Fallout 4

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Dongeroman

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Dongeroman

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37 comments

  1. rinkasheme
    rinkasheme
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    vault tec rep stuck in downed how to fix him?
  2. streetyson
    streetyson
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    Forgive me if I'm wrong but I don't think Roger Warwick should be on this list as one scenario requires him killed. Also, iirc some NPCs (eg, iirc, Stockton) can be essential until a certain quest/stage is done and then the game changes them to non-essential, so your flags mightn't stick.
  3. Toby55DeadMaster
    Toby55DeadMaster
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    Hello there! I got a small question, does this revive the npc's that mades essential? or I have to start a new game for them to be alive and protected?
    Thanks in advance and sorry to bother you.
    1. streetyson
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      Will dead NPCs come back to life if changed to essential? No. You'd have to find them and use console commands to bring them back to life. If you can't find them you'd have to research their Ref ID and try something like "moveto player" and then (iirc) "resurrect". However, it can be very awkward because of game scripts. There's a steam thread on it here but make sure you read all of it. There was, iirc, a resurrection mod called Lazarus(?), but it's not here now - my guess is it didn't work properly. However, even if you can do it you won't turn back time. For example, in FO3 I once brought back Sheriff Lucas Simms after he got killed but everyone still talked as if he was dead.
  4. StefanCP
    StefanCP
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    Notes:
    1. This mod also turns some NPC faces into face presets.
    2. It changes other flags non related to Essential, like Auto-calc stats, but not only.
    3. Some NPCs are both essential and protected.
    4. Some UFO4p records are ignored.

    Cheers.
    1. Aum1994
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      It's a good or bad income?
    2. StefanCP
      StefanCP
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      It's bad. I have made my own NPC moddifier based on my mod list, so I can only alter the essential field. 
    3. TheRedFear
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      So...this will mess their faces up? I'm not sure I understand . Would I be better off using a different mod to protect unique NPCs? 
    4. StefanCP
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      It won't mess up the faces. I don't know what secondary effects might have, I made my own protected NPC mod so I can do it clean, and also forward the records for UFO4P and other mods I use.
    5. chimpoforevah
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      StefanCP is 100% correct. It's an easy fix with xEdit. You pretty much have to go through every NPC listed in this mod and fix 'em up. There are a few other odd edits as well. All fixable. It's worth it as this is the most comprehensive of the "protected" mods out there.

      Good lookin' out, Stefan.
    6. StefanCP
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      Cheers mate
    7. to4oo4
      to4oo4
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      Can you release a version of this mod with all of the issues fixed? The mod maker says you can do that in the permissions.
    8. to4oo4
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      Can you release a version of this mod with all of the issues fixed? The mod maker says you can do that in the permissions.
      Edit: Sorry for the doublepost. I clicked twice by accident.
    9. Ojref
      Ojref
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      Of course they wont
  5. to4oo4
    to4oo4
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    Any possibility of adding Far Harbor and Nuka-World support?
  6. Killerelite597
    Killerelite597
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    I know Clem in Vault 88 is a quest related character. However he isn't marked as essential after all is said and done and can die. Is there anyway you could make him essential. I don't see any mods that protect Clem. Thank you.
    1. Venrexx
      Venrexx
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      The Wiki states that he is in fact essential, and in my experience, I have seen him downed, but never killed. It's possible that if yours is dying, you have a mod that is modifying this.

      "This character is essential. Essential characters cannot be killed. " under Interactions overview listed here: https://fallout.fandom.com/wiki/Clem
  7. donatzbb
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    Like it, but please don't put version number in esp filename
    1. Dongeroman
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      I'd like to know the disadvantage of doing so. The file is ESL flagged I just put version numbers to keep track of what file I'm using .
    2. amd64gamer
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      Usually if you update a mod with the same mod that has a slightly different name, F04 thinks you have replaced it with a different mod even when you haven't. Those changes get baked into a save, and we all know what happens to saves that the game thinks a mod has been "removed" over time.

      Most modders use the version number in the .zip or .rar files to keep track of mod revisions. Whenever I install mods that have version numbers in the file name, I just rename the files, and give files of subsequent updates the same name to avoid any potential problems.

      I had to do that with the cVc Dead Wasteland mod, because had I used the recently updated version that doesn't have the same naming convention as previous versions, I would have to go through all of the settlements I created with Transfer Settlements and rebuilt them with all the cVc items that would NOT be there because the name change of the mod.
    3. Dongeroman
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      That's food for thought I could do that. I usually just delete the mod and replace it and load the game with the new mod then save but I can see why that can become an issue.
    4. VasMere
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      In response to post #80952638. #80955673, #80956453, #80957263 are all replies on the same post.


      Spoiler:  
      Show

      donatzbb wrote: Like it, but please don't put version number in esp filename

      Dongeroman wrote: I'd like to know the disadvantage of doing so. The file is ESL flagged I just put version numbers to keep track of what file I'm using .

      amd64gamer wrote: Usually if you update a mod with the same mod that has a slightly different name, F04 thinks you have replaced it with a different mod even when you haven't. Those changes get baked into a save, and we all know what happens to saves that the game thinks a mod has been "removed" over time.

