How to make money in Fallout 4 Level Up. To ensure your character has the best chance of procuring the greatest amounts. Sell your Junk. Fallout 4's new resource system gives the miscellaneous garbage. Manufacture Purified Water. This currently seems to be the most effective way to passively. No information is available for this page.Learn why.

There are 30 places in Fallout 4 that contain a Workshop and consequently allow you to build stuff there or send recruited companions or people to these places (here’s ). More settlers you recruit, more food, water and power you will need. You provide these resources by building stuff in your settlement or by establishing trade routes that will provide these items for your settlers. There is a huge amount of information that can be shared about the settlements and just building a base is a game of its own in Fallout 4.In this guide we will concentrate on providing a list of all places that can be made into settlements as well as some tips on how to use settlements on the basic level (check out our guide ) – as help for you adventuring through Commonwealth. A more in-depth guide will be created that will go into how to build out your settlements and create really impressive structures and configurations.Basic Settlement UsageThe first settlement you will unlock is Sanctuary, just south of Vault 111.

After you do the second main story mission in Concord you will have your first settlers in Sanctuary. After a few more quests you will be tasked to build some defenses and provide food and water for your settlers. Doing these quests will give you a basic idea on how settlements function. You will also get a quest to visit Tenpines Bluff and recruit them for Minuteman. This will show you how other settlements and workshops can be acquired. What is left is to deck out your settlement any way you like. Make sure you have enough food, water and power supply to keep your settlers happy (here’s how you can ).

You can trade with any settler and provide them with armor and weapons to better defend themselves. Building defensive structures also helps. There’s no way to exile someone from your village, so if you have a problem with anyone, you should look into.The one thing I wish I knew at start is that for some of the structures to function (defense and shops) you need to assign settlers to them. Go into the Workshop menu and walk over to a settler. You will now have an option to issue commands to him/her at the bottom of the screen. Now go to the structure that needs a settler manning it and issue the Assign command for the structure to become active.

You should also check out our guide on. Build a safe or another container piece of furniture to store other itemsTip: If you are good with money and don’t want to give your armor or weapons to your settlers you can also use a nice little trick to get some construction materials from your non-junk items.

Drop whatever item you want to scrap onto the ground (from your inventory screen you have an option to do that). Now open the Workshop menu and target the dropped item. You will have the option to scrap it and get building materials from that. You can now scrap that item as well and get building materials.Other thing you can do in your settlement is build a closet or perhaps a safe and store your items in there. You can also pick an already existing storage container (like a toolbox) and transfer items you don’t want to scrap, but don’t want to carry around either. This will lighten your inventory as well. Make money with your SettlementFor this to work you will have to have at least 6 Charisma value, several perks in the Charisma tree, high enough level and some spare settlers.

You probably shouldn’t dabble into this until at least level 14 (required level to unlock one of the perks needed for this).The whole point is to build shops in your settlement. These shops will generate passive income over time and are a great way not to go broke in the Commonwealth.

Initial investment can be a bit steep, but it soon pays off. You have to have two points in the Local Leader perk from the Charisma tree (requires 6 CHA and level 14) to be able to build shops. Once you do that you have to assign a free settler to the shop, for it to become active.

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Profit will be based on the number of settlers you have.You can also in your villages. These will provide a steady supply of purified water, which can be sold for profit or used as a healing item.

Hello: im having trouble with the trade aspects of settlements. I have all the shops and people manning them.

I have supply routes between my settlements. I have the perk charimsa level 6 and local leader maxed out.

However for 96 hours game time i have not made any caps back on my investment. So 1: how do i set up trade rotues between settlements, like dumb it down for me. And 2: When i have shops and manned them, where does the money they make go? Straight into my cap amount, or stored elsewhere? And 3: are trade routes made with an option betwene your own settlements?

Is there a pre requisite like with a quest before u hae the option? Is it the same as supply lines? As you can tell im at my wits end with this lol: no insturction on trade routes is really irrtating me and no one seems to know either OO! Your supply lines or trade routes as ur calling it, only trade your junk and food to the other settlments.

