******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
Can't do that as DLC and user added weapons may never be used as they are added at the end of the list.
(2) Best weapon is defined in the priority order of FormList SKK_WAMWeaponListUpgrade which can be editied before a game starts, but not once a game is running as SKK_WAMWeaponListUser and DLC weapons are automatically added to the end list which will be lost.
Ah, I already forgot about that, sorry. Instead of asking you why you didn't do it differently, I should have looked for the reason why you did it. Ain't no low hanging fruit left in SKK mods are there :)
I have spent many many hours trying to optimise the pick best evaluations. Unfortunatly performance (match early/exit) and flexibility (add new elements) totally conflict.
Both Combat Settlers and this mod have a slow but flexible pick best weapon function as its only one element. Armor simply takes too long to evaluate up to 5 elements per actor.
Maybe the list could be sorted by GetGoldValue once, after the DLC weapons have been added? I don't know how well that value correlates with the actual desirability of weapons though.
Something I want to try: every now and then, one settler looks at one random weapon in the workshop, and compares the value it with what they currently have (of the actual items including mods, if that is possible, not the base type). Maybe even split up between melee, ranged and grenade (so they'd try to get the best available in each category).
It would take ages for everybody to get the best weapon (and then would keep re-checking), so not exactly efficient by any stretch of the imagination, but that way I wouldn't have to think about how to order things, which is my main impetus. It might even be worth it to look at the item values, should they be out of wack, and balance them to improve trading as well as settler weapon selection at the same time.
Wont work as the DLC weapons and User list could be added at ANY game load ... sometimes I add DLC during a game. It may only be me who does that, but I am customer #1 with the philosophy of:
Install this non intrusive dependency free mod at any time in any game.
Well, I was thinking that if they just grabbed and equipped whatever armor parts that I throw for them into workbench or whatever container for that purpose, that would be enough. I can't really see myself going through every settler in every settlement and manually equipping them with better armor and doing it manually for everyone and every time I find some better armor that I could give them, because that would be a game in the game and a very boring one.
i don't get why you're whining on this mod page about a game mechanic? have you spoken to bethesda about this obvious oversight they put into their game?
the options available to you are
1. dress them up 2. don't dress them up 3. write your own mod to dress them up
@1ae0bfb8, I know the design of this forum may make it difficult to recognize who are we talking to, but I have nothing to say to you, my reply was for SKK50, thanks for understanding.
forums are funny things - you post stuff, everyone can see it, and are free to comment. as long as the comments are in TOS, and not trying to piss off a mod author you're good.
Look SKK50, we all know base game has limitations, there's no point whining about that and so I wasn't doing that either. One of many reasons these mods exist is to remedy such limitations and all I wanted was to know if there's already a remedy for this particular problem. I was not interested in sarcastic remarks dubbed "correct summary" from people I didn't even talk to. I already have your answer, and I see you have no interest in pursuing the solution for this problem, so I'll simply ask elsewhere. Thanks for your time and have a nice day.
i wasn't being sarcastic when i listed your options. it was an honest post to help you along. i hope you find a good dress up the settlers mod and it makes your game even better.
Hu, it's possible If the settler has a baseball bat and and pistol to upgrade the two instead of upgrading one and returning the other? This is because if we change the global combat style to use melee weapon on close combat for settlers. Or an option to upgrade just the ranged weapon and not touch melee weapon.
Also you can add a combat style holotape that very good idea
Hello and thanks for this great mod I have a suggestion You could add to the menu the ability to tp all the settlers towards you. (I missed some settlers)
Hello SKK, when i'm using "open all actor inventories", it's opening 1 inventory of Dogmeat and then 8 inventories of settlers, even if i have 12, 15 or 17 settlers !?
Then the game API GetWorkshopResourceObjects(pWorkshopRatingPopulation) is not finding the other settlers assigned to that workshop, and here is probably why. Talk to Bethesda about their game design issue.
Thanks for clarification... And if I talked to Bethesda about their work, they would laugh at me, because they already have my money... And I would still be angry ...
"Open all workshop actor and follower inventories"
It's a good possibility to change weapons etc. But for example I have 50 rocket launcher, and I want to change citizen weapon to rocket launcher on (for example) five settlements. Many interactive click needed (and scroll). But true, without your mod this is more harder.
Do you have any idea handle this situation easily? Agan I want to replace all weapons at once in a settlement?
needs more boobs to be honest. who cares about functionally competent code that interfaces seamlessly into the game engine these days? more boobs. oh and something to please the racists....can't forget those guys at this time of year.
Unfortunately all breast and mammary related assets are already in use.
I was planning to release an HD retexture of this menu aid item as a standalone mod, but maybe that could be v002 ... or just add a bow to make it seasonal ?
In all seriousness, I played around with this yesterday, and it was remarkable to find just how much stuff gets pilfered by those lazy good for nothing settlers! This is a great mod, gives you insight into something that's going on as plain as day, Okay, here's a challenge - you know when you go into Covenant and you pick up as much as a spanner the whole place goes nuts and turns on you? Can you offer an option (make it very obscure), whereby the second someone nicks something from a container the whole place goes insane and slaughter's them? Just to see a whole settlement implode on itself? Please?
It would be no problem to criminalize theft to boot from workshop, make mortal and turn hostile. Like 10 minutes work to add the menu option and function.
The issue is handling quest/essential/companion cases to avoid trashing games. Most of my hostile workshops mod is exception case handling, that takes many many hours to test through the cases and consequences.
