Fallout 4

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mooglechick fka friendlyyan

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mooglechick

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31 comments

  1. LynBreonna666
    LynBreonna666
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    Really amazing work. This could not have been done better. I appreciate you!
  2. dalieterncola
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    not sure why but doesn't work in f4vr for some reason or at least not for me.
  3. streetyson
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    Just wanted to let others know the description of the location of Dr Malden being "in a house behind the Malden Centre" is a bit misleading as the only map location there using the Malden name is the station and he's not behind that. He's in that area, but here's another clue:
    Spoiler:  
    Show

    Look for an ice cream parlour sign...

    And if that's too vague, here's a very precise answer and directions:
    Spoiler:  
    Show

    Stand outside the Malden station and face its entrance, turn left, see those buildings? You can't see him from here but he's neatly tucked around the back of them, in an open garage of what forms the rear ground floor of the blue-painted clapperboard house with the ice cream parlour sign.

    Btw folks, I'm not playing survival mode - any regular non-survival player should find this mod useful too, especially in the early portions of the game. Thanks again mooglechick for a very neat little mod. Endorsed.
  4. regretyl
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    There's an issue with buying and selling to the doctors due to a missing record.  The first time the doctor spawns they only have very small number of caps when they should be spawning with roughly 225. This likely means that every time the vendor re-spawns their caps total will again be reduced to a small amount.  I was able to fix this in my game by adding LLC_Caps_Vendor_V81_Med [LVLI:001338EB]into the Container record by using FO4Edit (Xedit).  This is done by right clicking under Items (sorted) on the "Item" line, click add and edit the Null Value to what is in the code box above.  Then change the "count" to 1
    The item area would look like this once you are done:
    VL_Vendor_Chems
    VL_Vendor_Doctor
    LLC_Caps_Vendor_V81

    I have a patch in the testing phase for both the esl and esp versions.

    Updated post with a more accurate representation of the issue. 

    Just wanted to say thanks again to mooglechick for giving me permission to upload the patch.
    1. AstroGazer
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      Nice. Thanks for the info.
    2. streetyson
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      EDITED COMMENT 19/4/22: Er, no, this seems incorrect. I just tried version 1 of this mod (esl), and at least on Dr Concord I was able to buy a stimpak from her and the money was taken from my amount and added to hers. I then tried another purchase and fine again. I didn't try selling anything but Doctors seldom carry much money anyway.
    3. regretyl
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      That is strange.  I have been using the esl version also, and the doctor in concord only spawned with 2 caps on a new game when I tested it.  Kind of like when you see a settler spawn with a very small number of caps.  But when I applied my patch and made a new game, it fixed it to have a normal amount of caps for a vendor.  I just tested the esp version and found the exact same issue, the doctor had 4 caps, I sold a "Cram" worth 10 caps, and only received 4 caps for it, and her caps count is 0.  I'm about to create the same patch for the esp version and test again.  I asked someone else to test it as they just started using the mod, but they are using some other mod that gives merchants tons of caps so the doctor has over 10k.  Are you by any chance using some other mod that changes merchants, or do you have that perk Cap Collector rank 3 that adds 500 caps to merchants?

      Edit: I think the issue is that you bought a stimpak, giving her that many caps and then were able to buy and sell based on the number of caps you already spent.  But the question is, how many caps did she start with?  Because all the vendors should spawn with a set number of caps, I think something over 200 to begin with.  Also in my original post I realize I didn't explain the issue well enough, so hopefully I've made it more clear in this one.

      I received permission to post a patch for this issue so I'm trying to test my patches now.  I'm not sure why you are not seeing it occur in your game. 
    4. streetyson
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      But if she only had 4 caps, why would you expect a different result?? No, I don't use any vendor tweaking mods - she had 6 caps when I just rechecked. I really don't see your problem, other than your preference for doctors start with more money? Ok, if you like, but they aren't really supposed to be proper merchants - other than caravan guy. You get treatment or a few supplies - that then gives them some caps for you to trade a few things with and get some of your caps back if you're a bit skint...

