
Marcus Rudloff
Interesting, that seems to be a dev oversight. I would think raiders would be happy to let the robots do the farming. I wonder if there is a mod to fix it.
Thanks oxhorn! your videos are well made and informative.
What a wonderful resource! Thanks Ox!
I think "close to your raider settlement" means within Boston for game play standards even tho you cant go beyond the map, but more for immersions sake..
This is probably one of the most helpful videos on this subject, so thank you very much for making it. One question - you mention only taking over X amount of settlements due to supply concerns. So, with these six vassal settlements, how many raider outposts did you conquer, and how many raiders were at them?
Thanks again.
back in the Beta for nuka-world they said the far harbor settlements cant be taken by the raiders and that was by design.
Hey Oxhorn! I know it's been a while since this video, but I found it very useful when I decided to do a raider playthrough. I've had my outposts established for a long time now and was wondering if you ran into this problem too: I obviously outfitted the vassals before taking them over, making sure they make plenty of food. My raider outposts have had 22 settlers per outposts since nearly the start, and always floated between 85-90% happiness. Food complaints were nonexistent (I figured Bethesda patched them out). But lately, even though nothing has changed (didn't even establish more than the needed 8 outposts), the settlement happiness keeps dropping. It's now down to 70%, with the raiders complaining about food. Any idea what might have caused this and if it happened to you too?
(8:05) It seems to me that Graygarden would be a better vassal settlement than Oberland. Oberland just has the two inhabitants, while Graygarden has at least six robots, IIRC, so Graygarden should be able to produce more resources with less setup. The robots don't even eat any of the food that they grow.
There has to be at least one adult human settler at a location for you to "convince" in order to make a vassal. So you still have to claim it, at least long enough to send one poor idiot there to bully. Of course, what drives me crazy is that I can't find a single configuration where you can make Covenant an outpost *or* a vassal, but I've seen it appear on both lists. Drove me nuts because I wanted them to see their little fort turned into a prison.
...and yeah, I know, your comment is 4 years old. It just sparked my memory.
Hey Ox, maybe Shank WA thinking realistically. Would you want a base of operations and then a supplier that is half a state away? I sure wouldn't. He probably says that so they can get food FASTER.
Delightful video Ox. Keep up the good work
Has anyone found a way to un-subjugate a vassal settlement? Does killing everyone in the settlement work? Anything? What about the raider outposts? Lets say 2 or 5 deathclaws find their way into a raider outpost, does that outpost recruits more raiders or does it become an empty settlement?
Maybe somebody can help me here. I am trying to make Abernathy my vassal farm for my raider settlements as Ox did in this video. I have already completed the locket quest for Blake, but it does not show up on Shank's list of possible vassals. When I hover the cursor over Sunshine Tidings (raider outpost) it does not show Abernathy as an unchained icon. Abernathy does not show up as a possible raider outpost on Shank's list. Its not that it is greyed out, it's literally not on the list. Very strange.
I wanted to get red rocket Nuka world as a player home. When the raiders came (keep in mind I sided with the raiders) I was like this, get off my lawn! Open season started
Does it matter if the vessels are happy before you sack them?
What about settlements added by mods? Is it set to be any settlement except ones barred like the castle, or is it only mentioned settlements. If it’s the former then modded settlements should work.
ah......now I understand ....thank you , very helpful
Great video oxhorn
great post absolutely well done
I'm guessing that settlement locations added by mods wont be available to serve as either outposts or vassals?
At 3:01 the sentry bot is seround himself.
Can't wait till Fallout 5
I remember that sometime vassal settlement dont work or dont send food or nothing to settlement.
This problem happened with haghman alley and egret tours marina with displicent who never got food even if vassal settlement was near.
That mean that haghman alley which is a good place for displicent isnot able to be a raider outpost for the vassal settlements?
Extremely late note, I chose coup manor for my raider settlement and they will not take resources from sanctuary or western settlements... So now I'm out to save the common wealth...
