Added a beta test file for using Unique NPCs with main mod. This is untested by me but I think it should work. Put MergedChildModsWithExtras.esp after Unique NPCs.esp in load order and the patch after both. You need to have Orphans back in your load mod list. Use the latest version 8. I don't know if it is better for Orphans to be before or after Unique NPCs. I also don't know what order DiverseChildren should be in relation to Unique NPCs.
My mod makes about 11% of settlers children and standalone Unique NPCs makes setters children 10% of the time. Now together it will be about 16% of the time and children from Unique NPCs will not jog. Unique NPCs children wear the same clothes as adults.
One thing that is lost is the unique names UniqueNPCs places on settlers.. To restore most of the same functionality use https://www.nexusmods.com/fallout4/mods/23391
From what I understand, a Merge is when multiple mods are combined into one, allowing the original ESP files to be disabled to save space against the ESP limit. On the other hand, a Patch is used to integrate or adjust data from different mods, ensuring they work properly together.
My question is: would this be a Merge or a Patch? Is it necessary to keep the ESP files of the other mods active, or is it enough to have them installed (but disabled) for it to work properly?
I have problems with Merged Child Mods With Extras (this mod) AND Aniceoaktree's Diverse Child, when I build Bashed Patch with Wrye Bash. I get this error windows:
Spoiler:
Show
mod_files.py 217 load_plugin: Error in DiverseChildren.esp Traceback (most recent call last): File "bash\mod_files.py", line 195, in load_plugin File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 263, in _load_rec_group File "bash\brec\record_groups.py", line 276, in setRecord File "bash\brec\record_groups.py", line 50, in _load_err bash.exception.ModError: DiverseChildren.esp: Duplicate (DiverseChildren.esp, 001734) record in NPC_ Top GRUP
mod_files.py 217 load_plugin: Error in MergedChildModsWithExtras.esp Traceback (most recent call last): File "bash\mod_files.py", line 195, in load_plugin File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 262, in _load_rec_group File "bash\brec\record_groups.py", line 78, in _group_element File "bash\brec\record_structs.py", line 518, in __init__ File "bash\brec\record_structs.py", line 324, in __init__ File "bash\brec\record_structs.py", line 545, in loadData File "bash\brec\basic_elements.py", line 106, in unpackSubHeader File "bash\brec\mod_io.py", line 367, in unpack bash.exception.ModReadError: MergedChildModsWithExtras.esp: FURN.SUB_HEAD: Attempted to read past (229) end (227) of file/buffer.
Wreye Bash builds the Patch anyway, but always shows this error message.
Companion, Follower, NPC-related mods I use:
Spoiler:
Show
Player Comments and Head Tracking. Unlimited Companion Framework. We Are the Minutemen. Raider Children - Horrors of the Commonwealth. Aniceoaktree's Diverse Children. [with misc files] Orphans of the Commonwealth - More Children. [Workshop Framework file] Merged Child Mods - with Extras. Children of Fallout. Dual Survivors - Nate - Companion Mod. [with add-ons and patches]. (Even so I ALWAYS play as male, I use Dual Nate mod too). NPCs Travel.
Game: 1.10.163.0. GOTY. GOG. All six DLCs Creation Kit and Creation Club are NOT installed.
Mod Organizer 2. F4SE. UFO4P. PRP Branch 69 (PPF.ESM and PRP.esp).
This mod was not designed to use a bash patch with either Diverse Children or Orphans of the Commonwealth. It overrides things in those two required mods. Can't help you.
Quick question for anyone - When installing the required mods:
1). ANiceOakTree's Diverse Children - Do I have to use Version 1.0 Main File, or can I use V1.2 (Main w/revised hair styles) instead? 2). Orphans of the Commonwealth - More Children - The FOMOD includes options for rarity of children and option files. Does the rarity rate matter and are the optionals required?
1) From my memory I think this works with version 1.2 but I use 1.0 so not sure 2) The rarity of children gets replaced by my mod as described in the description. The optionals are definitely not required (as I use none) and I am not sure about compatibility.
This is not safe to use with 1.2 of Diverse Children, for anyone else wondering. Users should stick to version 1.0 and avoid downloading the updated plugin in its misc files (the loose texture updates are fine). Using the 1.2 version of Diverse Children results in unresolved errors in this mod's plugin due to removed records that were present in version 1 (you will get CTDs if/when you encounter the NPCs linked to these unresolved errors in-game).
The problem I have with installing this mod is that I have to installed an additional 2 other mods to make it work - Child outfits vanilla and AWKCR - so in effect you have to have 3 mods just to make 1 work - plus if you have the minute man patrols installed you sometimes end up with child minute men, mostly bald and only in their undies, I had to remove the MM patrols because I was tired of console commanding clothes and weapons on them that were missing - yes I agree that after 200 years there should be a lot more children because how did the world suddenly become only adults, and I also find it so illogical that everything is dead due to radiation - fact, radiation is dead after about 100 years, then the land should have become more like a wild jungle, all overgrown, but guess the developers didn't know that, or didn't care - lol
The entire purpose of this mod is to combine 3 other mods to get better children in the world. You can use just 1 of the mods and not this mod for slightly better children but will have a lot of duplicate faces and clothing.