You still need to plant them your self at each settlement, and the junk will be available at all settlements that have trade routes. The shops will make money and store yoir share in the settlements workbench. Just scroll over till you see it. You do how ever have to travel to each settlement to claim your money. However if you are trying to build more shops the money you have made will automaticly be able to be usedso you will have your caps plus the caps at all work benches.

Hope this kind of helpsI had to learn from trial and error. The trade routes only share resources between the settlements when you’re in build mode. So if for example you’re building a wooden structure at a settlement that is linked to another then all the wood, and all the junk items that contain wood will be available at both settlements for building. The workshop inventories are not linked in the sense that you can store something in one settlement and then retrieve it elsewhere. If for example you store a weapon in one workshop then you won’t be able to collect it from a different linked settlement, it stays at the workshop where you put it. It’s a Bethesda game so we should expect it not to work properly.

There’ll be loads of glitches that make it inconsistent and incomprehensible.If you build a shop then caps appear in the misc section of the workshop at that settlement but are not available at other linked settlements. It can also be used when upgrading weapons and armor at crafting workbenches, not just build mode.About Glitches, I believe that this was how the supply route system was intended to be.Also, about vendors. A great thing to do, is set up a settlement at the starlight drive-in, and because of all of the flat open land, set up this as a base of trading operations, because it will be able to yeild a lot of caps due to the sheer number of possible vendors, and centralize your cap prouction, so you dont have to travel all over the map to collect all your capsAlso, you should make certain settlements for certain resources, and try to dedicate that settlement to a single resource.

For example:– Sanctuary – used to generate settlers, High happiness, and a well balanced food water defense setup– starlight drive in – caps, vendors vendors vendorsetc.hope this helps. Only problem with the home plate workshop in diamond city is that it’s an indoor settlement so you can’t build a recruitment beacon to attract settlers and can’t plant crops or anything like that. It’s basically just a house with a bed. You can decorate the house and build furniture but that’s it. Having said that, it is quite handy having an owned bed in diamond city.

My usual technique in this game is to always try and go for a sleep just before finishing a quest in order to get the well rested XP bonus. There’s quite a few quests that end in Diamond City so you can use the bed here to get extra XP. Actually that cap is incorrect. I have a charisma of 6, which should cap out at 16 according to you. My ‘town’ at the starlight drive in has 30 beds and 25 residents.

All settlers, no named NPCs. Just an aside, doesn’t that piss everyone else off? I’m really pissed my settlers don’t have and can’t be given names.The cap seems to be beds available with some bleed over so you can run short on beds. Also, one food per day per settler and an additional water per day per settler. Remember that crops u use water to at the rate of 1 water to 1 food production.Finally as to the question asked about best solo locations if you don’t want a settlement, just a house Red Rocket and Hangman’s Alley seem Ideal to me. Hangman’s Ally let’s you build a gauntlet of defences through the long narrow part and the wider part with an alley to the river is where you can build a solid, concrete slab house.

You can build right up to and even into the walls of surrounding buildings in that space. My main space there has two story of brick walls inside my house.

Makes a wonderful change to scrap shacks. I just wish I could have windows in concrete walls with glazing. I’m still hoping there is a copy of picket fences out there with some sexy, neat walls and windows.

Fallout

The vanilla max appears to be 40. Tough to accomplish but possible.

Your population max is based on your charisma plus a base 10. Using charisma boosting items ie; clothing, alcohol, and chems it is possible to reach 30 charisma. While only for a short time, while your charisma is boosted so is your max population.Base 10 charisma + Bobble head = 21Wear a pair of glasses+1, hat+1, and Agatha’s Dress /Reginald’s Suit+3 = 26I drink a beer+1 but with two points into Party Boy perk +2 = 28Day Tripper+3, X-cell+2, Grape Mentats+5 = 38There’s also a type of charisma boosting Legendary gear that randomly drops ‘Sharp’. Each piece providing +1 if you manage to get a full set you would receive a +5 instead of Agatha’s Dress /Reginald’s Suit+3. Bringing your cap to 40. I’m 80% sure that Companions need ammo for any weapons you tell them to equip (their default weapon has infinite ammo though).I’m really not sure about Settlers though. Again; I’m 80% sure that NPCs (unless they’re your active companion) do not need ammo, they only carry some ammo with them for Roleplaying/Immersion purposes.Take all that with a grain of salt though, I checked on it occasionally, but I have not scientifically tested it nor is anyone able to/has anyone properly look into the game files yet.