It keeps saying I have a companion at tenpines bluff and I don't
Minarchist Capatalist use the vip tracker from the vault dlc to track all companions, it might help
O don't understand, you said that we should be able to choose any out post as a raider settlement, but there are only like 30% of my settlements that are showing as an opption, I want to make hangman's alley a raider settlement because I built it up for a raider settlement, but it doesn't show on the list, I hope I didn't just waste all my resources on hangman's alley if I can't make it into a raider settlement
Oxhorn how did you make that map?
I am in the lazy section where I hate settlement building so my rule is that if it had people already farming, I just vassal them.
How do you know the vassals are feeding the raider settlements? I made sure finch had 100 food before making it one. But my taffington settlement is still complaining about food with 8 raiders
Wouldn't the most efficient way to feed raiders be to leave the settlements minutemen and make a robo supplyline?
Hey Oxhorn, wondering if you have any idea whether one many kill off one of the two gangs remainiang allied after the end of NW. I like the Operators but the Pack I just kept for their perk - I'm annoyed with Mason's stupid threats and would like to wipe out those savages without turning my Operators against me. Thanks!
Well, the raider outposts can produce their own water, so there is no need to do that at the vassals alone (as far as I have seen).
If you have enough Charisma to get 50-60 settlers at a place, then you are going to end up with an insane number of raiders to support, as you cannot control the influx of new raiders. They will constantly keep coming, as long as you have 'room' (CHA +10). Maybe if you use robots, and make them all there, you might be able to get around that problem...? I have not tried that, but it seems viable.
One big trick is to make sure never to take over a settlement that has settlers already (unless you took them all over already). The more default settlers, the better is is for a vassal (default Somerville for example, will only produce 18 food, so that's only 9 raiders, and that's not enough for one outpost, never mind two). Something else that helps, is a mod that allows you build on the vassals (see below). This treats them as normal settlements in all other ways, you can even assign it to a supply line. The Far Harbor ones are not in the Commonwealth, so they don't count for this DLC, but if you have that mod, and have them in the supply line, then they could help you.
You can also supply your outposts manually, by growing things in normal settlements, finding them in the world, or making them yourself, and placing them in one of the outpost workshops.
Full Settlement Control Mod
www.nexusmods.com/fallout4/mods/17951/?
I noticed you didn't seem to mention in the video, if you connect a settlement to a raider outpost through a robot supply line, the raiders will start taking extra food/water from that base. I connected the raiders to my Vault 88 and it produces hundreds and hundreds of excess food and water, and I constantly find piles of mutfruit in my raider workshops that has to be coming from there.
Hey Ox, Just planning out my raider empire and I have a question... what happens to June and Wally Warwick(both essentials) if you attempt to convert Warwick Homestead into an outpost? Same thing with Nordhagen Beach and the kid settler there? Though I'll probably just make both those settlements into 2 of my 6 vassals. (never liked building on those 2 plots of land in my first playthrough, good soil though) Anyway I assume the kids just run away, but June isnt a kid...
I know this was literally 6 years ago, but the kids just run off to become orphans, never seen again
Or play food at the raider outposts and have robots work on the crops instead of worrying about vassals
Hmm with all those lines you made in the map which connects all raider settlements to the vassal settlements, does this mean will have to use supply lines?
Wasn’t it proven that vassals needing to be close was a myth created by gauge?
And that distance actually has no impact on food.
Question, I am on survival and having done the out of time quest yet. So I haven't gone and helped the minutemen yet. My question is, I can do everything with vassel settlements and do Power Play to get the perks but how do I go about turn my raide4 settlements and vassels back so that I can do all the minuteman stuff normally and progress with storyline stuff?
paleofry 823 I think you just have to kill everything in those settlements, save and find out
I guess I will just have to try that and see.
The doctor at the nukaworld market, McKenzie or so is the name, can give the quest to kill all the nukaraider bosses as well. So you do not have to have been in concord and have done the start of the minuteman questline. So you can "vassel up" build the special buildings for + happines and the booze and chem thing, and then free the commenwealth from this nukaraider invasion. And from there continue with the normal srory line.
so ox out of the three gangs you support the operators and pack?