Note, because the esl flag is turn on for this mod it will not take up one of your limited mod slots.
I use a green mod to give the trees life. To me if the ground has leaves then the trees can't have been dead for 200 years.
1) The general lack of children in settlements is immersive breaking. You can not have an ongoing population 200 hears after the bombs fell without children. You would expect a high mortality rate of children in the environment so in reality you would need more children than adults or the population would die out. 2)There is only 4 faces of each child gender built into the game. It is again very immersive breaking too see the same face over and over. 3) The mods are popular. They give me the most endorsements and downloads. When I was modding, I stop working on mods that are not popular and spend extra time on ones that are and think of more ideas in the same area.
EDIT: Looks like the issue was the Vortex had decided to disable Custom Playable Children for some unknown reason. Weird. But that was the problem, and your mod is working perfectly! :)
Hi Pendan, thanks for sharing this mod, looking forward to my settlement kids being able to use a greater variety of game animation markers to aid immersion.
Before starting a new playthrough I was checking my mod list in FO4Edit & I noticed that in your mod the Reference field for the first two leveled list entries for LCharWorkshopNPCChild ([xx0071c1] & [xx0071c1]) show as < Error: Could not be resolved >. (The subsequent 2 LCharWorkshopNPCFemaleChild & 2 LCharWorkshopNPCMaleChild records display normally.)
My install sequence & corresponding load order is:
Spoiler:
Show
Child Outfits Vanilla Standalone.esp (overinstalled with Child Outfits no AE from your mod) DiverseChildren.esp (no settler version, overinstalled with new body texture, younger looking faces & revised hairstyles from Diverse Children) Orphans.esp (overinstalled with Fix for Hair27 from Orphans) MergedChildModsWithExtras.esp (esl flagged version)
So far, it does not seem to be causing an issue in gameplay but I thought I'd best check in case it could affect stability further down the road.
I am not sure what is going on with your LCharWorshopNPCChild list. It should have 6 entries. 2 point to the LCharWorkshopNPCFemaleChild in Orphans.esp. 2 point to LCharWorkshopNPCMaleChild in Orphans.esp. 1 points to LCharWorkshopNPCFemaleChild in DiverseChildren.exp and 1 points to LCharWorkshopNPCMaleChild in DiverseChildren.exp. The ratio is because are more than twice as many children in Orphans than DiverseChildren.
I may have older versions of the supported mods. I don't have time to check this out (thus the late reply).
Hi Pendan, don't worry about lateness - I appreciate you taking the trouble to reply & thanks for clear explanation which gave me the hint to what was going on: As I overinstall DiverseChildren with Orphans & that latter mod then provides the child settlers I have always used the 'no settlers' version of DiverseChildren. From your reply (& the Description - teach me to read it more carefully!) it is clear you expect the 'main' version of DiverseChildren which also provides child settlers itself. As soon as I installed that version, the missing references were resolved - sorted! Once again, thanks for the mod & for your help.
I noticed in FO4Edit that the furnitures are overriding things from Scrap Everything. I believe only the "Full Name"s are deleted. I suspect I should keep this mod AFTER, Scrap Everything am I right?
The modifications made to the Furniture is to add the "Child Can Use" flag. This is needed for children to use the furniture so I think you should make sure this mod over writes any Scrap Everything changes.
The unmodded LCharWorkshopNPC list has 44 entries. 8 of them are from Guards.
Having guards in my workshop npc list is important for my play through. With another Mod I have changed the guards to have light armor pieces. For weapons they have shotguns and rifles. My normal workshop NPCs have farming attire or "city" clothes and pipe weapons. The guard AI is left as aggressive while the other NPCs are set to cowardly. With Sim Settlements I assign the NPCs that join my settlement wearing armor to guard posts and the others to farming or shops depending on what they are wearing. When settlement is attacked the guards go after things and the shop owners hide unless pressed.
89 comments
Added a beta test file for using Unique NPCs with main mod. This is untested by me but I think it should work. Put MergedChildModsWithExtras.esp after Unique NPCs.esp in load order and the patch after both. You need to have Orphans back in your load mod list. Use the latest version 8. I don't know if it is better for Orphans to be before or after Unique NPCs. I also don't know what order DiverseChildren should be in relation to Unique NPCs.
My mod makes about 11% of settlers children and standalone Unique NPCs makes setters children 10% of the time. Now together it will be about 16% of the time and children from Unique NPCs will not jog. Unique NPCs children wear the same clothes as adults.