I’m assuming you’ve figured it out by now, but if not, you can scrap gear (weapons and armor and whatnot) by highlighting them in the selection menu at their relevant workbenches and looking for the button prompt to scrap them. You’re better off finding some junk pieces though, they’ll automatically scrap themselves when you need the components inside of them.

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For example, combination wrenches have 2 unites of steel and 1 gear each, microscopes have 2 unites of crystal, come steel, some fiberoptics, and I think they have copper as well. Junk is also far more readily available than weapons are, so only scrap them when you’re in dire need of components. You can almost always find a better way to get the components you need. Hope this helps. Same here, went 250+ hours through the game with 1 Charisma; you can get +5 from clothing items, +1 frome alcohool; with 7 Charisma you can save/load the hardest speech challenges in the game in like half a dozen trials.

And even if you won’t allow yourself to save/load there are still some health items out there, like Day Tripper or Grape Mentats, who will take you to 10. It is hardly debatable that Charisma is terribly balanced versus other skills and the Local Leader perk is a poor, artificial attempt to conceal that weakness. In Fallout 1 & 2 – aside from dialogue being much more complex and the difference between high and low Charisma much more significant – Charima also ruled the number of companions you could travel with, witch was a real game changer – unlike ruling your number of settlers in a totally optional part of the game. Bethesda never found what to do with that stat since they won’t allow you more than one companion, and tying it to optional content was a poor design decision. I like all generation of Fallout games for their respective cons and strengths, but the assertion that Charisma is “one of the most important skill” in Bethesda’s Fallouts is bewildering to me. Successfully passing all the speech checks in the whole game will grant you, what, 1000 more xp and 1000 more caps?

And I think I’m still being generous here. There are many other perks that are useful in the charisma tree, not just local leader. For example lone wanderer, which reduces damage by 15% and increases carry weight by 50 (at rank 1) and is exploited, because for the purpose of this perk, dogmeat isnt technically a companion, so adventuring with him, still gives you the benifits. Also take the animal friend perk, allowing you to pacify, and (later on) issue commands to certain animals. Maybe even wasteland whisperer or intimidation, charisma is a very good attribute to have, not to mention that vendors give you better prices and being able to talk your way in and out of situations. All in all Have high charismaOn a side note here is my starting loadout for “S.P.E.C.I.A.L.”Strength – 10Charisma – 6and the rest in intelligence,This is effective for being able to establish settlements early on, giving me caps and resources fast, so progression is faster, as i can modify my weapons and aromor easier, set up vendors faster generating lots of caps, and be able to have support (via flare gun) nearly anywhere early on (on my current character, I am only lvl 11 and have the entire norther area under my thumb, and large parts of the central commonwealth. You can’t move everything, since some settlers are permanently tied to a settlement.

However, you can centralize things. I have 8 settlements unlocked but only 6 of them are in use and I only regularly visit 3 of them. Sanctuary is my main base and any settlers I like but can’t move to Sanctuary because of the population cap I move to Sunshine Co-op. I also recommend keeping Greentop Nursery because of the high volume of mutfruit it provides. I rely mainly on those, but Abernathy Farm is also good for food reasons, and Tenpines Bluff starts with a fair number of tato plants.

I think Graygarden may also have this feature, but I haven’t allied with them as of yet. I haven’t yet unlocked the Castle, but I will likely move many settlers from smaller places like County Crossing and Tenpines Bluff to there, or maybe my customized people from Sanctuary and Sunshine Co-op. No you can’t. I just tested it by building a prefab house, a wall, and a staircase. I stored them then went to another settlement with a supply line and nothing. If you want to abandon a settlement you need to scrap everything you built (for a loss of production materials) and rebuild somewhere else.

I learned this the hard way. I built Sanctuary to its maximum size (couldn’t even build another small crate). If you want to fortify a settlement and don’t like the material cost for the scrap fences, just use regular walls. If you get creative you can have a two story wall around your whole settlement. Best place to buy and sell stuff is diamond city, it is easy to find and there are many quests connected to it.

