I have uploaded a beta version that allows children to be assigned to commercial, recreational, and industrial plots. They still can not be assigned to defense plots. A lot of the plots in the various mod packs do not have animation objects that children can use and so the child never goes to the plot. For example commercial plots generally have a counter with a place for the NPC to stand and lean against but because children do not have the proper size they can't use the animation of leaning on a counter with elbows. So if lucky the plot has other animation positions like sweeping the child will use, otherwise they will never go to the plot. You will have to experiment finding plots that children can properly use.
I have been sitting on this update for 2 months but have not found time to properly test it so I am releasing it as a beta for others to do their own testing.
Trying it out now. Thanks. I've been keeping one or two settlements set where I build the kids a dorm and assign them to do crops. This will be a nice mod for my other sim settlement towns.
I've been using it for awhile, and the only problem I'm having at the moment is these kids want to be on the security team instead of being part of the food support team. It's mostly in my settlements where I don't use the sim settlement plots so it might have something to do with that. I'm also doing a bit of experimenting to see if something else will works, like fast traveling away after making the assignments.If it doesn't work,, I'll just have them move to one of my other settlements. So thanks for this and for the others.
You can manually assign them to agriculture plots (without my mod). You can't assign them to other work plots.
Not all agriculture plots have a weed picking animation which children used without my mod. Some plots that don't have week picking do instead have a hoe animation and with my mod the child does now hoe.
Yeah, mine aren't either. I came here hoping for a fix, but it doesn't appear this fixes it either. It boggles my mind why this is only effecting some people. I'm using Unique NPCs which adds child settlers, but I've installed pretty much every other mod that adds child settlers that people use to compare them in xedit to see if it was on UNPCs end. There's no differences in the NPC or Race records that could show me why that happens. Every time I leave and come back, the child settlers are unassigned from their homes and farms. They pretty much function like Codsworth in that regard. Anyone know of a fix?
I don't use Unique NPCs but agree that should not matter having also looked at what it does in FO4Edit. I have also looked through all the sim settlement script code for how it uses race. I can not find an explanation why a child would get unassigned once successfully assigned. I don't have the problem with children but do have the problem with Codsworth. Last I heard Kinggath has been unable to reproduce the Codsworth problem. So whatever the problem is I think it could be related because the robot race and child race are the only two that have restrictions on what type of plots they can be assigned to.
I am going to start experimenting with allowing children to be assigned to all plot types. This could take some time because this type of testing is very slow to do. In the mean time I might suggest only assigning children to plots that Kinggath has created. They start with [SS] in the list. I don't know why it would matter but the children I have staying assigned were also plots created by Kinggath.
Yeah, I had that same thought, so in my own testing to try and make things work, I was only using Kinggath's plots for them. Agricultural plots made by him that had only plants I knew were base game. I had to finally give up. I'd actually be cool with it if I didn't think that the children being unassigned would count as freeloaders and halt the recruitment beacon from getting new settlers, but I imagine it will as well as kill happiness in my settlements. I did notice that they're not counted towards the total population and am starting to wonder if that is part of the cause.
Uploaded version 1.1. Found the reason for the kgSIM_ChildSupportedFurniture record which I had previously said in the description that I got lazy and had stopped adding changes to. Turns out this is used to assign children as the owners of the animation objects built into a plot. Also found some script code that would unassign a settler from a plot if none of the animation objects were owned by the plot owner. Looked like this routine was only used with an option of the town gavel or meeting but maybe it or other code is used at other times to unassign. In any case this update has the potential of helping children remain assigned to a plot. No guarantees.
If you mean Merged Child Mods with Extras then you don't need MCMwE but I recommend it. This mod, SSCS, allows children to use the animation objects that are part of SimSettlements and used heavily in city plans and plots. MCMwE allows children to use the animation objects that are built into the base game plus get a lot more variety in children that come to your settlements.
Can you help me? I don't quite understand how to do the whole flagging esm as esl. I've been trying to look up guides for how to do it. What program do I use? I'm constantly right at 255 and it's becoming SOOOO freaking irritating. I've tried merging but I don't think I was able to do it right. I feel so stupid heh
You are looking to do .esp as a esl. esm are different. This link will describe what you want to do https://www.nexusmods.com/fallout4/mods/35922 I have not read that guide myself so in case they don't say it, you can leave the file with the .esp at the end after turning on the esl flag inside the file. I am using about 375 mods with esm, esl, or esp files and about 200 more that are graphic replacements without one of those files.
Kids using blowtorches is entirely appropriate given the context. Ain't no OSHA in Fallout.
Thanks for this and keep up the good work. More kids adds to the immersion of actual settling the Commonwealth, but there's just nothing for them to do.
The reason the children aren't supported, is that when they lack the actual animation file for a piece of furniture they can become stuck and will no longer be controllable.
So if you don't add the actual animation support, those children can become broken as settlers. If you're adding the animations - awesome, otherwise, I'd recommend testing this thoroughly to make sure you don't end up breaking child settlers for folks.
I have tested every kgSIM_Marker furniture item I changed with the Project Blueprint Animation Markers section. I did not test every kgSIM_NPC furniture item I modified but only changed the ones I tested with the Marker version. I did not test every bed I modified but it worked for the 5 or so I did tested.
31 comments
I have been sitting on this update for 2 months but have not found time to properly test it so I am releasing it as a beta for others to do their own testing.
Not all agriculture plots have a weed picking animation which children used without my mod. Some plots that don't have week picking do instead have a hoe animation and with my mod the child does now hoe.
I am going to start experimenting with allowing children to be assigned to all plot types. This could take some time because this type of testing is very slow to do. In the mean time I might suggest only assigning children to plots that Kinggath has created. They start with [SS] in the list. I don't know why it would matter but the children I have staying assigned were also plots created by Kinggath.
Thank you for sharing your excellent new mod with the Nexus Mods Community!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
- Nexus Mods Staff
I have not read that guide myself so in case they don't say it, you can leave the file with the .esp at the end after turning on the esl flag inside the file.
I am using about 375 mods with esm, esl, or esp files and about 200 more that are graphic replacements without one of those files.
Thanks for this and keep up the good work. More kids adds to the immersion of actual settling the Commonwealth, but there's just nothing for them to do.
So if you don't add the actual animation support, those children can become broken as settlers. If you're adding the animations - awesome, otherwise, I'd recommend testing this thoroughly to make sure you don't end up breaking child settlers for folks.