Fallout 4
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theFisher86

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theFisher86

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28 comments

  1. Flantratten
    Flantratten
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    The requirement has gone missing "Settlers Legends - MTG", so does this still work? If not it should be removed from nexusmods if by any chance someone can find the missing "Settlers Legends - MTG"
  2. free8082002
    free8082002
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    How much size in mb the original mod was?
    NVM already find it.
  3. AlienKIDO
    AlienKIDO
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    I've been using SL (and will keep using it) and came back here with some insight:

    1. Starting with the most important info (considering some claims here on the nexus): NO savegame corruption so far. No problems loading saved game files. No nothing. Only some minor glithes, but I have the beta version anyway.

    2. The settlers upgrade system is well thought and some of them have abilities to start with, which add a lot to the team. Some have 1, some have even 2, and some have none. I have yet to find a settler that gains an ability at upgrade, so best way is to enrol all of them you can find (default settlers, no special ones) and study their character sheet. After that you can keep the ones you want. For me personally, an ability weights a lot more than increased SPECIAL stats, because you can increase the stats later at upgrade moments but you cannot add abilities. Some abilities are better than other.
    I like the upgrade system. It feels like adding roles to your team-mates.
    I have a SL I named Scavie Joe. He has Field Medic and Wasteland Vulture abilities. I gave him the museum Power armour and keep changing its pieces after WOTC encounters. I pumped up luck a lot for increased ammo scavenging. He is filling up the team TANK/SCAVER/HEALER role
    I have a SL old lady - ugly as hell - I named Fraulein Adler. She has Energy Tech Wizard ability and Melee Expertise ability. For now I pumped up Int and at least 2 in St - St for armour purposes (see no.4). I might change her later for a SL with better abilities synergy.
    I have other two, but only on temporary roles, until I find better suitors. One, called Bob Machete has only Melee Expertise. I kind of like him but will have to eventually replace him with a SL with 2 abilities.

    3. SL companions gather ammo from dead bodies, not so from containers. Sometime they gather clothes, more so when at low Strength levels and when I clothed them with heavy armours. They don't like that. But as soon as I pump strength to 3-4, I found no more dressing problems.
    You have to let them collect the ammo but you have to later check the bodies for the rest of the loot like stims, armour, caps, books, and so on.

    4. When I give them armour pieces and force them to wear, I have to do so with 1-2 pieces at a time or they have a tendency to fall down and sometimes utterly DIE just because of some too heavy armour. If I force 1-2 items at a time, the same total weight armour is no problem any more. Weird but I got the workaround and it does not bother me so much.

    5. SL companions don't like heights and you have to pamper them during heavy battles. It is easy to loose one ore more at low levels without even noticing the message. I lost some at Corvega Plant catwalks. They fell off. I had to reload. I lost some during battles (WOTC on) and didn't even know where. I had to reload. You have to look up for the team not just for yourself. It is not like with standard or custom companions. I used to play a lot of tactical games such as old X-COM ufo defence and X-COM terror from the deep, X-COM Apocalypse, UFO Aftermath, UFO Aftershock, so I'm used to team roles and team character building and such.

    6. I do not know if it's this mod or not (I believe it is) but your team-mates consume ammo. Ammo scavenging and producing is a lot more important now, at least at low levels and low-level-list weapons - and more so with WOTC or other spawning mods active. You consume more than you get. I like that I have to think more what weapon and ammo to give who. I was used to

    7. You really need Rename Anything to change "Settler" to other names, especially because of different roles, easy find them with the cursor and such.

    8. I use SL in parallel with Amazing followers Tweaks, and I started to appreciate some AFT commands such as summon all followers, gather all - which SL lacks - summon all especially.

    Well, 'till next time.
    Have a good play to you all

    (PS - I moved the text into new post from reply)
    1. fftfan
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      This is truly incredible, I never knew everything that Settlers Legends can do. I hope it returns someday so it can have what probably would be a permanent place in my load order. This is an amazing mod concept that absolutely would be worth it to stick it out with any bugs & try to assist the author however we can by adding in helpful bug reports. The ideas behind Settlers Legends are possible File of the Month territory. For now I've got this file on Track in case Settlers Legends does return(Though I check Fallout 4 Nexus front page almost daily).

