Fallout 4
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SkunkMonkey

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  1. SkunkMonkey
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    Version 2.2 Released.

    Adds the Artilleryman and fixes the Armorer script.

    I am using this release to also announce that I am looking for outfits the community uses for possible updates and additions. I'm planning on adding Male/Female versions where appropriate and want to see what everyone else uses.

    Please post pictures of your outfits along with the FormIDs of what you're using. I've got a thread on reddit as well. https://redd.it/420qgu
  2. firthof5th
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    In my universe all settlement guards are minutemen. I prefer to use the Minuteman branded jumpsuit from Eli's Utility Jumpsuits. Does anyone know how to get the itemID from a modded item of clothing? I tried dropping it on the ground but I couldn't get the ID that way. Any help would be appreciated.
    1. firthof5th
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      Figured it out on my own player.inv
  3. Greatgreengoo
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    I absolutely love this mod and the idea that we can now make our own variants using your bat scripts as a template. Super excited to use that. No more manual crap.
  4. ZVakil
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    my settlers just change into different clothes when I leave them
    1. SkunkMonkey
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      There is an issue where they will change back into a default set of clothing until you manually make them wear the clothes. It's like the AI doesn't know about the commands issued to wear the clothes. Once you dress them manually, they should stay in that outfit.
    2. Yanqui9
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      Yeah, just talk to them, ask to trade with them, unequip all their gear (I think the R key) and then instantly put the gear back on. Just toggling the R basically. They'll keep wearing and using the stuff after that.
    3. Thimbolas
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      Going up to each settler and typing in Bat MakeFarmer or MakerBartender or what ever is a chore by itself. Now you are saying that we also have to trade with them, equip them with the clothes the bat gave them... to each person??? If so, that just made the whole idea of making settlers to have certain clothes based on their job... more work than pleasure. I've been noticing too that when I come back they all have different clothes than what I gave them, or no clothes at all. So now, this becomes no more than using commands to redress everyone manually. This was supposed to take that burden away but apparently not.
    4. DarkFadi
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      ya, i found this to be a little sad right after it ruined all my fun
    5. d7urban
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      You only need to unequip/equip one piece of clothing for every piece to stay.
  5. 360chaos
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    This mod has been really helpful and adds a lot of depth in my roleplaying.
    However, I'm sort of confused if I could make my own bat file or like a new command similar to yours but has different items and jobs.
    Are we able to create our own bat commands? If so, then how do I do it?
    I do know how to edit the ones already made into my preferences but Im still confused on how to make my own lol

    Anyway, really love your mod, it has earned a special place in my load order and will forever be there.
    1. SkunkMonkey
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      The bat files are just simple text files. Open one in your favorite text editor and look. You should be able to figure out how to edit or create your own. All you need are the RefIDs of the equipment you want to use.
  6. IksEnwie
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    i realy like your mod skunkmonkey.
    and i dont have reddit so i post it here: some variations with a little less headgear, and maybe some variations for jobs like farmer/guard. maybe a minutemen themed guard and a "normal" guard, variations on female/male. atm i use ur bats for my settlers and change some little things like underarmor, or change there bandanas so they dont look that much like copycats. i give my guards some lesser armor like vault chestarmor, for jobs with less/no combat tasks or change the helmets to mm hats, disable the bandana for tasks involved talking(like the mm radio guy in the castle) hope i helped. maybe a variation for "orphans of the commonwalth" with children farmer clothing.

    u can delete my post when u think that this commentsection is the wrong place to post it. only wanted to give my opinion.

    but nice work and a great addition for the game. so ty for it monkey.

    PS: Now, the typical german thing to say. Sorry for my bad english. Its not my mothertongue
    1. SkunkMonkey
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      Never apologize for your skills in a language that is not your native tongue. Your English is just fine. Now my German on the other hand is horrible. I can only count in German after three years of it in High School!

      You can easily modify the scripts that come with this mod to setup your own preferences and even create new ones. They are just simple text files with a few commands and various RefIDs for gear. Just add or replace the RefIDs with your choices and customize all you want!

      Enjoy!
  7. Mudkest
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    my settlers(and partial bat code)
    http://imgur.com/a/8prQa
  8. ninefolddragon
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    What I love about this mod is that many of the outfits are exactly what I already use. Thanks for making things easier!
  9. eowei
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    using v2.2, the farmers name is still "settler" and in the .txt there is still a "; Who Are You v2.1".
    the bat works so far, the settler gets new stuff and the weapon is auto-equipped.
    only the renaming function doesn't seem to work.
    didn't try the other occupations, since i just started looking into settlement building ^^
    1. eowei
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      nevermind.. i misunderstood your "There are no ESPs to activate."
      read more of your description and for the renaming function i need another mod ^^ too sad.. i'd like to have a all-in-one-package.. couldn't you include the .esp from the other mod in all of your renaming-variants?
    2. SkunkMonkey
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      Is it that hard to just download the Settler Renaming mod? It's not included because I don't want have to worry about updating my mod if he updates his.
  10. myrkat
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    I have been doing this since I started making settlements, too. Similar to yours, except it gave *me* the items (player.additem) and I would trade with the settlers, then assign them their job. I did it this way, because I liked to remove their clothing and weapons/armor if I was giving them replacements - so they cannot switch back (which I have seen them do).

    Your approach is interesting (clicking them, then bat command); it would be nice if there was a console command to remove all items and inventory from the target, then use equipitem (instead of additem).

    Also, for the doctor, I've been using this:
    14FBD0 ;father's labcoat
    0F6D84 ;gray knit cap
    0787DA ;surgical mask

    ..and my bartender (who is actually a chef):
    12B91D ;synth uniform
    0F6D88 ;chef hat

    ..and my farmers use:
    0e5084 ;farmhand clothes (this was a no-brainer)
    16892e ;militia hat (not sure why, but it just seems cleaner)

    ...and my scavenger:
    1c26b9 ;Olive Mechanic Jumpsuit
    0e4501 ;Medical Goggles (yes, they're called medical - don't know why)

    I wish the surgical mask was cleaner, but I've not found a decent replacement yet. Same with the chef hat - a bit too dirty (or is the synth uniform too clean?).
    1. SkunkMonkey
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      It you install an Auto-Equip option it uses equipitem and not additem. Also, the script executes an unequipall and a removeall as well.

      The problem with them switching back has to do with their AI and how it will automatically spawn new clothes and weapons if you take theirs.
  11. McProkyus
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    I've tried to edit the .txt files with the data on the individual proffession, and I click safe, it safes, but when I open it again, it is at default setting again... What do I do wrong?
    1. SkunkMonkey
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      Not sure why that's happening. Make sure you are editing the correct files and you don't have some utility that refreshes those files when you start the game.
    2. myrkat
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      I was going to be a smart-ass and suggest you click "SAVE" instead of safe... but...