Fallout 4

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  1. LazyGirl
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    0.92-CT Released

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    Experimental version originally only used as a sandbox for various ideas. Not tested with anything but my own mods and vanilla game. Use only to play around in separate save.
    Bug reports are welcome but only if you've managed to reproduced the issue in an unmodded game and report it in the designated bug discussion thread so others (and me) easily can find them. Problem reports failing to meet these criteria will be deleted.


    CHANGE: Removed all custom recruit lines and scripts from the three vanilla Automatron quest dialogues to increase compatability with other mods.
    CHANGE: Removed Exit PA/MCP target lines and scripts from the two vanilla Automatron Sentry/Assaultron and Bleep quest dialogue, reason as above
    NEW - MOD MENU: Reset System, restarts the control quests for the MCP, Doctor and Combat systems. Usefull after an update or if things break. This will reset the aliases however so you need to re-enable the doctor skill, custom combat and current control target. 
    NEW - MOD MENU: Configuration Perk added to holotape in the MOD menu. 
    NEW - MOD MENU: Quick-Config, instant Master Control Program access available by crouching near the NPC you want to edit and select the CONFIG activator
    NEW - IN GAME: Alt Recruit is now avaible through the above perk, simply aim at the NPC to recruit or dismiss
    NEW - SKILLS MENU: CountsForPopulation Toggle, this might make the cyborgs not count towards the population limit.
    NEW - SKILLS MENU: 24hr Work Toggle, make the cyborgs work normal or around the clock depending if you want some quiet sleepy time or not
    NEW - SKILLS MENU: Self Sufficiency Toggle, make cyborgs produce their own 1 food, 1 water and 2 defense
    NEW - ADVANCED COMBAT MENU - See more detailed information below. EXPERIMENTAL, MAY CAUSE NAUSEA VOMITING AND GENERAL DISARRAY.
    FIX - SUMMON MENU: Return will now actually send back the targeted cyborg to storage
    FIX - DOCTOR FUNCTIONALITY AUDIO: Should be slightly better lipsynced now

    ADVANCED COMBAT TACTICS MENU
    Armor Matching - This will make the selected NPC match the players resistances OVERRIDING their current value. This is useful for example if you want to avoid having to cover up that cool custom robobody texture with armor to prevent instant death or allow your cyborg wear something fashionable without being cannonfodder. There is no direct feedback for this so I recommend having the AWARENESS perk and inspecting the cyborg in non-follower mode to see their current stats.

    This works by simply taking the player resistances and slapping them onto the NPC. If you feel it's too low use the multiplier to boost this value, setting the multiplier to 2 would for example turn the players 20 physical resistance into 40 for the cyborg. This value is updated whenever the player equips/unequips an item marked as ARMOR (pretty much anything it seems)

    While this option seems to work fine while active it can act funky and put the cyborg with NEGATIVE resistances when turned off. Safest way seems to be stripping the cyborg and then have the player take off everything as well to reset them to nude value before disabling. If you still end up with negative values restarting the system, re-adding and removing the option can sometimes fix it. It's also possible to modify resistances directly through console using the "setav id value" command on the NPC. For more info on how see here. Ids below

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    DamageResist - 2e3

    ElectricResist - 2e6

    EnergyResist - 2eb

    FireResist - 2e5

    FrostResist - 2e7

    RadResistExposure - 2ea


    Combat Tactics - This will make the selected NPC continuously adapt their tactics to the current state of combat. If you've every been annoyed about a follower with an aggressive combat style acting, well, aggressive all the time no matter the odds or if the enemy is using ranged or melee weapons this is feature attempts to alleviate that by making the cyborg pick the "right tools" for the current job. This option tested with RANGED cyborg combat only and is mainly tweaked for fighting NPCs using weapons (super mutants, raiders, gunners, synths etc)

    * Fighting just one enemy and at good health they'll favor charging aggressively to finish them off
    * Fighting three or more enemies the aggresive charge is disabled in favor of normal or defensive play
    * Facing a mix of melee and ranged enemies ranged is prioritized until the melee gets close
    * When missing a certain percent of health, value depends on number of enemies and if crippled or not, cyborg will attempt to act more defensively
    * When pushed to near death they'll attempt to heal using stimpak or purified water as well as using fragmentation grenades or molotovs
    * Use of explosives is only allowed when the target is 512 units or more away from the player. Note that this does not prevent the player from rushing too close to the target while the explosive is in the air or getting hit by walking in the arc of throw