Plus if you collect all the tatos and mutfruit in the garden area, then you can do one of two things, one, plant them at a settlement to generate food, or two sell them to a vendor in the city, and get quite a few caps (however if you want easy caps early on, create a water purifier (or as many as possible) in sanctuary, and it will generate a top of purified water, which sells (for me) at 8 caps each so I do a quest go gather 100-200 water go to diamond city, sell, buy weapons or junk to get mods for weapons, rinse, repeat. The method is tedious, however you CAN pack Sanctuary up to the limit, then reduce it back to near zero by collecting a few dozen pipe weapons in workstationwhen you have a spare hour, grab perhaps 30 of these junk weapons out of workstation into your inventory, then drop them all on ground.

Go into workstation mode, pick them all up again, storing in workstation. LOL, takes several repetitions to drop from 99% settlement space down to 1% butif you wish to go for multiple 6 story condosyou can. I think T is correct, but I know for a fact that ryan is not. It doesn’t matter which direction the supply caravan route goes. The items do not show up in the workbench transfer menu, but will show up when you go to craft something. Say you wanna add in a few more beds but the transfer screen shows no components needed. If the supply route has already been set up, it will show the components when you go into build mode.

If it still doesn’t show, it’s likely a bug that will be patched in the coming days or weeks. That is, you can use materials from other linked Settlement workstations for construction, however you can NOT transfer those materials into your personal inventoryor so it appears. HehehehI haven’t tried doing so, but probably could use this method to build something at your current location and then immediately scrap the whatever, thus doing a sneaky transfer of materials butwhy? Still, its certainly confusing when materials don’t show up at whatever remote site you’re at butimagine if ALL stuff from ALL linked workstations appeared in any linked workstationuberinventorylistguddammick!!!Regardless, even if needed materials for that 4-poster bed don’t show up as present within current location workstation inventory, select the bed anyhow and see if the materials are “magikally” available.

They may well be. Check your Charisma skill. You start with a 10 settler cap, and it adds on using your Charisma skill (including the extra point from finding the Charisma bobblehead). Therefore, if you have rank 10 Charisma and have found the bobblehead, you can have 21 people. Currently my Charisma skill is 8, so I can’t have more than 18 settlers at any settlement. I think that you can only use the bobblehead to add the 11th Charisma point if you already have all 10, so you may want to avoid picking it up by accident.

If you pick it up before having all 10, it will save you from having to level up and add the point yourself, but you won’t be able to add the 11th point with a level-up perk point. I am not sure why the author states that you cannot build anything at the Boston Airport. It is a small space, but it is all flat and easy to build on.

I could not build a radio tower, but I was able to relocate settlers from other locations and then set up a supply line to my central hub, and it is a decent place to put shops as well as crafting stations. I am thinking about making this my Power Armor base with stations lining the walls. So far I have only built crafting stations and a couple of buildings for bunks, but is certainly not nothing. It is also nice to have a location close to Brotherhood Central that I can call my own.

Fallout 4 adds new Chems to the series, some that, unlike the substances in previous games, have no basis in history or reality. It also adds the ability to combine some of these Chems for additional benefits, allowing the player to take one Chem in the place of two.Chems can cause Addiction, an affliction that will have negative effects on your character stats. For instance, Buffout withdrawal will cause -1 to END and STR. This can be cured in a number of ways, discussed in the Addictol entry below.Certain perks in the SPECIAL chart will enhance or otherwise buffer your Chem using experience in Fallout 4. Chem Resistant will reduce or eliminate your chances of addiction, while Chemist will greatly increase the duration of Chem effects. Consuming Chems for the most part will cause your companions to dislike you, however Hancock and Cait both approve of your use and the maximum relationship with either can be achieved in this method.

Yes, in Fallout 4 you can literally take drugs to make someone like you. Some, but not all, Chems can be crafted at a Chemistry Station. They make heavy use of the wild flora seen in the wasteland, as well as other practical pieces of scrap, like Plastic. Substances that cannot be crafted and can only be found in the Commonwealth, are noted in the list below.To get one massive haul of Chems, complete the quest Diamond City Blues, which will award 50 doses of several of the Commonwealth’s most common drugs.

