Is there any way to get the guards so they do not count toward the settlement population?
Maybe make them a turret not a settler. This will also stop them from walking around. Remove the NPC scripts and replace them with the turret scripts. Basically, making a turret look like a human. They will count as defense and not as a settler.
From the lack of response in the comments, it looks like this MOD is no longer supported. I might have to remake this MOD for myself. Yes, I know how.
I'll go ahead and use your comment to make a final reply/sticky as I haven't been here for a while.
Hello! I made this mod while in a very rough spot in my life, unemployed, depressed, etc. I lack the time, and desire, or patience, to ever touch Fallout 4 modding ever again. That being said..
If anybody wants to update, remake, or otherwise borrow from this mod, feel absolutely free to do so. I give my express permission. All I ask is you credit cause that's just good practice. I will not be replying to any other comments.
Um, I installed this mod but it doesn't show up in the game why? I just doUm, I installed this mod but it doesn't show up in the game why? I just don't know.n't know.
It's really easy to add your own factions and change the faction equipment to this mod (back when I had it actually working). Changed Enclave to X-02 and Hellfire, also made an Enclave Officer. Also made a Super Mutant guards and Raider guards. If I ever get the mod working again I'll do a patch for this. I'll explain how as briefly as I can so it can hopefully help people.
1. Download Creation Kit from Steam. 2. Download Wrye Bash and set it up for Fallout 4. 3. Use Wrye Bash to convert those Enclave or whichever mod files from .esp plugins to .esm master files. The reason for this is an active mod in Creation Kit cannot use data from other .esp files, only .esm. Trust me on this. If you use .esp the data will show up in the kit but not in game, that is why it's important to convert the files to .esm. OR * optional * - Use merge plugins tool to merge CGuard with other mod files (not recommended as it can cause issues). 4. Open Creation Kit, Fallout4.esm (obviously) and tick all of your newly made .esm files you converted from .esp, tick and set CGuard.esp as your active plugin.
Now you can add armor, weapons or whatever else from other mods to the guards. Keep in mind, if you release your plugin it will be required that people download the mods you used to add new stuff in or it won't work. I also recommend getting permission from the authors as well..
Can anyone else use this mod? I have installed it with Mod Organizer 2 and Vortex and it doesn't work. Scripts are installed and still does not appear in the Defense menu
This mod is ok but the guards add to the population while all they do is stand like a pillar.. well thats a wrong state as sometimes they just vanish.. they wont face proper direction.. after an attack they all stack at one place and dont want to move
308 comments
Maybe make them a turret not a settler. This will also stop them from walking around. Remove the NPC scripts and replace them with the turret scripts. Basically, making a turret look like a human. They will count as defense and not as a settler.
From the lack of response in the comments, it looks like this MOD is no longer supported. I might have to remake this MOD for myself. Yes, I know how.
Hello! I made this mod while in a very rough spot in my life, unemployed, depressed, etc. I lack the time, and desire, or patience, to ever touch Fallout 4 modding ever again. That being said..
If anybody wants to update, remake, or otherwise borrow from this mod, feel absolutely free to do so. I give my express permission. All I ask is you credit cause that's just good practice. I will not be replying to any other comments.
Be kind. Trans Rights are human rights.
- Nana
1. Download Creation Kit from Steam.
2. Download Wrye Bash and set it up for Fallout 4.
3. Use Wrye Bash to convert those Enclave or whichever mod files from .esp plugins to .esm master files. The reason for this is an active mod in Creation Kit cannot use data from other .esp files, only .esm. Trust me on this. If you use .esp the data will show up in the kit but not in game, that is why it's important to convert the files to .esm.
OR * optional * - Use merge plugins tool to merge CGuard with other mod files (not recommended as it can cause issues).
4. Open Creation Kit, Fallout4.esm (obviously) and tick all of your newly made .esm files you converted from .esp, tick and set CGuard.esp as your active plugin.
Now you can add armor, weapons or whatever else from other mods to the guards. Keep in mind, if you release your plugin it will be required that people download the mods you used to add new stuff in or it won't work. I also recommend getting permission from the authors as well..