One thing that is lost is the unique names UniqueNPCs places on settlers.. To restore most of the same functionality use https://www.nexusmods.com/fallout4/mods/23391
My question is: would this be a Merge or a Patch? Is it necessary to keep the ESP files of the other mods active, or is it enough to have them installed (but disabled) for it to work properly?
mod_files.py 217 load_plugin: Error in DiverseChildren.esp
Traceback (most recent call last):
File "bash\mod_files.py", line 195, in load_plugin
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 263, in _load_rec_group
File "bash\brec\record_groups.py", line 276, in setRecord
File "bash\brec\record_groups.py", line 50, in _load_err
bash.exception.ModError: DiverseChildren.esp: Duplicate (DiverseChildren.esp, 001734) record in NPC_ Top GRUP
mod_files.py 217 load_plugin: Error in MergedChildModsWithExtras.esp
Traceback (most recent call last):
File "bash\mod_files.py", line 195, in load_plugin
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 262, in _load_rec_group
File "bash\brec\record_groups.py", line 78, in _group_element
File "bash\brec\record_structs.py", line 518, in __init__
File "bash\brec\record_structs.py", line 324, in __init__
File "bash\brec\record_structs.py", line 545, in loadData
File "bash\brec\basic_elements.py", line 106, in unpackSubHeader
File "bash\brec\mod_io.py", line 367, in unpack
bash.exception.ModReadError: MergedChildModsWithExtras.esp: FURN.SUB_HEAD: Attempted to read past (229) end (227) of file/buffer.
Wreye Bash builds the Patch anyway, but always shows this error message.
Companion, Follower, NPC-related mods I use:
Player Comments and Head Tracking.
Unlimited Companion Framework.
We Are the Minutemen.
Raider Children - Horrors of the Commonwealth.
Aniceoaktree's Diverse Children.
[with misc files]
Orphans of the Commonwealth - More Children.
[Workshop Framework file]
Merged Child Mods - with Extras.
Children of Fallout.
Dual Survivors - Nate - Companion Mod.
[with add-ons and patches].
(Even so I ALWAYS play as male, I use Dual Nate mod too).
NPCs Travel.
Game: 1.10.163.0. GOTY. GOG.
All six DLCs
Creation Kit and Creation Club are NOT installed.
Mod Organizer 2.
F4SE.
UFO4P.
PRP Branch 69 (PPF.ESM and PRP.esp).
Last load order (right MO2 pane):
[other mods]
COF.esp (Children of Fallout)
EFF:esp (Unlimited Companion Framework)
PRP:esp
[PRP related patches]
Scrap Everything - Ultimate Edtion.esp
Bashed Patch, 0. esp
I now know WHY Wrye Bash shows errors.
1). ANiceOakTree's Diverse Children - Do I have to use Version 1.0 Main File, or can I use V1.2 (Main w/revised hair styles) instead?
2). Orphans of the Commonwealth - More Children - The FOMOD includes options for rarity of children and option files. Does the rarity rate matter and are the optionals required?
Thanks to anyone who can help!
2) The rarity of children gets replaced by my mod as described in the description. The optionals are definitely not required (as I use none) and I am not sure about compatibility.
Note, because the esl flag is turn on for this mod it will not take up one of your limited mod slots.
I use a green mod to give the trees life. To me if the ground has leaves then the trees can't have been dead for 200 years.
2)There is only 4 faces of each child gender built into the game. It is again very immersive breaking too see the same face over and over.
3) The mods are popular. They give me the most endorsements and downloads. When I was modding, I stop working on mods that are not popular and spend extra time on ones that are and think of more ideas in the same area.
Before starting a new playthrough I was checking my mod list in FO4Edit & I noticed that in your mod the Reference field for the first two leveled list entries for LCharWorkshopNPCChild ([xx0071c1] & [xx0071c1]) show as < Error: Could not be resolved >.
(The subsequent 2 LCharWorkshopNPCFemaleChild & 2 LCharWorkshopNPCMaleChild records display normally.)
My install sequence & corresponding load order is:
Child Outfits Vanilla Standalone.esp (overinstalled with Child Outfits no AE from your mod)
DiverseChildren.esp (no settler version, overinstalled with new body texture, younger looking faces & revised hairstyles from Diverse Children)
Orphans.esp (overinstalled with Fix for Hair27 from Orphans)
MergedChildModsWithExtras.esp (esl flagged version)
So far, it does not seem to be causing an issue in gameplay but I thought I'd best check in case it could affect stability further down the road.
I may have older versions of the supported mods. I don't have time to check this out (thus the late reply).
As I overinstall DiverseChildren with Orphans & that latter mod then provides the child settlers I have always used the 'no settlers' version of DiverseChildren. From your reply (& the Description - teach me to read it more carefully!) it is clear you expect the 'main' version of DiverseChildren which also provides child settlers itself. As soon as I installed that version, the missing references were resolved - sorted!
Once again, thanks for the mod & for your help.
I believe only the "Full Name"s are deleted.
I suspect I should keep this mod AFTER, Scrap Everything am I right?
Having guards in my workshop npc list is important for my play through. With another Mod I have changed the guards to have light armor pieces. For weapons they have shotguns and rifles. My normal workshop NPCs have farming attire or "city" clothes and pipe weapons. The guard AI is left as aggressive while the other NPCs are set to cowardly. With Sim Settlements I assign the NPCs that join my settlement wearing armor to guard posts and the others to farming or shops depending on what they are wearing. When settlement is attacked the guards go after things and the shop owners hide unless pressed.