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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.
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 :)
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
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
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.
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.
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.
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.
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).
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
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.
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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
********************************************************************************************
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.
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.
[ set SKK_CSETEnabled to 0 ]
[ cqf SKK_CSETQuest "SKK_CSETMainScript.SwitchEnabled" ]
That should remove all actors from the system and clear the lock.
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
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.
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.
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).
Help pls
You can test this by copy and paste this into the console [ cqf SKK_CSETQuest "SKK_CSETMainScript.GiveHolotape" ] without the square brackets of course.
No for any others as they exit power armor at bedtime.