may I ask also what is the correct load order to make it work properly? As last thing or maybe together with other AI mods (like in the middle of the LO)?
Thank you so much, bluechipmunk1225, this really helped me stay organized merging changes with all my settler mods! I really appreciate you! and modders like you who make xEdit edits so nice and simple by just being able to see what you did to do what lol. Thank you so much!
It is important to note a wide range of settler mods and mods that aren't even chiefly about settlers edit these characters. I've tried a great many of them, but none of them cannot be easily solved with xEdit. With large load orders, if anything at all, this mod is best used as a handy reference of what edits to make on the last mod you have editing all the NPCs edited by this mod, which is very few; I found way more NPCs just rooting around in the Fallout4.esm, unique protected named NPCs not even edited by Better Settlers, Clean Settler Faces, and many other mods, with an oddly wide range of different Base IDs, like the infamous Nordhagen 3: a man, a woman, and a child, who like to get themselves killed by BOS or just the Libertalia raiders. All of these can be copied as overrides into this esp or your final esp in your load order, and you can continue bluechipmunk's work yourself in just about 5 minutes.
I used the "copy as override" function in xEdit to add the NPCs (that none of my esps seemed to edit) to the final mod I have adjusting workshop npcs, which was BetterRealNameSettlers.esp, as I had already needed to edit this esp to make it compatible with like 10 other mods and their patches, including Clean Settler Faces, Mortal Settlers, and many more. I simply dragged edits to this BetterRealNameSettlers.esp until I was satified, like removing the "protected" flag, setting their "Confidence" to cautious or cowardly depending on the NPC, and many many more edits not required for this mod's effect, like all the "Encounter" Npcs. Whooooo that was a looooong list of edits for me and about 3 hours in xEdit merging like 20 mods' edits. But they are ALLLLLLLL solvable. I have never ever ever ever found a settler editing mod that could not be made perfectly compatible with each other, and if you need any assistance understand any of this, I am here often for that.
I have 2 question about this mod: works with DLC's (far harbor and Vault 88) and assign settlers for guard duty will keep their agressive level or they become less aggressive too?
Well, nobody answer my question, but I test this mod for some days, my setters guards crouch in fear wen enemies show up... No good at all. Have to uninstall.
I really want my settlers (guards included) to hold position and allow my walls and automated defenses to do their work and only get involved if enemies breach those defenses. I should note that I'm trying to use mortal settlers (despite all the warnings against using it). While it would be better to have guards hold their posts and fire on enemies, at least this keeps them from all running outside my defenses to their ultimate demise.
Oh god, finally after searching for half an hour found the mod to fix settler attack behavior, thank you <3
tfw when you spend lots of time building walls and narrow passages for enemies and then your braindeads just run out from your well-defended fortress while yelling "Kawabanga!!" and weilding some nun-chucks
30 comments
they should act like them
@
As last thing or maybe together with other AI mods (like in the middle of the LO)?
I used the "copy as override" function in xEdit to add the NPCs (that none of my esps seemed to edit) to the final mod I have adjusting workshop npcs, which was BetterRealNameSettlers.esp, as I had already needed to edit this esp to make it compatible with like 10 other mods and their patches, including Clean Settler Faces, Mortal Settlers, and many more. I simply dragged edits to this BetterRealNameSettlers.esp until I was satified, like removing the "protected" flag, setting their "Confidence" to cautious or cowardly depending on the NPC, and many many more edits not required for this mod's effect, like all the "Encounter" Npcs. Whooooo that was a looooong list of edits for me and about 3 hours in xEdit merging like 20 mods' edits. But they are ALLLLLLLL solvable. I have never ever ever ever found a settler editing mod that could not be made perfectly compatible with each other, and if you need any assistance understand any of this, I am here often for that.
Seriously I still don't know how that happened.
I really want my settlers (guards included) to hold position and allow my walls and automated defenses to do their work and only get involved if enemies breach those defenses. I should note that I'm trying to use mortal settlers (despite all the warnings against using it). While it would be better to have guards hold their posts and fire on enemies, at least this keeps them from all running outside my defenses to their ultimate demise.
tfw when you spend lots of time building walls and narrow passages for enemies and then your braindeads just run out from your well-defended fortress while yelling "Kawabanga!!" and weilding some nun-chucks