      I have a Sim Settlements plot idea in mind based on Settlers Legends. Point #2 covers exactly the kind of stuff I wanted. I want a Sim Settlers Plot that allows recruitment of special "elite" settlers. What I wanted were, buffed stats, upgrade system perks just like Settlers Legends has & ability to name/customize the setter. The thing I feel can benefit Sim Settlements a lot would be essentially adding "The Sims" style customization for Settlers so that not only is every house specially made but also every settler is unique.

      It most likely would have been set to require Settlers Legends using the ExternalPlugin option meaning those who don't want to install Settlers Legends could use other plots and this elite settler plot would simply not appear.
    2. dtrail
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      Well, after more research I figured that my so called savegame "corruption" must be related to the amount of mods I'm using. I don't have any problem, but as SL is relying on more than just a few scripts (or at least some bigger ones) my game simply couldn't manage it. I was doing my setup similar to my Skyrim SE setup - that is including WAYYY more scripted mods (and many more mods at all). But F4 is indeed not SSE! Fortunately I've kept my copy of SL to use it on a later playthrough. Thanks for sharing these informations! It's a great mod, and it's sad that it has been taken down, but real-life always comes first!
  4. ArcherDown
    ArcherDown
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    Hello which versions does this mod patch?
    1. theFisher86
      theFisher86
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      was built based on 1.04beta but it should be fine with the one that was just released as well.
    2. Mikaal
      Mikaal
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      • 19 kudos
      It seems the mod was deleted.
    3. scopisonsteam
      scopisonsteam
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      i forgot what settlers legend did and wanted to read about it since its intsalled in my game..... but the page is gone rip... i expect to see it integrated into Sim settlements... weren't they communicating?
    4. dtrail
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      Sim Settlements? Actually Settlers Legends doesn't have anything to do with SS... But I guess it has been removed because it's unfinished and causing some bugs. I've performed some extensive testing, and it causes crashes on loading saves on certain points. I hope to see it back some day - it's a very great concept!
    5. scopisonsteam
      scopisonsteam
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      author said they were in contact with SS about having it integrated or something like that.
    6. AlienKIDO
      AlienKIDO
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      Could you please elaborate ?
      I still have the mod and plan to use it. Your testing could be of big help. Thank you
    7. dtrail
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      Personally I'm not able to get it to work withouta workaround for loading savegames. They crash, and even though I'm able to load it by another way, I'm still not sure if this will corrupt my save forever some day. So I'm going to sort out any other possible reasons first. But for now I'm pretty sure the mod is simply not ready for being released.
      However, I cannot tell you more because I'm not the author.
    8. AlienKIDO
      AlienKIDO
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      Well. I started a new play-through with settlers legends enabled. So far so good. Nothing damaging yet.

      I also have AFT (Amazing followers Tweaks) as a follower recruiting/management system
      I have Alice (recruitable settler) as a Legend Settler. She is not registered through AFT so no problem there.
      AFT and SL seem to work well together (or better said - alongside) even for Recruitable Settlers mod. You have to let the recruitable settlers reach one of your settlements first, or they will keep trying to leave you.

      As a note: I had trouble recruiting Buttons through the SL system. The scripts were overriding his original scripts continuously, so I kept him with his original scripts. He is still registered through AFT. It was an option for me initially because he can behave as a normal settler too. You can assign him around.

      If I'm guessing right, SL recruited settlers still count as settlement settlers for the period of mission recruitment so they are still assigned to workbenches or Sim Settlments Agr/Ind/... So they produce and still fight alongside you, similar to Construct a custom companion mod behavior.
    9. ArcherDown
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      Maybe someone knows tha author name? I am using the latest version of the mod with no problems so far it works as it should but I am concern with dtrail comment about causing errors, it could be the mod or maybe his save got corrupt for another reason.
    10. jarhead1610
      jarhead1610
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      So user Voltium is the author of Settlers Legends. I was tracking the mod and was surprised to see it gone as well
    11. ArcherDown
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      So I have the link of the video posted by the author to show the mod features so save it before is deleted as well so you can understand the mod a little bit better, I really hope the author is working on a new and more refined version or with Sim Settlements team if not this is the only guidance we have left.