      I see you uploaded your patch for those who fancy it, but you're completely wrong to call it a fix. Your patch is a buff, not a fix - there's nothing wrong with a doctor not carrying much cash, and thus nothing wrong with this mod as such, as it stands.
    5. regretyl
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      I've never seen a vanilla vendor or DLC vendor that did not have the base pool of caps, which xEdit is telling me it's 200.  The list I added also allows speech checks for bartering, so without it caps collector doesn't come into play.  I'd be curious if Caps Collector 3 would work correctly without it.  To me it's an issue, to you it's not.  That's fine, you don't have to use the patch.

      Lore wise, how can the doctors accrue all the supplies they have without some caps?  I really don't understand your problem with this, but I don't really need to.  This is quibbling over whether I think it's a bug and you don't.  :)
  5. yarrmateys
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    could you generate facegen data exports for the npcs? when an npc is missing these the game has to generate them on the fly, and with enough npcs that do it any time the player looks in their general direction and they're loaded it begins to stutter as it has to calculate and morph their faces on the fly. you'll probably have to remove the "is chargen face preset" flag from them though, it's for the player only as it disables the system even if there are faces generated for them.
    1. friendlyyan
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      I definitely can. Thanks for the info, I had no idea it caused stuttering!

      EDIT: File is up!
    2. streetyson
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      That's because it doesn't. This is a red herring especially for just one NPC. True, if you pre-facegen the crap out of all your NPCs then crowded areas (which'll give you occasional stutters anyway) won't give you as much of an occasional stutter, and maybe give you a whopping single 1 FPS improvement. But your data folder and load times bloat, offsetting some/all that gain. I suppose, for folks using HD textures and extra spawns in a heavily modded game there's some slight benefit to the trade-off, but for anyone else the gain isn't worth the bloat.
  6. AstroGazer
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    Just pointing out that the Main ESL file should be moved to optional ESL since, as stated, since only the ESP download contains all the files (main, Textures-ba2)
    1. streetyson
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      Actually, I'm not sure you're right - if you read down the comments you'll see the author added an optional facegen esp version on 24th Aug. From that I'd take it to mean the esl version (dated 23rd Aug) is the original non-facegen version and was thus not updated to use the added archive you've mentioned. And that's good - as I'd just prefer the original esl, and it seems so do most downloaders. However, as it's a pure esl (rather than an esl-flagged esp) it would load before any location mods using esp, so you'd have to use the esp version of this mod for the sake of compatibility - i.e. in attempting to add in these doctors after those mods. Regards.
      UPDATE 19/4/22 - Just checked and I am right. The esl does not require the archives.
  7. kit7777
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    Dr Concord, Dr Goodneighbor really?
    1. friendlyyan
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      If you don't like the names, you can always try using console commands or a renaming mod. This mod isn't meant to be super in-depth or anything; it was just a quick mod made for convenience for Survival mode/to expand on my original mod that just added one doctor to Goodneighbor.
    2. streetyson
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      I like the names just fine, thanks - unless you do something funky (eg, Dr Feelgood, Dr Hook, Dr Dre, Dr Strangelove, and er, Dr Who...).
  8. Dethlock178
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    Where can I find the concord doctor? I looked around a lot but I can't seem to find her. I use the Horizon survival mod.
    1. regretyl
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      Dr. Concord should be in the very first house that you can walk into right next to the Red Rocket (the house with the gourds growing behind it and the safe on the second floor).  If she isn't there, then you may have something overwriting this mod's Worldspace edit.

      Alternatively, something may have chased her out of the house.  If you have the mod that adds more raiders, 1 can spawn above her that she starts fighting.
    2. Dethlock178
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      Yeah, she doesn't appear there. I don't know what would cause this issue, could it be Horizon? Nothing shows up as a mod conflict in Vortex.
    3. regretyl
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      You could try checking your load order and see if you can load this mod after horizon if it's not already like that.  In other words make it a higher "priority" than horizon.
  9. LynBreonna666
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    Omg thank you so much for this. I actually like the names. They kinda make sense to me. It now feels like a custom for Doctors to call themselves according to the area they look for patients. Awesome stuff. You really filled an important and overlooked void here. I appreciate you, thank you.
  10. Krisn18
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    I have a quick question. Does this mod make any modifications aside from adding the doctors? For some reason, it seems to conflict with the redone textures in Fixed Hotel Rexford. I tried changing around which loaded first and it did not seem to fix it. Just a little confused on why they would conflict. It basically made the vanilla and new textures load so it was clipping back and forth. Any advice for getting them to work together?