Version 1.1 update: Removed a bunch of required crafting materials. Now the costs are somewhat less ridiculous. Added in the ability to use two of the previous level rings to craft the next level (ie two type 1s to make a type 2, etc). Allows for recycling of previously made rings while still maintaining the total cost of the original ring.
Hello from Greece. if at some point of update, your mod, make settlers do things and don't stay and watch i think is going to be important to me, to use it. That's all. Thanks.
Hallo Hab ein problem entdeckt. Creation club Settlement Ambush Kit beim Schiessstand Ziehen die Siedler die Ringe aus und betrifft auch andere mods die mit bekleidung zutun haben, sie ziehen aus. und auch Waffen,
I don't have the Ambush Kit, so unfortunately I can't recreate the issue. I'm also not completely sure how the Ambush Kit works, so I can't make a fix that is 100% guaranteed to work. As of right now I am working on alternative solutions specifically for things like that, but since the record adjustments using the CK and FO4Edit can be finicky, I don't have a set finish time for it.
Hab mir schon so etwas gedacht. Das Problem betrifft nicht nur dein Mod, auch andere Mods. Werde mich umschauen wenn die anderen Autoren-mod das problem lösen(falls) können, gebe ich dir dann bescheid. PS ein guter mod, vergessen zu erwähnen ;-)
Thank you for the compliment. As of right now I have a decent plan in mind for going around that issue, and it will also solve my main problem with the settler rings themselves, but it requires a little more testing.
The mod isn't dead, I was just unable to find a good way to make the effects player only. So I left it at 1.1. I am still working on the problem, but it's a lower priority than it used to be since where it is at 1.1 is more or less where I want it.
ok gut zu wissen. Das problem ist Vortex, wenn ich ein updat suche starte zeigt es mir immer an das es mehrere Dateien hat, aber es gibt nur die eine 1.1
Understandable. Vortex is overly sensitive, since there was a version 1.2 initially that replaced 1.1, but since 1.2 wasn't fully functional, I took it down. However Vortex still registered that an updated version was placed on Nexus Mods. Sorry about that.
The main thing that makes it not good for a player is the obscene weight. The rings themselves take up the ring slot, provide no special bonuses or anything, they weigh 120 carry units, and are just ludicrous. I can promise you that sneaking with one of those equipped is stupidly hard. However, I will look into ways to ensure that it will have zero effect on players.
tempting, might have to give it a whirl later, always found it strange settlers were so pushover, being people who have lived in the wasteland for so long you'd thing they would have sharpened their aim or learned to dodge :P
Actually for a while I had a change that worked, made it so there was zero effect on the player. The only downside is that it ended up deactivating completely with each cell reset, so every time I fast traveled or changed cells, the rings ended up doing nothing. But I am working on it.
I like this idea, I always try to give my favorite settler of that settlement better gear, but they usually die any way because I have a larger raid size mod installed. Hopefully this will help things...
The screenshots are the results of my testing. All you need to do is trade with them, and then once you have their trade window open, just force equip the ring. They never use the ring slot, so it's highly unlikely they will unequip it.
20 comments
Removed a bunch of required crafting materials. Now the costs are somewhat less ridiculous.
Added in the ability to use two of the previous level rings to craft the next level (ie two type 1s to make a type 2, etc). Allows for recycling of previously made rings while still maintaining the total cost of the original ring.
Removed version 1.2 due to bugs.
PS ein guter mod, vergessen zu erwähnen ;-)