You can begin the mission by speaking to Paul Pembroke in Diamond City. AddictolCure all addictionsAddictol is very useful but it is also very rare. The best approach in securing a few dosages is visiting vendors and purchasing it from them, however, it is very expensive. It should only be used in the rarest of occasions when the addiction side effects must be cured before the player can fast travel out of the area. Doctors can still cure addiction, which will spare you a dose. Another option is to, which also cures all addictions.Addictol cannot be crafted at a chemistry station and does not cause addiction. Daddy-OINT +3PER +3CHR -2Daddy-O is a newcomer to the Fallout series and is said to be a DMT-like substance popular with beatniks and intellectuals before the War.

Note that it is one of the few Chems that will lower a SPECIAL trait even as it boosts another. It cannot be crafted at a chemistry station.Withdrawal Effects: -1 INT, -1 PERDay TripperLCK +3CHR +3STR -2Another series newcomer, Day Tripper (likely a reference to the Beatles song of the same name) is very rare and cannot be crafted at a chemistry station. Like Daddy-O it is one of the few substances that will have immediate consequences upon consumption.Withdrawal Effects: -1 LCK, -1 CHRFuryMelee Damage+50%Damage Resistance+25-5 PERYet another series newcomer, Fury is also like Daddy-O and Day Tripper in that there are immediate consequences upon consumption. Players will have drastically reduced Perception when under the influence of Fury.Withdrawal Effects: -1 STR, -1 PERCraftable? YReq: Chemist Level 1Berserk Syringe 1Buffout 1Grape MentatsBuy for 10% lowerSell for 10% higherCHR +5Grape Mentats are the only Chem that directly boosts the player’s bartering abilities.Withdrawal Effects: -1 CHRCraftable? YHubflower 2Mentats 1Whiskey 1JetSlows time for 10 secondsThe Jet of Fallout 4 is different from Jet as we knew it from Fallout games past. It no longer boosts Action Points, instead slowing down time for 10 seconds, allowing the player to initiate more attacks.

It seems to replace Turbo, a chem first introduced in Fallout: New Vegas. In appearance Jet resembles an inhaler, likely a reference to amphetamines and rampant inhaler abuse during the 1940s.Withdrawal Effects: -1 AGLCraftable? YFertilizer 1Plastic 1Jet FuelIncreased Action Points recovery rateMax AP +35If you were disappointed at Jet’s new in-game effect, have no fear. Jet Fuel is essentially what Jet used to be, an Action Points booster.

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It is incredibly rare in the wild–in 230 cumulative hours of playing, I have personally only found one dose. Luckily, it’s also craftable.Withdrawal Effects: -1 AGLCraftable? YReq: Chemist Level 1Flamer Fuel 25Jet 1Med-XDMG Resist +25The Med-X from Fallout 4 is largely unchanged from the past, however the in-game render is now much bigger and filled with a bright purple substance, giving it a more cartoonish feel than the tiny, hyperrealistic syringes from Fallout games past. It is not craftable at a chemistry station.Withdrawal Effects: -1 AGL, -10 Damage ResistanceMentatsINT +2PER +2Mentats were created by Med-Tek prior to the Great War as a memory and creativity booster. They can be often found among the personal belongings of various scientists and other intellectually-minded citizens across the post-apocalyptic United States.

They are undoubtedly a reference to LSD, a fact decipherable in part due to a phrase used in reference to the substance in the Fallout 2 strategy guide: “Turn on, tune in, drop out”. This sentiment was first popularized by LSD enthusiast Dr.

Timothy Leary in the 1960s.Withdrawal Effects: -1 CHRCraftable? YAbraxo Cleaner 1Brain Fungus 2Lead 1Mysterious SerumDMG Resist+50STR +5-10 rads/secThis substance is very rare and only available under very specific circumstances.