    Stimpaks, purified water, frag grenades and molotovs have to be provided by the player. They are added and removed from the cyborg inventory automatically by the script and once traded become impossible to take back after the next pre-combat inventory maintenance
     

    Tweaking the Combat Tactics behavior is done through the following options
    * Set Combat Feedback - Toggles between notification levels, none, basic (only vital like entering bleedout) or verbose (gives you loads of details, spammy)
    * Set tickrate - Sets how often the cyborg will re-evaluate the situation. Lower/quicker assessments is not necessarily better since it might make them jump between many targets leaving them all alive to blast you to bits instead of taking a few seconds extra to finish their current target off.
    * Set heal every N tick - Sets how often the cyborg is allowed to heal. If set to 7 and the tickrate is 2s they can heal every 14s if necessary
    * Set grenade every N tick - same as above but for explosives
    * Turret hacker - Cyborg has a 10% chance to hack a hostile turret every tick.

    Don't expect any rambo-terminator-cyborg. The only thing abnormal is that the combat styles used have max accuracy, beyond that they have the same strengths and flaws as any CombatStyle has. Main perk of using this is that it at least allows the NPC to switch to a more suitable one when needed and I feel even that little change makes them act a little bit more active and fun in combat.

    Plus activating the strip essential/protected option and letting them somewhere like in Diamond City to track them on a go on a rampage ("setav 2bc 3" for berserk mode, "tfc" for free camera from safe spot) and see how far they get with a limited amount of stimpaks/grenades is kinda fun to watch   

    PROBLEM? WELL HAVE-YOU-TRIED-TURNING-IT-ON-AND-OFF-AGAIN?

    * Disable all the fancy stuff on the cyborg
    * Use the RESET option then EXIT the Pipboy for a few seconds to let it do it's job
    * Re-enter the MCP on the cyborg and enable the stuff again

    0.911-Scriptfix Release

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    NEW: Added more generic player voiced lines to Simple Follower (SF) dialogue
    NEW: Added three Child of Atom type SF voices
    NEW: Added five generic female SF voices
    NEW: Added five generic male SF voices
    NEW: Added two misc SF voices - protectron and triggerman
    FIX: Control rod should no longer target player in restricted mode when equipped
    FIX: Voice menu should now filter which voices to show properly
    FIX: Added missing end scene flag to SF dialogue to terminate dialogue quicker
    CHANGE: SF voices are now sorted in categories
    0.91 Release
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    NEW: SimpleFollower - generic dialogue for non-automatron voiced followers.
    NEW: Three Gunner type voices added (combat quips only)
    NEW: Three Raider type voices added (combat quips only)
    NEW: Four Brotherhood of Steel voices added (combat quips only)
    NEW: Wintermute Male Voice - Full functionality support including doctor service
    NEW: Unrestricted free renaming
    NEW: Robotworkbench functionality
    NEW: Soft and hard resets added to DEBUG menu. Hard is more thorough but might unequip or remove items.
    FIX: Rank 1+2 of perks are no longer unremoveable
    FIX: Missing script for returning NPCs added
    FIX: Standard and alternative recruit/dismiss *should* now be detected properly avoiding "stuck" followers
    FIX: The MCP menus will once again reflect current status and changes for most options
    CHANGE: Increased avoidance for the WintermuteMelee Combatstyle
    CHANGE: Size is now incremental (±0.05) and unrestricted
     

    KNOWN ISSUES
    * The startup available after issuing a shutdown command doesn't work - Talk to the npc or do a soft/hard reset to make them follow/react again.
    * Dismissing or recruiting will change the current MCP target to the NCP in question
    * Not all events that updates the MCP target will display the notification
    * The Wintermute NPC data has been updated for the new features and may as a result loose their flags and statuses in currently running games - Dismiss any Wintermutes before updating to minimize risk or start a new game.
    * Clicking or hovering over certain mods in the robot workbench might cause appearance bugs - Do a soft/hard reset to fix.
    *
    Can't put Wintermute NPC into Robot Workbench for rename/mods - It's only possible when marked as robot by activating the "repair kit" toggle.
    *
    Simple follower dialogue is not working -  If you update from 0.91 you might need to toggle between the full/simple voices options for the linked quest to detect the new voices options in 0.911. For those familiar with console commands you can stop/start/restart the quest that way to force an update. Type "help simple 4 qust" to find out the quest id.
     
