So Glork is back....and he's brought friends. I know it's been a while but, well, ya know...
There is a whole bunch of new things added as well as some changes that were made to the old stuff. Read the Changelog 2.0 article to get all of the details, but beware because there will be spoilers.
One of the biggest things I did was move all of my asset files into their own custom mod-specific folders. I'm not sure how that will affect those that might still have this mod installed after all this time.
I did test it with a bunch of mods installed and it seems stable. The random encounters shouldn't cause the game to crash anymore.
Other than that, I believe that's all for now. Unless there are some major issues, I can't tell you when the next update might be. Could be soon, could be not so soon.
Hot tip for mod creators ---------------------------------------- So a couple of things I figured out while making this...
Those of you who are working on custom-race Settlers and can't get them to count as population or they are losing their assignments, make sure that at least your custom Settler has the actor value WorkshopRatingPopulation and make it equal at least 1. This value determines how much population each settler takes up. If your settlers do not have this actor value, they may count, but they'll count as 0. Humans (and possibly certain synths?) have this value in their race object, but custom races might not.
Another thing I think I've figured out while creating a settlement is that the custom WorkshopParent quest for your custom settlement, the one that adds your settlement location to the list of settlements, doesn't necessarily have to be started on game start. As long as all the parts (workbench, mapmarker, etc) aren't being reserved by another quest and some parts (like the workbench) are also not disabled, you should be able to start the "YourSettlementName"WorkshopParent with script. While I can't be one hundred percent sure, I have found no problems so far with doing it this way.
Description say occasionally run into other Zetans. I can't seem to go 2 steps without a group showing up, or a group of them ignoring the massive defense rating on a settlement and attacking it. Anyway to lower the rate of alien attacks, because it's getting a bit annoying having to deal with them constantly! Seriously, It seems whenever I go anywhere, it's an almost constant battle of aliens.
This mod is SOLID GOLD!!! By far my favorite companion mod for this game. Possibly any game. And I'm quite smitten with Heather, so that's saying something.
I've not finished the story line yet, but I just had to leave a comment. Both characters that I've met so far are incredibly charming and the voice acting is top notch. No over the top, dramatic vocal theatrics - just "regular dude" vibes (and totes relatables). I'd totally hang with either of these guys. I wonder if they brought alien beer?
Speaking of Heather, it would be stellar if by some stroke of miraculous luck, both mod authors and all the actors could come together to make a patch (DLC sized would probably give me a stroke) to have them all interact together for some "High-Concept Sci-Fi Rigamarole."
I know the MOD is old, but it would be possible to make this Glork outfit available to the player, there is already a mod for this outfit, but the gloves are 3 fingers... (translated from Portuguese BR)
had this installed and was working great, and decided to send Glork off to my settlement, Sanctuary, and now when I try to get him back, I cant interact with him at all... (tryin just to uninstall this mod, log in, make a save then jump back in- play it after again.... but idk anyone else have a similar issue like this?
First I just want to say this looks like great work. I haven't tested it out though. I have some ideas that may or may not already be included in you future plans if you're still working on it.
MCM compatibility for the level at which your alien encounters appear should you want them to show up a little later than lvl20 or even to turn them off.
Make a "Glork syringe" for syringe rifle?
Does Glork sneak? Because in the screenshots, it doesn't seem to be sneaking. Maybe it's just Glork's animations that don't change? If so, I had a cool thought about that: Use Glork's actual walking animation when "sneaking", but for its new "walking" animation give it a "jet pack". Essentially it would work like a Mr.Gutsy thruster on Glork's back or even its boots.
1. Any bugs you guys find, feel free to let me know about. I think I got all of the game-breaking ones that I've heard about (except the one about the face animations, because it wasn't happening to me in my game), but there might be some still hiding. My main focus is getting Glork up and running without any problems with him or the rest of the game. Content will come later.
2. Is it safe to assume that pretty much everyone has all of the DLC for Fallout 4 by now? Or at least the ones that would be modding their game in the first place? The reason I ask is I want to make an esp that contains everything, without the need to install multiple esp's for patches. From there I can just work on that esp instead of one for people without DLC and one for those with it. It cuts my workload in half, pretty much.
And finally 3. Did you guys want to Glork to speak English after you can understand him, or are you ok with it the way it is? Like I said in a reply below, I still have those files so I can implement them if the demand is high enough. Otherwise I'll leave it the way it is for immersiveness.
Alright that's it for now, got some cool stuff on the way but like I said, I want what I got now to be pretty much bug-free before I add anything else.
I think if Glork's around when Lorenzo's dealt with one way or the other the Zetan might find a way to take Lorenzo Cabot's linguistic skills for his own use.
I don't know if it's too late for a reply to these but, first, this looks like a lot of awesome work!
1.I haven't installed it yet because I'm undecided about Glork's "ability", near vanilla weapon, and new enemies... (Not to be critical, sorry) So I haven't discovered bugs yet. Worried about the CTD posts when getting close to Glork too. 2. Yes I have all the DLC 3. I don't know what it sounds like now, but I assume you're using some of the sound bites from the game and if not, maybe you can use some of the ones from Mothership Zeta in Fallout 3? Add some quick dialogue about how we can understand it because it has a universal translator in it's suit. OR how about a mission where it "helps you build one" which would fit into a clothing slot? When you are wearing an item with this translator on it, it force toggles dialogue subtitles for Glork and only Glork in a way that they would be unresponsive to the game's options in start menu. Then we can give subtitles to dogmeat and things with later releases lol
Much faster and also easier to add far more dialogue options too, probably.
