Well, I've been using this mod for quite a long time, but recently I found out that this one "has" to be installed only on a mid-game save, at least in my case. About two days ago I start a new save with this mod already installed, I did not recevie the holotape at the start. Of course the holotape can be crafted at chemistry station, but there were no settler teleporting to sole survivor's place when I use it, and every problem solved after I reinstalled it after loading save and exit the game without this mod. So if you encounterd the problem that the holotape not working, and you did installed this mod before you start a new save, maybe it's worth to try this: 1. unstall this mod 2. load the save, ignore lacking mod warning, enter the game 3. save over the current save 4. install this mod and go BTW, this is really a great mod, and I've also been surprised that I didn't know mentioned problem until now, since this mod is always in my "must have" when starting a new save. And sorry for my English, not top tier, obviously :P
Had this problem too, but there's an easier way to get it working on a new game without having to exit.
Just manually start the invisible quest with the console. I'm assuming it's supposed to start itself, but doesn't for some reason on a new game with this already installed. I forget the name of the quest, but I found it with the help command and started it with the startquest command. Things worked as normal from then on.
EDIT: The quest is called aas_UniqueSettlerHolotypeQuest and the ID is xx0083D5. If your tape doesn't actually spawn anyone, manually start that quest and you'll have no problems.
I just thought I'd drop a wee note to say 'thank you ' for the assistance this mod gave me during my last playthrough of "Fallout 4".
Main quests were completed in October of 2022. All subsequent play involved mainly settlement building, both Vanilla and Mod added locations ( props to Zorkaz / El Ha for the new lands ) final total was 113 settlements, all concurrently functioning and populated with 1, 172 settlers, all unique, all named, all different.
That was only possible thanks to the excellence of this mod, and one other, similar, mod that works via console, from another author.
Going to wait for the dust to settle after the upcoming update, and start all over again. I'm praying this mod is one of the ones that survive the 'enhancement' process.
In the meantime, thank you again for helping me keep myself sane during what has been a very dark period of my life. Sometimes, a person's efforts have consequences that go far beyond any that they could possibly have envisaged. You and the many other mods that share their skills on this site gifted me more than you will ever know. I can't thank you enough.
Not sure if you'll see this, but I'm curious as about what mod you mentioned in this quote is- "That was only possible thanks to the excellence of this mod, and one other, similar, mod that works via console, from another author."
I spend most of my time doing settlements as well, so I would love any recs you have!
I know this mod has bugs , But I find it useful for creating my own followers, recruiting with AFT_Amazing Follower Tweaks. Then I can edit the face and hair with Looks menu. I also use it to create custom settlers. but In order for it to recognize the settlement it's in, I have to assign the settler to a settlement to work right from within the workshop menu. Otherwise they will just stand there and never move. Also I use a mode called Rename Anything so I can give the settler a custom name. Another problem is, when you spawn them they are set at level 1. If I use as a settler, I use console command (Setlevel #). If I use as a Custom Follower, The AFT mod levels it to the correct level which would be same as yours. Don't get confused though, when you scan info it will still say level 1. Just ignore that. When you do a npc scan (AFT) on the settler it will reset the name back to the original name (Settler) Just rename it again. This might not work for everyone, but it works for me. I been using this mod for couple years now.
is this mod comparable with race mods. been trying to get my settlers to be Vulpines or Lupines but its not working (i have the NPC rplacers and the Vulpine /Lupine combo patch mods)
_EDIT_
ok got it to work by using the change race command while in the SLM menu. its rather buggy though
Hello, I come to report a small problem, recently I created another new save and I was surprised that the mod stopped working, this is because in this new start I used the mod "Start Me Up", previously I had already used it in other saves and there were no problems, However this time I started with a mercenary option and great was my surprise to notice that the mod did not work, I had the holotape but did not teleport anyone of any of the options, the only thing I can conclude is that when using the mod "Start Me Up" you must choose one of the options closer to the vanilla because otherwise the teleport will not work.
45 comments
So if you encounterd the problem that the holotape not working, and you did installed this mod before you start a new save, maybe it's worth to try this:
1. unstall this mod
2. load the save, ignore lacking mod warning, enter the game
3. save over the current save
4. install this mod and go
BTW, this is really a great mod, and I've also been surprised that I didn't know mentioned problem until now, since this mod is always in my "must have" when starting a new save.
And sorry for my English, not top tier, obviously :P
Just manually start the invisible quest with the console. I'm assuming it's supposed to start itself, but doesn't for some reason on a new game with this already installed. I forget the name of the quest, but I found it with the help command and started it with the startquest command. Things worked as normal from then on.
EDIT: The quest is called aas_UniqueSettlerHolotypeQuest and the ID is xx0083D5. If your tape doesn't actually spawn anyone, manually start that quest and you'll have no problems.
Main quests were completed in October of 2022. All subsequent play involved mainly settlement building, both Vanilla and Mod added locations ( props to Zorkaz / El Ha for the new lands ) final total was 113 settlements, all concurrently functioning and populated with 1, 172 settlers, all unique, all named, all different.
That was only possible thanks to the excellence of this mod, and one other, similar, mod that works via console, from another author.
Going to wait for the dust to settle after the upcoming update, and start all over again. I'm praying this mod is one of the ones that survive the 'enhancement' process.
In the meantime, thank you again for helping me keep myself sane during what has been a very dark period of my life. Sometimes, a person's efforts have consequences that go far beyond any that they could possibly have envisaged. You and the many other mods that share their skills on this site gifted me more than you will ever know. I can't thank you enough.
I spend most of my time doing settlements as well, so I would love any recs you have!
_EDIT_
ok got it to work by using the change race command while in the SLM menu. its rather buggy though