      So answering my own question that I leave in the video about how to uninstall the mod or if it is safe to do so, I took a peek at the mod esp and there is a book on the mod which can be use to "safely" uninstall it and remove the active scripts, the book is called "Uninstall Settlers Legends" so it can be spawn with console commands. the description of the book reads as follow:

      "Use before uninstalling the mod This will revert every NPC that has been given stats and talents back to vanilla state. However, if you have unique NPC that is currently retired, you need to reset their stats manually by using SetAV console commands. Workshop menu will be automatically removed by SMM after the mod has been removed from the load list."

      Last here is the link of the video and thank you to heFisher86 that has not close this page so we can share some info about the mod.
      https://www.youtube.com/watch?v=z_NWEfGX-xQ&t=40s
    12. Voltium
      Voltium
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      Oh, I did not know about this horizon patch until today, thanks for making it.

      @ArcherDown: That note description is based on a older build of the mod, the current version will reset the unique NPCs stats automatically. If the NPC is custom made by other authors, they can attach the portal script on the character and it'll remember the characters progress and allow you regain the stats you've earn even after reset.
      To uninstall, click on the uninstall note, and then use SMM's menu item before removing the mod.

      I'll re-post mod information on the video page.

      SL has gone through months of development and testing and I've been using it myself for quite awhile. It should not have any issues with the game. It is also SL's design aim to be as green as it can be.

      As for the mod's current status, I'm closing the project for now because life beckons me towards other things and I will not have the time to manage and update this project. I thank everyone who supported the project from the bottom of my heart!
    13. AlienKIDO
      AlienKIDO
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      My only regret is not having access to the latest made available version. I am using 1.04beta.
      Good luck to you in your endeavours ! ... and hope you'll someday have a change of mind or change of heart :) regarding this mod. We are a diverse community and there are (as anywhere, in any field) some unappreciative or even with total lack of respect fellows, but in the end they do not speak for the majority.
    14. AlienKIDO
      AlienKIDO
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      Sorry, I have to say I have encountered an issue of my own with SL. Probably because of interference from other mods but the behaviour is at follows:
      1. SL team recruited NPC is dismissed in order to give it a job in the settlement. On dismissal I get a message "Invalid workshop location". The NPC is a settler of Red Rocket Truck Stop. The dismissal takes place there. The special rug is there.
      2. NPC is assigned a job
      3. NPC looses menu option to recruit back into SL team, no mather if it is assigned back to the rug or not

      If I skip step 2 and try to recruit back into the team, it works.

      Maybe I'm doing something wrong, but this is what I understood the steps are to unallocate from team back to settlement jobs.

      For the moment I will switch from using SL+AFT to AFT only as it also provides follower development, even if only for SPECIAL points

      NEVERMIND, I HAD TO REORDER THE MOD almost last. Now it works. I still get the "Invalid workshop location" message when dismissing and when assigning to the rug.

      Anyway, I'm tired now. I'll "report back" in a couple of days
    15. adammcbane
      adammcbane
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      • 18 kudos
      Well this is all interesting news, I removed it and cleaned out my save with a save cleaner in hopes of saving my lol well save. Good thing I did not delete the mod as I think I'll be putting it back on ( yes I know remove and put back is risky I'll cross my fingers) because I had my new round started with Settler Lengends mod as a big motivator.
    16. AlienKIDO
      AlienKIDO
      • member
      • 2 kudos
      I've been using SL (and will keep using it) and came back here with some insight:

      1. Starting with the most important info (considering some claims here on the nexus): NO savegame corruption so far. No problems loading saved game files. No nothing. Only some minor glithes, but I have the beta version anyway.

