So, if I'm understanding this correctly, this mod does not make any NPC protected that are not already protected in vanilla. Instead, what this mod does is make sure that protected NPCs never lose their protection status, if they have it (whether in vanilla or by mod)?
I ask because I tested this mod by spawning Super Mutant Suiciders in Diamond City, and several unique citizens still died, which I was not expecting. If I want that to not happen, I have to pair this with another mod that adds protection status to NPCs, right?
I'd like to use your mod, but I would not like to lose fixes and changes made by the Unofficial Fallout 4 Patch. This mod overwrites 16 scripts from UFO4P.
You say in the description that "Mod is in loose files. So let your mod manager tells you." but all mod managers tell is that there are conflicts and what mods do have them in which files, but they can't help figure out which to load first. If I load this first, I will lose a lot of it's functionalty, if I load UFO4P first, i will lose some of it's fixes.
Does your mod have all things from the conflicting UFO4P scripts merged into it? If not, would you please make a version that have those?
We understand you may have trouble explaining in writing, but if your mod overwrites the UFO4P unofficial patch, that really needs to be explained: what is the desired effect?
Without knowing, this mod can not be used confidently.
Does this prevent the Vault Tech Rep from dying, such a dang stupid dude keeps dying when I recruit him, he gets killed on his way and I hate having to stalk him to Sanctuary
You can include the Settlers of the Commonwealth Mod NPCs names, (Atomic Radio and Tales from the Commonwealth) in your Mod please? If they are not already included of course!
65 comments
I ask because I tested this mod by spawning Super Mutant Suiciders in Diamond City, and several unique citizens still died, which I was not expecting. If I want that to not happen, I have to pair this with another mod that adds protection status to NPCs, right?
This mod overwrites 16 scripts from UFO4P.
You say in the description that "Mod is in loose files. So let your mod manager tells you." but all mod managers tell is that there are conflicts and what mods do have them in which files, but they can't help figure out which to load first.
If I load this first, I will lose a lot of it's functionalty, if I load UFO4P first, i will lose some of it's fixes.
Does your mod have all things from the conflicting UFO4P scripts merged into it?
If not, would you please make a version that have those?
Ty!
We understand you may have trouble explaining in writing, but if your mod overwrites the UFO4P unofficial patch, that really needs to be explained: what is the desired effect?
Without knowing, this mod can not be used confidently.
Or better yet, make UFO4P a required file.
Also, safe to uninstall mid playthrough?