******************************************************************************************** SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com
Love the mod. Why wouldn't you recruit a bunch of cronies to act as cannon fodder when moving through hostile territory? I know I'd do that, given the chance. Works very well with your other mods, especially the combat stalker one. Seeing that notification pop up and my entourage begin to drop one by one is one hell of a kick. Also taking a firing squad to a rebelling settlement just feels so right.
Too bad this doesn't work with automaton. There goes my dream of marching through the wastes with electronical fodder, stacking resistence fields.
Oh well, I guess the looting and pillaging raider horde high on psycho will do.
By "doesn't work with Automatron", I assume you mean with recruiting multiple robots you built? That kind of makes sense, since they'd technically fall into the "potential companion" category. Maybe the trick there would be to settlement hop until you encounter Rust Devils, then recruit their robots out from under them?
I had Dixie as my follower and her misc quest(which she asks the player which settler to kill) triggered in Commonwealth. She started walking to certain direction and although I didn't follow her to the end I think she was going to that quest point. It's not a bug report or anything I just thought it was cool to have her random encounter still running while being player's follower.
Entering power armor is not included as there are too many actors that can not use power armor. It is not possible to detect which actors can or can not use it before your game crashes.
If power armor use is vital to your long life and happiness you should use one of the human oriented multiple follower solutions.
Another god send mod. This is perfect for preserving tri morph uniqueness or just character variety in general. I fell under some circumstances where I didn't want to dismiss my current companions or change any of their meshes, but I also couldn't add anymore followers.. The solution? Grab this baby and just customize every new follower via plugin lol.
I'm a big fan of this and pretty much anything else you've ever done for Fallout 4. Thank you for making my games more enjoyable.
I know there are console commands to change the settings, but I was wondering if there's a console command to activate the recruit action from this?
I'm setting up hotkeys that activate console commands for different fun things for Twitch interaction. Ideally, I'd like to be able to spawn in a creature, select it, and then activate the recruit action all in one command.
Something like this: cgf "Debug.Notification" "Twitch is Spawning a Ghoul!";player.placeAtMe 758AD;plr;recruit npc
Is there a console command I can use that will recruit an npc I spawn in like this, or am I approaching this the wrong way? Regardless thanks for your time!
Hmm, yes that seems to be the case. When using the "Pick Last Reference" command the script gives a "Unfortunately the AI Package is locked" message. Actually it seems typing in the ObjectRefID gives the error message too.
I'll have to see if I can figure out a different way to accomplish this. Thank you for the quick response!
As the script was never designed to be called from the console, only by the perk which applies screening validation conditions, there is no input validation on the actor reference. That is just the first error message in the script flow.
Just wanted to follow up for anyone else trying to auto recruit npcs with the console using this mod. While you can't auto recruit, I found a workaround that provides the next best thing. After spawning in an NPC with console commands if you then use
plr;stopcombat;setav 2bc 0;set SKK_UCFRecruitingEnabled to 1;cqf SKK_UCFQuest "SKK_UCFQuestScript.SwitchRecruiting"
Unlimited Combat Followers kicks in with a one time activation and the NPC will become friendly, making it easier to hit the recruit button.
Best mod ever. Endorsed. I was looking for a way to make the wounded dog a follower whitout using the console but all the mods allowing that make the vanilla companions buggy. This mod only concerns random NPC and it's exacly what I needed. Thanks :)
So if I recruit a Norwegian raider from the Northern Star would he still walk around screaming in Norwegian? I want to get one because I am a hingy dingy Viking man and I wish to travel with my people!
Usually combat. Usually yelling "Who are you, why are you here?" when you approach them. I feel like the game mislabels them as raiders because they seem less "I'mma kill you and steal your stuff" and more "Get away from my boat, I don't know who you are or speak English." I hope your mod works btw, I've tried a lot of mods lately and even Amazing Follower Tweaks doesn't work right. It freezes my game trying to use the pipboy.
you have any mods similar to unlimited companion framework( havent been updated). I just wish there was some way to get the companions to acknowledge that we're in a group together instead still acting like there are only one of them, the SS and Dogmeat etc . Hopefully multiple quests can recognise multiple companions.
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The author has locked this comment topic for the time beingSKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com
SKK solutions are provided as-is for personal use only. No commercial use, monetization, re-use, packaging, re-packaging or distribution of SKK created code/scripts in whole or in part is allowed.
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Too bad this doesn't work with automaton. There goes my dream of marching through the wastes with electronical fodder, stacking resistence fields.
Oh well, I guess the looting and pillaging raider horde high on psycho will do.
Genius mod, all things considered.
Didn't know that it does not recruit automatrons, I don't run that DLC to test.
I had Dixie as my follower and her misc quest(which she asks the player which settler to kill) triggered in Commonwealth.
She started walking to certain direction and although I didn't follow her to the end I think she was going to that quest point.
It's not a bug report or anything I just thought it was cool to have her random encounter still running while being player's follower.
If power armor use is vital to your long life and happiness you should use one of the human oriented multiple follower solutions.
Highlight Followers [ On | Off ]
Thank you once again.
I know there are console commands to change the settings, but I was wondering if there's a console command to activate the recruit action from this?
I'm setting up hotkeys that activate console commands for different fun things for Twitch interaction. Ideally, I'd like to be able to spawn in a creature, select it, and then activate the recruit action all in one command.
Something like this:
cgf "Debug.Notification" "Twitch is Spawning a Ghoul!";player.placeAtMe 758AD;plr;recruit npc
Is there a console command I can use that will recruit an npc I spawn in like this, or am I approaching this the wrong way? Regardless thanks for your time!
[ cqf SKK_UCFQuest "SKK_UCFQuestScript.MakeFollower" ObjectRefID ]
but, I do not believe that a console "plr" can be passed to a script as a TARGET parameter, it only acts as the console command SUBJECT.
I'll have to see if I can figure out a different way to accomplish this. Thank you for the quick response!
plr;stopcombat;setav 2bc 0;set SKK_UCFRecruitingEnabled to 1;cqf SKK_UCFQuest "SKK_UCFQuestScript.SwitchRecruiting"
Unlimited Combat Followers kicks in with a one time activation and the NPC will become friendly, making it easier to hit the recruit button.
Thanks again SKK50 for all the hard work!
I was looking for a way to make the wounded dog a follower whitout using the console but all the mods allowing that make the vanilla companions buggy. This mod only concerns random NPC and it's exacly what I needed. Thanks :)
I hope your mod works btw, I've tried a lot of mods lately and even Amazing Follower Tweaks doesn't work right. It freezes my game trying to use the pipboy.
you have any mods similar to unlimited companion framework( havent been updated). I just wish there was some way to get the companions to acknowledge that we're in a group together instead still acting like there are only one of them, the SS and Dogmeat etc . Hopefully multiple quests can recognise multiple companions.