Though the far simplest thing would just be to pick out sounds based on tone to indicated certain meanings (positive, negative, interested, indifferent, alert ect...)and leave subtitles and "alien dialogue" out of it. We can still interpret tone and body language when we talk to our dogs, right?
92 comments
So Glork is back....and he's brought friends. I know it's been a while but, well, ya know...
There is a whole bunch of new things added as well as some changes that were made to the old stuff. Read the Changelog 2.0 article to get all of the details, but beware because there will be spoilers.
One of the biggest things I did was move all of my asset files into their own custom mod-specific folders. I'm not sure how that will affect those that might still have this mod installed after all this time.
I did test it with a bunch of mods installed and it seems stable. The random encounters shouldn't cause the game to crash anymore.
Other than that, I believe that's all for now. Unless there are some major issues, I can't tell you when the next update might be. Could be soon, could be not so soon.
Hot tip for mod creators
----------------------------------------
So a couple of things I figured out while making this...
Those of you who are working on custom-race Settlers and can't get them to count as population or they are losing their assignments, make sure that at least your custom Settler has the actor value WorkshopRatingPopulation and make it equal at least 1. This value determines how much population each settler takes up. If your settlers do not have this actor value, they may count, but they'll count as 0. Humans (and possibly certain synths?) have this value in their race object, but custom races might not.
Another thing I think I've figured out while creating a settlement is that the custom WorkshopParent quest for your custom settlement, the one that adds your settlement location to the list of settlements, doesn't necessarily have to be started on game start. As long as all the parts (workbench, mapmarker, etc) aren't being reserved by another quest and some parts (like the workbench) are also not disabled, you should be able to start the "YourSettlementName"WorkshopParent with script. While I can't be one hundred percent sure, I have found no problems so far with doing it this way.
The more you know....*Star, rainbow*
I've not finished the story line yet, but I just had to leave a comment. Both characters that I've met so far are incredibly charming and the voice acting is top notch. No over the top, dramatic vocal theatrics - just "regular dude" vibes (and totes relatables). I'd totally hang with either of these guys. I wonder if they brought alien beer?
Speaking of Heather, it would be stellar if by some stroke of miraculous luck, both mod authors and all the actors could come together to make a patch (DLC sized would probably give me a stroke) to have them all interact together for some "High-Concept Sci-Fi Rigamarole."
MCM compatibility for the level at which your alien encounters appear should you want them to show up a little later than lvl20 or even to turn them off.
Make a "Glork syringe" for syringe rifle?
Does Glork sneak? Because in the screenshots, it doesn't seem to be sneaking. Maybe it's just Glork's animations that don't change? If so, I had a cool thought about that: Use Glork's actual walking animation when "sneaking", but for its new "walking" animation give it a "jet pack". Essentially it would work like a Mr.Gutsy thruster on Glork's back or even its boots.
Ok, a couple of things....
1. Any bugs you guys find, feel free to let me know about. I think I got all of the game-breaking ones that I've heard about (except the one about the face animations, because it wasn't happening to me in my game), but there might be some still hiding. My main focus is getting Glork up and running without any problems with him or the rest of the game. Content will come later.
2. Is it safe to assume that pretty much everyone has all of the DLC for Fallout 4 by now? Or at least the ones that would be modding their game in the first place?
The reason I ask is I want to make an esp that contains everything, without the need to install multiple esp's for patches. From there I can just work on that esp instead of one for people without DLC and one for those with it. It cuts my workload in half, pretty much.
And finally 3. Did you guys want to Glork to speak English after you can understand him, or are you ok with it the way it is? Like I said in a reply below, I still have those files so I can implement them if the demand is high enough. Otherwise I'll leave it the way it is for immersiveness.
Alright that's it for now, got some cool stuff on the way but like I said, I want what I got now to be pretty much bug-free before I add anything else.
Thanks
1.I haven't installed it yet because I'm undecided about Glork's "ability", near vanilla weapon, and new enemies... (Not to be critical, sorry) So I haven't discovered bugs yet. Worried about the CTD posts when getting close to Glork too.
2. Yes I have all the DLC
3. I don't know what it sounds like now, but I assume you're using some of the sound bites from the game and if not, maybe you can use some of the ones from Mothership Zeta in Fallout 3?
Add some quick dialogue about how we can understand it because it has a universal translator in it's suit.
OR
how about a mission where it "helps you build one" which would fit into a clothing slot? When you are wearing an item with this translator on it, it force toggles dialogue subtitles for Glork and only Glork in a way that they would be unresponsive to the game's options in start menu.
Then we can give subtitles to dogmeat and things with later releases lol
Much faster and also easier to add far more dialogue options too, probably.
Though the far simplest thing would just be to pick out sounds based on tone to indicated certain meanings (positive, negative, interested, indifferent, alert ect...)and leave subtitles and "alien dialogue" out of it. We can still interpret tone and body language when we talk to our dogs, right?
Cabot interactions too would awesome.