Operators felt more like common mafia to me, stuff you encounter in Goodneighbor rather than raiders. I straight away decided that they "gotta go".
My number one question is do the raiders get anything from shops at vassel settlements? I'd like to know since it's just even more money my settlements can produce.
I'm only keeping the NukaWorld raiders alive for the God of Weaponry.......
ALL HAIL AETERNUS!!!
Super great video buddy. Saved my life on Fallout 4 :) But how can I do a farm with 50-60 settlers? The limit is char + 10 right???
Mods.
On the mechanist mission rogue robot you can sometimes find settlers being attacked and if you save them before the robots kill them you can tell them to come and live in one of your settlements you can do this as many times as you want
Is it possible to change the settlements like how you have it or once you pick one it has to stay like that forever
So are all the green markers raider outposts I’m have trouble picking a first settlement before setting up the vassals
Ive turned greygarden into a food / water farm with just robots.. I did this before i played Nuka World DLC. so is that a major advantage??
If distance doesn't matter, why on earth are you choosing no-water sites? Although you CAN install powered wells, it certainly is more resource-intensive than improved purifiers.
What's this do for the end of the game, like what ending do you end up getting
What happend with vassal settlement if i become all settlement in raider outposts?
I need QUICK response.. How many vassals are there?
Are you planning any videos for skyrim remastered
So my question would be can you make all the highlighted green areas Raider settlements or can you only make one settlement is there a Max number you can make or can you make unlimited amount of raider Outpost I want to know because if I had an option I would just do that exactly like your map all green post and the rest are farms and I want to know for my live stream
How did you get Graygarden?
I have a human settler there, did the quest, and can select it to make a vasa from Shanks; but it won't let me make it into a vassal.
i chose the slog and i can only choose vassals that are around it
Those raider outposts have too many people coming in and nowhere to put em. Can i send them else where?
Hello there i have a problem with the Quest Home Sweet Home so here is hat am having i got 3 Raider outpost but in the Quest log it says 2/3 and shank keeps telling me to make my raiders happy but i already got them all 3 at 100% any idea what's going on? am on ps4
Edit: i think i know what was causing the problem i had those 3 out post all ready with defenses water and beds that's why i got stuck at 2/3 outposts
The green points are "outpost" and the red one are the "vassal" settlers?
No the opposite
@@TheEmpireAnimationsyou couldn't be any more wrong, he literally explained it in the video
I feel stupid for asking, but can you claim an empty settlement as an outpost?
You will need to satisfy any requirements for that empty settlement requires in order to gain access to its workbench. Kill all the ghouls, mole rats, Queen, etc and open/close the workshop then it should appear on Shank's list (unless it is one of the banned ones such as the airport, the castle, etc)
Is green vassal or raider?
I need some help, been looking everywhere to no avail. I'm doing a no-mod raider playthrough and using Abernathy as a Vassal, its just not on the list anymore. I DID get the locket and I checked it before I started building and it was available then, but now it's not. I have BWEs there with a few mirelurks, but I deleted them and checked and that didn't work. Also, Raider Radio doesn't seem to be working on it now either. The only thing I can come up with is that my defense is too high(over 200). I did try deleting turrets, but I might not have reduced it enough, brought it down to 114, but my dumbass didn't do the math adding the 36 settlers I have there. I do have the CC dogs, but other settlements that I can turn have them too. The only thing here I can think of is I may have sent one of the dogs from the quests to Abernathy, but then again, if that was the case I wouldn't have been able to turn it when I first checked.
If anyone can help me figure this out, I'd be very grateful.
I’m wondering why you didn’t turn Graygarden into a Vassel given that it already has robots farming.
maybe he had his main home there just like I did
@@OverlordZephyros Yep, that works too.
I tied using that island, the one you have to clear of mirlarks first. But there is a bug where you risk losing a robot when they travel to it.
The robot can get stuck in the seabed between Boston and that island.
I realized it had happened to me when I couldn't find Cogsworth anywhere and he no longer showed up on the companion tracker..