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  1. SKKmods
    SKKmods
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    Locked
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. ChroKorgoth
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    For some reason when the mod is active settlers assigned to the blue/red arenas wont fight each other, any idea why?

    For reference i'm only using the options to make them mortal and increasing their hp by 2.5 per player level. Any help on this issue would be appreciated.
    1. SKKmods
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      Check the aggression setting ?
    2. ChroKorgoth
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      Agression setting is set to Agressive which i suppose is the default for settlers
    3. SKKmods
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      I have never used the arena so no idea what those scripts are doing to the actors.
    4. ChroKorgoth
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      If you ever get to finding out what the issue is with your mod and the arenas that would be appreciated, thanks for your attention and the hard work you put into your mods :)
  3. ScarredandDeformed
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    i think something broke, mod was working fine untill now. it seems when i now change any settings in the menu it's stuck and says: "busy working... this can take some time", and it's still there after 5 mins. when a settlement attack happens in that time the game freezes. any idea what i could do, i already loaded the previous saves and its the same there
    1. SKKmods
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      Run a script latency test and see if that shows anything. 

      Although the most likely cause is that the settler update script has found a corrupt actor object and is stuck on it which is not fixable.
    2. ScarredandDeformed
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      it said: no script latency detected 60 fps
    3. SKKmods
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      If the holotape is locked so you cant see the enable/disable function try and copy/paste into the console:

      [ set SKK_CSETEnabled to 0 ] 
      [ cqf SKK_CSETQuest "SKK_CSETMainScript.SwitchEnabled" ]

      That should remove all actors from the system and clear the lock.
    4. ScarredandDeformed
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      didn't do anything, it's still stuck on "busy working..."
      i can enable and disable certain options like manage weapons and armor, but any option requiring "submit changes" will get stuck
      i guess this playtrough is over, as settlement attacks crash the game. it's weird as it was working fine before, i enabled and disabled those settings before multiple times, and defended against skk settlement attacks
  4. ScarredandDeformed
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    if settlers die do settlements get new ones on their own over time or do you have to get new ones yourself with the spawn combat settler button?
    1. SKKmods
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      You will only get new settlers if the settler count is below your CHR limit and you have a recruitment beacon switched on.

      Else you will need to recruit them manually or use an automatic recruitment mod e.g. 

      (15) Population Manager will manage each workshop population to the number of available beds. 
       
  5. redarmy1955
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    Just a question regarding this point:  "(1.4) Mortal take damage from and be killable by anyone. They do not bleedout and use stimpaks, they die, which is a setting to recycle your actors. Will turn hostile on player damage. This can kill quest related settlers, so do not use this setting if you have settlement quests open."

    If i use mortal settlers,and a quest giving settler does die,what problems does it present? obviously the quest will not be completable. But will it keep the quest in my pip boy,and more importantly,will it prevent further radian settler quests from ever appearing?

    Id really like settlers who can die as there must be fear in life even at home.
    1. SKKmods
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      Read on:

      If you are still running Minutemen post ownership radiant quests (trouble at, kidnapping, help defend) often a settler is assigned spokesperson to hand completed quests in to and close. If mortal option (1.4) is selected they will not be protected and can die so the quest will not be completed (but will eventually time out).  Either use SKK Workshop Ownership Utilities to disable MM post ownership quests or do not use the mortal setting.
  6. phenyxasher
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    I have been having all my settlers end up in Black Suits, eyeglasses, and fedoras. they will even adopt this outfit even if I have changed their outfit to armor and weapons that I put on them. 
  7. Thoth6222
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    Has some stability issues on the xbone version at least. Have tested different saves and it causes loading to freeze up and the game to freeze up(more than usual.) I love this mod, but the next gen update broke the Xbox version so bad, certain mods, even though they work fine on PC, just don't play nice with Xbox. 
  8. 363rdChemicalCompany
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    Thank you for your mod, :)

    I am about to implement it a couple of questions:
    -Will enabling shooting perks apply to all settlers or just guards? 
    - Can settlers aggression be managed individually or just by class (farmer guard merchant, etc). My vision is to have all guards aggressive all others flee from the attackers (since i can usually only afford to equip my guards well).
  9. IceCreamOrImGone
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    why is there no holotape in my inventory?, should i make one? but where should I make it, the blueprint holotape on the chemistry workbench is also not there..
    Help pls
    1. SKKmods
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      If the holotape recipe is not in the chemlab then either (a) there is a holotape already in the player inventory and a sorting mod has hidden it, or (b) the mod is not actually installed or (c) your game is totally buggered. There are no other options, just pick one: A or B or C.

      You can test this by copy and paste this into the console [ cqf SKK_CSETQuest "SKK_CSETMainScript.GiveHolotape" ] without the square brackets of course.
  10. ChroKorgoth
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    Is there a way to heal settlers when the mortal option is selected?
    1. SKKmods
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      Not in this mod, but Workshop Ownership Utilities has a settler menu with a heal option that can heal any actor (and match the player health value).
  11. DeadXross
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    Can anyone confirm me if I can permanantly assign my power armors to settlers using this mod?
    1. SKKmods
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      Yes if they are guards with 24 hour AI packages.

      No for any others as they exit power armor at bedtime.
    2. DeadXross
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      Thanks!