Fallout 4

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  1. SKKmods
    SKKmods
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
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  2. Bridges85
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    Kind of in the same vein as Triggermen but have you ever considered Brotherhood settlers? They have a bunch of unique voice sets and it'd be nice to have the odd Initiate defending a barricade or tinkering with robots rather than just a settler you slap a flight suit on.
    1. SKKmods
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      Yes, but their dialog in settlements is a bit rubbish and something I really want to hear.
  3. legofreak96
    legofreak96
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    I've never understood why Bethesda never programmed a feature like this to begin with.  Aside from spicing things up with Gen 3 Synths or regular Ghouls, it gets boring seeing more and more Humans running about the Commonwealth.  Why can't there be more Super Mutants who've left their brothers like Strong and Erickson have?  Or why didn't some technology inclined person reprogram a captured Synth to serve them? 

    Either way, another underrated mod on your part and superb addition to one of my favorite parts of Fallout 4.  That being the Settlement system.
  4. Ringl3t
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    "You're a f*ing thief"
    1. SKKmods
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      Thats payback for 5 years of workshop robbery. And now there is this ...
  5. ledzepiv
    ledzepiv
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    Hello. Any chance you could add Protectron variants like fire brigadier, medic, etc?
    1. SKKmods
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      Hi that is unfortunatley impractical due to menu limitations and such.
  6. ImmortalAbsol
    ImmortalAbsol
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    Could you do a version where the Protectrons are Automatron actors we can modify at the workbench?
    1. SKKmods
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      Possibly, if it can be done without making that DLC a master dependency.
    2. ImmortalAbsol
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      I think it would have to be an extra race then, that you don't activate without the DLC installed.
      I could be wrong.
    3. SKKmods
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      The are a significant number of SKK mods that work with DLC content using GetFormFromFile, which is how this solution gets DLC04Raiders. Have a read about it.
    4. ImmortalAbsol
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      I imagined it was possible, I was told in the past that the issue with turning vanilla bots into Automatrons is that they are a unique actor so it might need to be Protectron- Base and Protectron- Automatron.

      But you will know infinitely more than me.
    5. ImmortalAbsol
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      Was it not possible?
    6. SKKmods
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      Workbench modifiable robots doesn't solve a game problem I have as I dont use DLC01 so not looked into it.
    7. ImmortalAbsol
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      Guess I took your "Possibly" too optimistically, no worries.
  7. elzee
    elzee
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    The feral ghoul in your video never moved. Is there any problem?
    1. SKKmods
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      What problem is that ?
  8. Carravaggio
    Carravaggio
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    The SKK suite of mods are the most indispensable series of mods for FO4. Clean, efficient, modular and they always do what they say they will. 
  9. Soultex
    Soultex
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    Might I suggest adding Deathclaws and/or Zetans?
    1. SKKmods
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      Aliens are doable, but deathclaws do not really make sensible multiracial settlers.

      Cows shouldn't really be in, but people get soooo excited about their crap for jet and ammo.
    2. mavmanzero
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      I second on the Aliens please.
  10. digitalinsite
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    Hey sorta off topic but an idea for another mod based on this that could be epic. Would it be possible to make a hostile workshop and populate it with enemies of your choice? My goal would be to set up basically enemy outposts across the commonwealth. E.g.. supermutants take over concord or raiders take over the plane crash? Maybe set it up that you can build the enemy outpost and then you have 1 hour to clear out before enemies start arriving... Could even have epic strong holds with an OP behemoth boss or a nasty pet deathclaw. Sorta going for the far cry and mad max style outposts idea...

    Anyway feel free to run with it if you like the idea. Thanks again for your mods. They better hire you for Fallout 5
    1. SKKmods
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      Published 2 minutes ago: Hostile Workshops https://www.nexusmods.com/fallout4/mods/47317
    2. digitalinsite
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      Ha ha that's great. I just saw you did that. Bro, that is some super fast coding. I only asked less than 10 mins ago. You've gotta be a gen3 synth!

      Thanks again, love your work. Will dive in tomorrow to try your new masterpiece while shedding tears over the many dead (and also backstabbing betraying) settlers that will need to be dealt with :)
  11. Finzser99
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    Will you be willing to add different variants of ghouls(like glowing ones), robots(i.e eyebots, assaultron, handy, gutsy, etc ), and synths(Coursers) into your mod as multiracial settlers?

    Also, can add an option to spawn Dogs/Mongrels/Mutant Hounds, and NPCs from factions(Children of Atom ,MM, RR, BOS, INS, Gunners, Forged, Atom Cats)?
    1. SKKmods
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      Not really. Animals are not settlers. Factions are just humans dwessed up in different clothing. This solution is not "spawn any old crap in a workshop".

      Some of the other robots maybe interesting and useful.
    2. digitalinsite
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      Love the mod! I absolutely second that. Some robot diversity would be great like mr. Handy, sentry bot etc. Is it possible to also have ghoul only settlers as an option too? I really like using this to make camps in remote and abandoned areas and setting it up as a ghoul outcast community would be epic.

      Thanks again for another awesome mod