How many the player has access to will depend on how they approach the Cabot House missions. Siding with Lorenzo will given the player an infinite supply, but only one can be carried at a time. If the player sides with Jack Cabot in order to obtain Lorenzo’s Gamma Gun, less than 13 dosages will be available.You cannot become addicted to Mysterious Serum. It is not craftable at a chemistry station.Orange Mentats+10% VATS accuracyPER +5This variation of Mentats is the only Chem to directly give a boosts to VATS accuracy. Its color is achieved with carrots.Withdrawal Effects: -1 CHRCraftable? YAsbestos 1Carrots 3Mentats 1OverdriveCritical Chance +25%+25% DamageOverdrive is another series newcomer.

Its effects are similar to Psycho.Withdrawal Effects: -1 AGL, -1 STRCraftable? YReq: Chemist Level 1Acid 2Nuka Cola 1Psycho 1PsychoDamage +25%DMG Resist +25Hello, Psycho, my old friend.

This performance boosting Chem is both common and effective. It is also the only Chem that will cause the player character to scream upon ingestion.Withdrawal Effects: -1 STR, -10 Damage ResistanceCraftable? YAcid 1Circuitry 1Hubflower 1Stimpak 1Psycho JetSlows time for 15 secondsDamage +25%DMG Resist +35Max AP +40 for 35 secondsThis Chem hybrid is extremely valuable and effective in combat.Withdrawal Effects: -1 STR, -10 Damage ResistanceCraftable? YJet 1Psycho 1PsychobuffDamage +25%STR +3END +3Max HP +65Note that Psychobuff, like other Chem hybrids, will only cause withdrawal symptoms from one of its components, and not both. In this case, the effects come from Psycho.Withdrawal Effects: -1 STR, -10 Damage ResistanceCraftable?

YPsycho 1Buffout 1PsychotatsDamage +25%DMG Resist +15PER +3Psychotats are the ideal chem for combat situations where quickly identifying a nearby enemy, for instance a Deathclaw, is key to survival.Withdrawal Effects: -1 STR, -10 Damage ResistanceCraftable? YPsycho 1Mentats 1Rad-XRad Resist 100They say the best medicine is prevention. Rad-X is a healing item and as such, consuming it will not anger your anti-Chem companions. Its effects can also be stacked, allowing you to dose up heavily without constantly accessing your Pip-Boy.Rad-X cannot be crafted at a chemistry station. Rad-X also cannot cause addiction.RadAwayRads -300RadAway is your best defense against radiation exposure in the Commonwealth. Preventing radiation is now especially important, as radiation damage will take up space in your health meter and prevent your character from healing to their maximum potential.RadAway cannot cause addiction.Craftable? YAntiseptic 2Glowing Fungus 3Plastic 1Purified Water 1StimpakHeal 30% HPStimpaks, short for Stimulation Delivery Package, can now be saved to a quick button for easy access during battle.

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Along with RadAway, it can also be accessed and taken quickly from the Stat tab in your Pip-Boy. The healing effects of Stimpaks can be boosted significantly with the Medic perk, so it is wise to invest in all subranks, bringing the healing percentage up to 60%.Stimpaks cannot cause addiction.Craftable? YAntiseptic 2Blood Pack 1Steel 1Ultra JetSlows time for 15 secondsMax AP+100For those who love Jet both new and old, Ultra Jet is the ultimate Chem. It both slows time and adds to your maximum AP.Withdrawal Effects: -1 AGLCraftable?

YReq: Chemist Level 1Bloodleaf 1Fertilizer 1Jet 1Plastic 1X-111 CompoundRads -620This Chem is only available through the Brotherhood of Steel, and the player must provide several blood samples to Senior Scribe Neriah in order to obtain it. It cannot be crafted at a chemistry station.X-111 Compound cannot cause addiction.X-CellSTR +2PER +2END +2CHR +2INT +2AGL+2LCK +2X-Cell, a pre-War prototype drug only distributed on the black market, is by far the most valuable Chem in Fallout 4. It boosts all SPECIAL traits by +2, but is highly addictive.

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It is rarely found, and cannot be crafted.Withdrawal Effects: -1 STR, -1 PER, -1 END, -1 CHR, -1 INT, -1 AGL, -1 LCKThe chemistry station where you make chems is also where you can craft a number of other items, including grenades, healing items, mines, and syringes. For more on crafting syringes for use as ammo in the Syringer,.