Fallout 4

Changelog 2.0
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- Added Skrim and Skrag
- They have voiced dialogue along with their own little quest(s)
- They come as a packaged deal
- They are much better in open spaces, so much so that Skrag does not enter interiors
- If you kill either of them while Glork is your companion (before their quest is done), he will turn on you
- Skrim's Axe (the reward you get from his quest) has its own custom mods
- When Skrag dies, he will resurrect and make his way back to Skrim (eventually)
- Skrag gets bigger with Skrim's perk and while this doesn't help with the tight spaces, he will stand up to behemoths (he runs away beforehand, haven't
          been able to track down exactly why)
- If you killed Glork, you can still gain Skrim as a companion as well as the Alien Settlement, but you are going to have to pass a speech check and you
          won't be able to get the final quest

- Added an alien settlement with alien settlers (must progress Skrim's quest to a certain point)
- If you kill everyone after the settlement is set up, you can still use it
- While not made with SimSettlements in mind, it does seem to still function properly (at least with the first SimSettlements, when it comes to keeping
          track) but I don't have a city plan for it (or leaders) so I don't know if that stuff will work
- You can get Lorkians (Glork's race) or Wrymians (Skrim's race) as settlers but you will get more Lorkians (because they have the animations)
- Wrymians have Supermutant animations, so while they can be assigned to (and will produce) resources, they kind of just stand there
- Skrim's ship will "land" when the player is level 25 and up

- Skrim and Glork both have a rudimentary Affinity setup
- Glork likes/loves what Curie likes/loves and dislikes/hates what Preston dislikes/hates
- Skrim likes/loves what Danse likes/loves and dislikes/hates what Hancock dislikes/hates
- Glork likes when you lockpick
- Skrim likes when you hack
- Both like when you heal Dogmeat or allies and when you are generous
- After they reach the "idolizes you" stage, you have to talk to them to unlock their perks (I haven't been able to get them to Forcegreet yet)
- Skrim has to be talked to outside in order to get his perk
- I don't think they can dislike you enough to leave (because I haven't done anything with that) but that doesn't mean they won't
- Because of how they are set up, sometimes you will have them like and dislike the same thing (I'm sorry to say I haven't played the game enough to
          create a custom affinity for them yet, spent more time modding and testing)

- Added a "final" Zetan quest
- The Zetans will land when the player is level 29 and up
- In order to get this quest, you need to have helped both Glork and Skrim and brought them together
- At some point after the Zetans land a messenger should show up to tell you where they landed (the messenger starts your way 24 hours after they land)
- If the messenger doesn't get to you for some reason, after 24 hours you can get the info from the Alien Settlement (talk to the named Wrymian that's
          still there)
- You can also just go and look for where the Zetans landed before you get the location (South of the Alien Settlement)

- Added a personal teleporter for the reward for completing Zetan quest
- The teleporter will take you to the closest workshop that has the teleporter receiver mentioned below
- It also should work in NukaWorld and Far Harbor, but travelling from there to the Commonwealth is a little buggy as this is a Vanilla mod and will only
          occur if you haven't built a receiver at a settlement in those locations
- If you do end up teleporting from a DLC location you will still end up at a workshop that has a receiver
- It can be used indoors and outdoors as many times as you would like with no cooldown, but I recommend against rapid firing it as it might get buggy
          (and you'll just keep ending up at the same spot anyway)

- Added two workshop items
- The teleporter receiver determines which settlements you can teleport to
- The teleport pad is optional, but can determine your arrival point when using the teleporter
- Without the teleport pad, you will arrive at the center marker of the location
- Both are found in Miscellaneous Resources after completing the Zetan quest

- Fixed the crashes that were occurring when the game would try and spawn Random Encounters (I was using the Levelled lists instead of the parent actor)

- Updated Glork's transformation (looks cooler)

- Updated the ironsights of Glork's Blaster

- Moved asset files around for better organization when I'm working on the mod



Known Issues
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Some of the things I've experienced while testing that I still need to iron out, but shouldn't be game-breaking

- So I moved all of my asset files (including scripts) into their own separate mod-specific folders. I do not know what kind of effect this will have on anyone that
  has the previous version installed on their save. My recommendation would be to start a save from before you installed the mod. I don't know if you could get
  around using a clean save, but maybe you could try uninstalling the previous version, save the game without it, then install the new version. Again, I don't
  know if this will work, but it might. 

- Sometimes the Zetan aliens will freeze up when they die. Not sure what's causing this, but they do fall down after a second. 

- Skrim sometimes walks weird. He'll carry his 2-handed axe with one hand, his arms will be at his sides, and he does a sort of shuffle step. I haven't been able
  to figure this out yet, but it might take a while. It might have to do with his movement type, but I haven't been able to find enough info on how that stuff all
  works. It usually happens when he only has to move a little bit.
  
- Wrymian Settlers will sometimes say things if you have subtitles on but there will be no sound. That's because I haven't recorded those lines for them (yet).
  
- Both of their faces mess up when they talk. I'm pretty sure it has to do with them not having their own TRI facial animations. That is quite a process, so for
  now I just wrote it into the story.
  
- After completing the Zetan quest, those that are not your current companion are supposed to head home, but I caught Glork pacing back and forth like he
  couldn't find the exit for the area. It might either be a navmesh issue or an interior worldspace issue. I do have it set up that they get moved to the Alien
  Settlement after a day (a fix from a previous version) and so what happened was that Glork was sent to the Alien Settlement and headed home from there.
  Whether by luck or not, when I fast travelled to his current home, he was there. If it was just luck, whichever character was not your current companion might
  get lost in the wilderness, as the package would stop when the quest ends.
  
- As stated above, in Skrag's non-perk form he will run away from behemoths. I am not entirely sure why this is happening, but I think it has something to do
  with him not being able to aim at them. Skrag is basically a Yao Guai, only smaller. It might be the "smaller" part that is messing things up because when he
  increases in size he attacks like he's supposed to.
  
- Sometimes scenes seem to get stuck, but I think I set it up well enough that you should just have to back up and talk to them again. At the very worst you
  should just have to reload your save. Pretty sure it has to deal with packages needing to be completed. Also, when you bring the two aliens together, if the one
  that is your current companion is really far away, the scene will still play and you'll have to try again when they are closer.
  
- Any mods that mess with the UFO crash, the area that the vanilla alien is at, the Electronic Hobbyist location, or the cells that are used by the Alien Settlement
  and the Zetan Base, might cause issues with this mod. I'm not sure about the Random Encounters as I believe they are unaffected as long as another mod
  doesn't have the exact same name as my quests (and they really shouldn't).
  
  
version 1.5.5: Version 1.5 is broken due to missing files on upload. Also found out that Glork was only using his ability once for some reason and fixed that.

version 1.5 : Some minor changes.

version 1.4.5: Enabled the gun mods for Glork's Blaster.

version 1.4: Bug fixes and a new ability for Glork.  See discussion board for full details. 

version 1.3: cleaned with FO4Edit. Added some minor tweaks to the quest.

version 1.2: fixed the issue with some NPCs speaking alien. Also, if the UFO has already crashed on your current save before you installed this mod, you
                     only need to enter the cave and it will begin the quest.

version 1.1: fixed the issue with the quest not starting if the UFO crash already occurred in their game. If the quest doesn't start automatically, just enter
                     the cave and exit the cave and it should start up. 

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