- If using other mods that change vanilla NPC behavior, these mods can overwrite changes made by this mod. This has been reported for several vanilla NPCs: Trudy, Phyllis, etc. If conflicting behavior is seen, move this mod lower in you load order. Of course, doing so may prevent the other mod from working as intended. Sometimes you just have to choose which behavior you want, or create a merge patch and set the correct precedence.
- This issue was addressed in (v3.0) Any NPC with the workshop script attached will get the Recruit prompt. As one player has pointed out,this includes quest NPCs such as Preston, Sturges, etc. Recruiting and assigning a quest NPC before the associated quests are completed 'could' break the quest. I have not seen this happen nor has anyone reported this happening. I highly recommend that you do not recruit known a quest NPC before the associated quests are completed. This will be addressed in the next release.
- It seems many, possibly all, of Random Encounter actors, have the workshop script. As such, when approached a 'Recruit' option is offered. While these actors can be recruited and assigned to a settlement they will eventually de-spawn. This looks to be part of the Random Encounter engine.
- When using Crime and Punishment along with SKK Workshop Utilities with the settler management menu enabled, the C&P prisoner menu is over-ridden by the SKK menu. To access the C&P prisoner menu, turn off or temporarily disable the settler management option in SKK Workshop Utilities. The prisoner menu is primarily used to convert the prisoner to a normal settler.
- There is a conflict between workshop animals (dogs, brahmiin) and SKK Workshop Utilities. When using SKK Workshop Utilities do not dismiss / recruit animals via the SKK Workshop Utilities settler management interface. If you do so the animals will gain attributes they should not have i.e. become command-able and assignable to supply routes.
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