Disclaimer: I am in no way understand what I'm doing ... So there is one issue with this mod. If you look at the requirements to build any of the mats, you would presume that you are building 2nd lvl store (e.g. you want to build a weapons shop and see that it requires 1000 caps -- same as the vanilla 2nd level store called "Weapons shop")... But while patching this mod in xEdit I noticed that vendorLevel integer is 2 (same as FO4's "Weapons emporium" i.e. 3rd level store, for 2nd lvl store vendorLevel int32 should be 1, basic and cheapest stores don't have this property. see attached screenshot). While properties such as vendorIncome and WorkshopRatingBonusHappiness are set appropriately. Bar mats for some reason don't have vendorLevel at all, so vendors don't have much to offer (game sees them as lvl 1 stores). Patching this mod took me 10 minutes, haven't tested it yet, so expect an update
oh damn, I forgot to update, been busy learning LVLIs... Yeah it all went well, I patched the mod directly though.... If you want I can make and upload a separate patch, should take me 15 minutes, now that I know what to patch.
How can I replace some phrases with my own? I changed the phrases about Abernathy that I was tired of to others through LazyVoice, I also unpacked NPCShopping.esp Voices using B.A.E. and replaced these phrases there with others from the same settlers, each of 10 voices. LazyVoice lets me listen to the successfully replaced lines, but when I log into the game, Jesus Christ, they repeat about Abernathy and Tarbury Pool again for the thousandth time. I spent 12 hours searching for an answer through LazyVoice, Xedit and B.A.E., but found nothing. Therefore, I ask you, great man, to direct me in the right direction, what do I need to do? I don't want to just delete the lines about Abernathy from Xedit, I want them to say what I replaced them with. Thanks. P.S.: I have successfully replaced many phrases with this method and going forward I say that I did not mix up any folders, in this small, tiny matter I still have experience, I am not one of those who forgets to include the plugin in NMM or throws past the DATA folder
NEVERMIND. I delete voices- EN.ba2 and this working!)
No. It's going to be okay. Just unzip the loose files archive to the Data folder and you can delete ba2 voices. And change your lines and phrases in a way that suits you.
does this work with the slocum's joe cc mod and custom mesh stores like the ones from snap n build real estate add on mod? Coz I placed the shopping mats in front of the slocum's joe guy and no settler is shopping. Same thing with the custom bar vendor. Do i need to place store mats well?
Edit: Nevermind I got it to work finally. I uninstalled the mod using instructions from the mod author in the previous comments while being in an indoor cell away from a settlement then reinstalled it and then went back to spectacle island and everything works although sometimes some settlers wouldn't talk and just do the "shopping" anims and walk away coz I guess they don't have the voices needed by this mod
Just a heads up. The little store mats you can assign settlers to become completely unscrappable after a while. Great mod and I intend to keep it though.
Im wondering would this mod work in the Fallout London Mod ? Or is it a settlement based mod meaning does this mod only work in certain settlements in the commonwealth; because I did see something about vault 88 not working properly.
When I use this module, does it mean that I don't need to use the shop in the original workshop, and if a settler can't be assigned both the shop mat and the shop in the original workshop, placing both means that one of them is useless and I have to incur extra costs?
There was a request a few posts below to exclude NPCs, settlements, stores etc. It was for better inter-mod communication (e.g. allow other mods to use a keyword to make the store or the assigned settler excluded) but you can use as well. The function is console callable: CGF "NPSScripts:NPS_HelperScript.SetExcludeORMustHaveKeyword" ExcludeKeyword 2 2 Replace ExcludeKeyword with a Keyword. If an NPC have this Keyword, they won't got shopping. Mods usually define their own keywords that can be used for this feature but you can actually choose from one of the unused vanilla keywords. Here's an example: SettlerRefID.AddKeyword CA_Event_XXX CGF "NPSScripts:NPS_HelperScript.SetExcludeORMustHaveKeyword" CA_Event_XXX 2 2 (CA_Event_XXX is an unused Keyword from base game records. Replace SettlerRefID with the actual RefID of the settler).
I was just about to start pillar glitching some shop counters into the Starlight Drive In counter when I found this mod. The shop mats look like it will serve my purposes even better, and the shopping mats will bring such much-needed life to the settlement. Plus, these mats will work out very well for Covenant as well.
Edit: Tested it out, and it looks good. Got a chef on the mat inside the counter so she's standing at the right spot. I do have a question for anyone though, Is the mat equivalent to a Rank 3 store, or one of the lower ones?
Edit 2: After some more looking myself, looks like the store mats might only be Rank 2 stores, not the fully upgraded Rank 3. Unfortunate, but that will still do.
216 comments
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So there is one issue with this mod.
If you look at the requirements to build any of the mats, you would presume that you are building 2nd lvl store (e.g. you want to build a
weapons shop and see that it requires 1000 caps -- same as the vanilla 2nd level store called "Weapons shop")... But while patching this mod in xEdit I noticed that vendorLevel integer is 2 (same as FO4's "Weapons emporium" i.e. 3rd level store, for 2nd lvl store vendorLevel int32 should be 1, basic and cheapest stores don't have this property. see attached screenshot). While properties such as vendorIncome and WorkshopRatingBonusHappiness are set appropriately.
Bar mats for some reason don't have vendorLevel at all, so vendors don't have much to offer (game sees them as lvl 1 stores).
Patching this mod took me 10 minutes, haven't tested it yet, so expect an update
P.S.: I have successfully replaced many phrases with this method and going forward I say that I did not mix up any folders, in this small, tiny matter I still have experience, I am not one of those who forgets to include the plugin in NMM or throws past the DATA folder
NEVERMIND. I delete voices- EN.ba2 and this working!)
Repeat of Abernathy and tarberry. Is there a solution?
When removing.ba is that effecting in other ways?
Edit:
Nevermind I got it to work finally. I uninstalled the mod using instructions from the mod author in the previous comments while being in an indoor cell away from a settlement then reinstalled it and then went back to spectacle island and everything works although sometimes some settlers wouldn't talk and just do the "shopping" anims and walk away coz I guess they don't have the voices needed by this mod
CGF "NPSScripts:NPS_HelperScript.SetExcludeORMustHaveKeyword" ExcludeKeyword 2 2
Replace ExcludeKeyword with a Keyword. If an NPC have this Keyword, they won't got shopping. Mods usually define their own keywords that can be used for this feature but you can actually choose from one of the unused vanilla keywords. Here's an example:
SettlerRefID.AddKeyword CA_Event_XXX
CGF "NPSScripts:NPS_HelperScript.SetExcludeORMustHaveKeyword" CA_Event_XXX 2 2
(CA_Event_XXX is an unused Keyword from base game records. Replace SettlerRefID with the actual RefID of the settler).
Edit: Tested it out, and it looks good. Got a chef on the mat inside the counter so she's standing at the right spot. I do have a question for anyone though, Is the mat equivalent to a Rank 3 store, or one of the lower ones?
Edit 2: After some more looking myself, looks like the store mats might only be Rank 2 stores, not the fully upgraded Rank 3. Unfortunate, but that will still do.