      2. The settlers upgrade system is well thought and some of them have abilities to start with, which add a lot to the team. Some have 1, some have even 2, and some have none. I have yet to find a settler that gains an ability at upgrade, so best way is to enrol all of them you can find (default settlers, no special ones) and study their character sheet. After that you can keep the ones you want. For me personally, an ability weights a lot more than increased SPECIAL stats, because you can increase the stats later at upgrade moments but you cannot add abilities. Some abilities are better than other.
      I like the upgrade system. It feels like adding roles to your team-mates.
      I have a SL I named Scavie Joe. He has Field Medic and Wasteland Vulture abilities. I gave him the museum Power armour and keep changing its pieces after WOTC encounters. I pumped up luck a lot for increased ammo scavenging. He is filling up the team TANK/SCAVER/HEALER role
      I have a SL old lady - ugly as hell - I named Fraulein Adler. She has Energy Tech Wizard ability and Melee Expertise ability. For now I pumped up Int and at least 2 in St - St for armour purposes (see no.4). I might change her later for a SL with better abilities synergy.
      I have other two, but only on temporary roles, until I find better suitors. One, called Bob Machete has only Melee Expertise. I kind of like him but will have to eventually replace him with a SL with 2 abilities.

      3. SL companions gather ammo from dead bodies, not so from containers. Sometime they gather clothes, more so when at low Strength levels and when I clothed them with heavy armours. They don't like that. But as soon as I pump strength to 3-4, I found no more dressing problems.
      You have to let them collect the ammo but you have to later check the bodies for the rest of the loot like stims, armour, caps, books, and so on.

      4. When I give them armour pieces and force them to wear, I have to do so with 1-2 pieces at a time or they have a tendency to fall down and sometimes utterly DIE just because of some too heavy armour. If I force 1-2 items at a time, the same total weight armour is no problem any more. Weird but I got the workaround and it does not bother me so much.

      5. SL companions don't like heights and you have to pamper them during heavy battles. It is easy to loose one ore more at low levels without even noticing the message. I lost some at Corvega Plant catwalks. They fell off. I had to reload. I lost some during battles (WOTC on) and didn't even know where. I had to reload. You have to look up for the team not just for yourself. It is not like with standard or custom companions. I used to play a lot of tactical games such as old X-COM ufo defence and X-COM terror from the deep, X-COM Apocalypse, UFO Aftermath, UFO Aftershock, so I'm used to team roles and team character building and such.

      6. I do not know if it's this mod or not (I believe it is) but your team-mates consume ammo. Ammo scavenging and producing is a lot more important now, at least at low levels and low-level-list weapons - and more so with WOTC or other spawning mods active. You consume more than you get. I like that I have to think more what weapon and ammo to give who. I was used to

      7. You really need Rename Anything to change "Settler" to other names, especially because of different roles, easy find them with the cursor and such.

      8. I use SL in parallel with Amazing followers Tweaks, and I started to appreciate some AFT commands such as summon all followers, gather all - which SL lacks - summon all especially.

      Well, 'till next time.
      Have a good play to you all
  5. AlienKIDO
    AlienKIDO
    • member
    • 2 kudos
    Thank you theFisher86, for your patch.

    Horizon is one of those mods that are on the "must be" list and I am sure that after some well played hours with SL, SL will become too, despite it not longer being maintained. I must, however, admit I am at lost here at what you mean by compatibility. What exactly does your patch alter/modify/adjust ?

    I ask because I have a fair amount of mods (about 230-240) active I want to know more about your patch and if I can add your modifications easily into my custom modif merge. My skills are limited to FO4Edit.

    Thank you
  6. AlienKIDO
    AlienKIDO
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    Please do not disable yours as we can still use, with your permission, your posts section in order to help other players that have questions about the original mod.

    Thank you.
  7. adammcbane
    adammcbane
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    The original mod has gone missing. Should we who started using it be worried? lol I mean was a bad error found?
    1. AlienKIDO
      AlienKIDO
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      I still hope for the mod to come back. I do hope putting it down was not a decision based on some unappreciative user or something. I would want to see the bugs page, but unfortunately, the goggle cache offers only the main page.
    2. adammcbane
      adammcbane
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      Yeah I'm here wondering was it something someone said or was it some serious error found and mod got pulled. If the latter I'd really appreciate knowing and I really hope someone didn't go and upset the mod author some people can be heartless though some info would be nice.

      Edit: info below suggests major flaw got it pulled in which case I wish the author would have kept the page up and informed people if that case.
    3. fftfan
      fftfan
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      I saw 0 bug reports when I tried searching via Google cache. From reading the description everything was extremely well thought out & planned from what I could tell. I'm feeling doubtful that bug reports or a critical error being discovered were likely to be the reason, though it's always a possibility.