    Finally, the 0.91/0.911 update contains step two of the script overhaul merging close to 1500 lines spread over many files into one master. There will inevitably be one or more errors somewhere in it all, potentially serious/gamebreaking, so either hold off updating or test the functions properly in your setup first before starting to play in order to avoid loosing progress. Please notice that any use of the robot workbench besides changing name is unsupported so don't bug report anything about installed automatron weapons or other mods not working. The M-SAT should function though. Probably. Maybe.

     
    12573-0-1473480654.jpg

    0.90 Release
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    Doctor Toggle - Activated in the SKILL menu. Makes Wintermute offer medic services while in party. Only works with the Wintermute-type voice, other voices won't show the option. Service is free for testing purposes. 
    Trader Support - Added dialogue option to open barter menu for settlement Automatron vendors. Might occasionally show empty trade windows, this is due to the script lag introduced in the latest official patch and clears itself up if you travel and return later.
    Alternative Recruit (by request) - New option in the FOLLOWERS menu. Activates another way to pick up Automatron companions that is outside the normal companion system meaning you can use one, or several, Wintermute class NPCs in addition to the vanilla companions. Untested with other multi-companion mods so I added an option to forcibly remove NPCs recruited with this in case they get "stuck". Since this variant doesn't use the normal scripts and flags some game functions will still consider the player as traveling alone possibly changing some minor stuff and also allowing the "Lone Wanderer"  perk and bonuses to still be active.     
    Return To Sender (by request) - New option in the SUMMON/CLONE menu option. Returns the targeted NPC back to the "storage vault", effectively removing them from the game world. Make sure you dismiss them first or they might do the follower-teleport back to you.
    Unrestricted Control Rod - New option in the DEBUG menu. Allows the control rod to work on *any* NPC meaning you can forcibly recruit, dismiss, rename, edit appearance and all the other options the MCP offers. This is a very powerful tool that can make or break NPCs so only use it if you know what you're doing.

    Plus misc fixes including a complete script cleanup. Due to the sheer amount of files and the GECKs inability to keep track of *anything* there might be one I missed meaning something doesn't work. If so let me know and I'll sort it out.

  2. LazyGirl
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    Problem?
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    Make sure you have a target set for the Master Control Program

    to work on by either hitting or equipping the control rod on the NPC

    alternatively using the quick config perk on them while crouching

     

    Also note that the Custom Texture addon is outdated and will break

    functions in later version but if loaded first so main mod can override

    with necessary assets everything should work fine


    Please keep feature requests and bug reports in the

    designated topics,found under the "Forums" tab, ONLY

  3. LazyGirl
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    [RESERVED]

  4. Skyliner03
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    How do I give Wintermute hair so she doesn't still look like Ripley from Alien?
    1. LomyrilRydrallen
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      I think I found the solution. Try what worked for me:

      1) Summon her using the holotape and follow the initial dialog to set her personality
      2) Tell her to stand in place so she is facing you
      3) Use the control rod on her (included as part of the mod)
      4) Use the holotape to reset her appearance, then look at her again
      5) Wait a few seconds and the menu should appear to change her appearance.


      After that I was able to set her hair, eyes, body dimensions, etc.

      Good luck!
  5. JustAnotherNewModder
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    I understood this reference. Will Neuromancer be available as a counterpart?
  6. anonymousgammer740
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    Wintermute  i cant get her to hack or unlock looks . 
  7. nicksaur
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    this mod is just too broken to keep in my game .
    for one when i summon someone there face is black and body purple so some textures are missing  then the voice . it can not be changed .
    i then try to update the robot in the factory thing as in one of the pics and the head disapears .
    lastly i did try to change the apperiance of the girl i picked but when i did this it went to my guy [ the player ] and not the robot .
    well after that i figuerd every part of the mod besides summoning is broken so its better to just not bother .
    1. LazyGirl
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      This mod by its nature is affected both by mods that change human and automatron npcs. If you're not familiar with conflict resolution and know what mod does what problem like that is expected.
    2. Sorryforgaming
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      "for one when i summon someone there face is black and body purple so some textures are missing"

      Maybe you made the same mistake I made, when I first tried this mod.
      By Default Aigis is the only one to have textures installed. So you have to go to C:\SteamLibrary\steamapps\common\Fallout 4\Data\textures\actors\character\Wintermute and use the batch file to copy the Aigis textures to the other presets.