      Most modders use the version number in the .zip or .rar files to keep track of mod revisions. Whenever I install mods that have version numbers in the file name, I just rename the files, and give files of subsequent updates the same name to avoid any potential problems.

      I had to do that with the cVc Dead Wasteland mod, because had I used the recently updated version that doesn't have the same naming convention as previous versions, I would have to go through all of the settlements I created with Transfer Settlements and rebuilt them with all the cVc items that would NOT be there because the name change of the mod.

      Dongeroman wrote: That's food for thought I could do that. I usually just delete the mod and replace it and load the game with the new mod then save but I can see why that can become an issue.


      this info jus about saving ur late game and to add to what was said, hope it helps
      Spoiler:  
      Show

      yeah this is bad even adding a non lvl list craftable something to the game. there is (ppl will argue this but 2011 engine for skyrim was the beginning of this and i wish the kit had a 1 time popup warning) zero or no such thing as a "clean save" arthmoor unofficial patch team go into better detail and worth a read, i myself use to create content for FO3 NV ES3 4 and thought as long as script or spawn lists etc did not lap over i was ok.. basically things loading are seen by load order especially esm or esl as part of the main (i am jus simplifying this) and baked into the save and kinda in stone after character creation but maybe when u click new game but a lot of things change code wise when character finalized. being baked even if a small error still logs every time on load and depending on the mod i guess lack of wording each ping while playing. i too would and have tried the "clean save" actively with the smallest of mods and took forever for an issue unrelated (so i thought) crop late in a roleplay.. man that sucked, after i "knew better" hope this dont come off like im ..well anything, jus lookin out for everybody same time i am actually reinstalling typing this even though i know, self reminding lol(and i could jus remove the 1.1 from assets n esp b/c lookin at this mod i like the as advertised on tin compared to things a few others do more, i prefer to jus use this mod) btw if u do ever try this flagged as esl.. i found an issue with similar mods doing this or similar things.. it could be over written easily by other mods that buff or patches. not the entire mod mind u jus scripted npc for quest and the flag would act vanilla and go off even with the mod active. i have not tested this mod for this issue but jus mentioning b/c easy to flag 3 4 hun mods list counting textures etc tryin keep away from that 255 cap. if the author knows or anyone plz msg or tag it here if thats ok with author. this wall tried get it to spoiler for space and its not taking atm ?? apologies for the spread.. last appreciate the work and how u reply to ppl y i wrote this, breath of fresh air

  8. photospec
    photospec
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    There is a mod that allows you to send Billy (kid in a fridge) and his family to one of your settlements. Would there be any benefit to including them in this mod? Thanks!
    1. Dongeroman
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      I could look into it. I think by default they are protected but I can look at the game files and see if I can change their classification. Should be simple.
  9. captgaussgunner
    captgaussgunner
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    I already have Named NPC Protect with UFO Patch installed. Could you please tell me if this mod covers more NPCs? And if so, can i possibly safely and easily uninstall that mod and then replace it with this one?
    Thanks in advance.
    1. Dongeroman
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      You could use both mods together. That mod just sets them as protected which means you can still kill them. Essential flag makes an NPC unkillable to all NPCs including the player. I don't see why you couldn't use both files together. However you're going to have to open up the files in FO4edit and see where the conflicts are .

      If you want have that file before mine and have mine after loaded so my essential flag takes priority. This mod wont cover as many NPCs I think but you'll have to open it in FO4Edit to double check because I don't use that mod, I just glanced at it real quick and it seems the mod author makes every named NPC protected. My mod focuses more on good guy NPCs and not bad guys. I also don't touch the DLC areas like that mod does.

      Also certain characters you shouldn't make essential because of quest reasons. For example the Mayor of Diamond CIty, but I wont spoil that for people who haven't gotten to that quest yet.
    2. captgaussgunner
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      Aah, i didn't even realise the mods make different NPC alterations. I actually mainly wanted a mod that protects good guys like the Level 4 merchants that you can acquire, and the bloke who sells the dogs, etc. So that sounds more like your mod than the one i've been already using. I'm fairly new to modding, so i'll have to look into FO4Edit before i start using it to alter anything etc. Cheers for the very prompt and detailed reply, chap. Very much appreciated!
    3. Dongeroman
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      Well my mod does just that for the level 4 merchants. Protected and essential are honestly very close to each other difference like I said is protected means NPCs cannot kill that character. Essential means no one can kill that character (that includes you)
  10. Aerolethe
    Aerolethe
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    YES! if this can keep the cats alive (and that lady in the Slog who keeps dying before I get there) then this is a perfect mod. My heart broke on the PS4 when Maisie the cat got hit by a supermutant. :(

    It's too late for the Minutemen on my playthough when I retook the Castle, but thanks for including them.
    1. Dongeroman
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      Yeah I do hate it when NPCs die like that .The worst thing is when I'm bartering with an NPC and I accidentally shoot them in the face because the interface doesn't pop up fast enough. I'm like damn I accidentally killed this NPC again and I have to reload.