      I did however not have problems with anything else so far.
    3. ShinsFortress
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      Yeah, this.  I'm not manually copying textures around for just this though.  Pity it doesn't install textures properly for the char options that the mod has by default!
    4. LazyGirl
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      You don't have to, that's only needed if you use the custom body texture addon. The standard version uses the normal human textures so if you're experiencing problems with appearance then it's a mod conflict or incompatibility.
    5. anonymousgammer740
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      i use this mod https://www.nexusmods.com/fallout4/mods/58953
  8. KOUSEN105233
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    The female is not only bald, black face, but also the skin part of the body is purple......
    1. LazyGirl
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      I see you downloaded the custom body textures addon, it doesn't contain any custom textures so you have to add whichever you prefer yourself. If you check "Aigis" folder in it it'll list all the texture files you need to add to the different NPC-specific folders.
      Not sure what you mean with "Then the appearance menu can only be launched by entering a code" but if it's you have to use console commands to make changes it sounds like the mod isn't correctly installed.
      To little information to even guess what's happened but if the problem isn't resolved enable papyrus logging and check what's written there. This is a script-based mode so whenever something doesn't do what it should it's likely to get logged.
    2. KOUSEN105233
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      You mean to say... This custom file can be closed (I installed the race Mod)?
    3. BrewdogBB
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      I had this issue too but if you downloaded custome body texture addon and go to Custom Body Texture Addon - Female Wintermute NPCs-12573-0-31\textures\actors\character\Wintermute in the mod you will find a bat file click it and run seems to fix it for me.
    4. anonymousgammer740
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      i just use Cheat Terminal mod it works good . 
  9. noneofurbuisness
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    Question. My Wintermute will not do the jobs I assign for them, be it guard duty, scavenging, etc. They walk up to the job post, start doing it, but instantly stop, and they are never labeled as "assigned". What do I do?
  10. SuNguyen
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    Been usin this mod for some years now, haven't notice there are pption for melee combat ai. So what are the different between melee and wintermute melee?
    1. LazyGirl
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      If I remember correctly it's just the combat style settings, the Wintermute melee version being beefed up a bit more when it comes to parrying, special attacks and such. I think it was the gunner or synth melee template slightly modified so it's nothing particularly fancy.
  11. Rearrangeyourface
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    Dig it, love it... no matter what I rename him his name always goes to Nate. That and tabbing back 1,000 times to exit kinda sucks.
    1. LazyGirl
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      Yes the holotape menu is sluggish unfortunately, especially for larger selections. It's a leftover from when this mod was first created and MCM was still three four years away. It had (and probably still has) a big plus though a-  being a standard game feature the menus allow for XBOX compatibility. Regarding the renaming issue please see my reply to Tylerb312 below.
  12. TylerB003
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    Is there a way to add new names to the list?

    Can't use "Rename Anything" to give them names not on the list, unfortunately.
    1. LazyGirl
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      The name list was the old way until support was added to rename them in the automatron bench, doesn't that work for you?
    2. TylerB003
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      That was an option? I must have missed that part.
    3. TylerB003
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      Just tried the Robot Bench, the names won't change and just resets back to the original.
    4. LazyGirl
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      Sorry for the late reply, I managed to get my installation up and running again after a reinstall and took a look at this. I didn't notice any issues renaming the NPCs. Name stayed both in the current  session and after restarting the game.
      Try setting up a new NPC and rename those instead. The holotape and workbench uses different methods for their renaming functionality and it's possible the older holotape method takes priority if both have been used on someone. Another potential problem is follower frameworks that might directly or indirectly handle NPC names.
  13. ITOOKURWALLET
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