You're already ahead of me. I'd only make Preston and Nick and of course Codsworth, dear, faithful, optimistic Codsworth immune to my harsh wasteland justice, the rest of the named/flagged NPC's could go down in a hail of bullets. Oh the mirth as Piper gets offed by a turret for nicking a 10mm pistol.... Make it so, please make it so, for Christmas. What's Christmas without a massacre?
I will give consideration to a ROUGH JUSTICE FOR THEFT option.
Another issue that comes up with synth spies when they are outed: as soon as the actor is made hostile they are instantly killed to death by the other settlers and turrets so the player may not even notice anything happend until they happen to trip over the corpse. Hmmm.
Yeah, I have never actually seen the synth infiltrator taken down "live" as it can be said. I've tripped over the body after an attack, but missed them being gunned down in the mayhem.
I'm always sad to see that one of the "flock" was a spy, but now I know that not only are they a spy, but they figuratively bite the hand that feeds them by helping themselves to my guns, I want commonwealth justice!
I just wonder, for science, if you had a pretty robust settlement, say 20-25 settlers and "Commonwealth Justice" is flipped on, how long it would take for them to massacre each other?
I am thinking that I may be able to turn the castle into a sealed deathmatch arena, put some guns in the workbench and spawn in some deathclaws, and see the madness unfold.
Lools, I... like that ( because I don't like piper anyway, and would take her along just to have that happen ) x ) I use a suit case on the floor in the main house and fill it with ammo n weapons I don't ever use for them, and if I've scrapped anyone I usually take anything remotely good and use my portable storage, to keep out of their hands, but this mod is really handy to have like that..
66 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
(2) Best weapon is defined in the priority order of FormList SKK_WAMWeaponListUpgrade which can be editied before a game starts, but not once a game is running as SKK_WAMWeaponListUser and DLC weapons are automatically added to the end list which will be lost.
Both Combat Settlers and this mod have a slow but flexible pick best weapon function as its only one element. Armor simply takes too long to evaluate up to 5 elements per actor.
Something I want to try: every now and then, one settler looks at one random weapon in the workshop, and compares the value it with what they currently have (of the actual items including mods, if that is possible, not the base type). Maybe even split up between melee, ranged and grenade (so they'd try to get the best available in each category).
It would take ages for everybody to get the best weapon (and then would keep re-checking), so not exactly efficient by any stretch of the imagination, but that way I wouldn't have to think about how to order things, which is my main impetus. It might even be worth it to look at the item values, should they be out of wack, and balance them to improve trading as well as settler weapon selection at the same time.
Install this non intrusive dependency free mod at any time in any game.
Since base game settlers are protected/unkillable armor really doesnt matter.
the options available to you are
1. dress them up
2. don't dress them up
3. write your own mod to dress them up
Also you can add a combat style holotape that very good idea
I have a suggestion
You could add to the menu the ability to tp all the settlers towards you.
(I missed some settlers)
when i'm using "open all actor inventories", it's opening 1 inventory of Dogmeat and then 8 inventories of settlers, even if i have 12, 15 or 17 settlers !?
And if I talked to Bethesda about their work, they would laugh at me, because they already have my money...
And I would still be angry ...
Well, can you?!?
;)
But a have a problem.
"Open all workshop actor and follower inventories"
It's a good possibility to change weapons etc. But for example I have 50 rocket launcher, and I want to change citizen weapon to rocket launcher on (for example) five settlements. Many interactive click needed (and scroll). But true, without your mod this is more harder.
Do you have any idea handle this situation easily? Agan I want to replace all weapons at once in a settlement?
I wrote only, 10-20-30 (depend on citizen count) window needed (* city count) with your mod, if I want replace weapon for all citizens.
I suggest the simple way for this, for example if needed one (1) window of this.
Thanks anyway for your many great mods!
who cares about functionally competent code that interfaces seamlessly into the game engine these days? more boobs. oh and something to please the racists....can't forget those guys at this time of year.
I was planning to release an HD retexture of this menu aid item as a standalone mod, but maybe that could be v002 ... or just add a bow to make it seasonal ?
In all seriousness, I played around with this yesterday, and it was remarkable to find just how much stuff gets pilfered by those lazy good for nothing settlers! This is a great mod, gives you insight into something that's going on as plain as day,
Okay, here's a challenge - you know when you go into Covenant and you pick up as much as a spanner the whole place goes nuts and turns on you? Can you offer an option (make it very obscure), whereby the second someone nicks something from a container the whole place goes insane and slaughter's them?
Just to see a whole settlement implode on itself?
Please?
The issue is handling quest/essential/companion cases to avoid trashing games. Most of my hostile workshops mod is exception case handling, that takes many many hours to test through the cases and consequences.
I'd only make Preston and Nick and of course Codsworth, dear, faithful, optimistic Codsworth immune to my harsh wasteland justice, the rest of the named/flagged NPC's could go down in a hail of bullets. Oh the mirth as Piper gets offed by a turret for nicking a 10mm pistol....
Make it so, please make it so, for Christmas. What's Christmas without a massacre?
Another issue that comes up with synth spies when they are outed: as soon as the actor is made hostile they are instantly killed to death by the other settlers and turrets so the player may not even notice anything happend until they happen to trip over the corpse. Hmmm.
I'm always sad to see that one of the "flock" was a spy, but now I know that not only are they a spy, but they figuratively bite the hand that feeds them by helping themselves to my guns, I want commonwealth justice!
I just wonder, for science, if you had a pretty robust settlement, say 20-25 settlers and "Commonwealth Justice" is flipped on, how long it would take for them to massacre each other?
I am thinking that I may be able to turn the castle into a sealed deathmatch arena, put some guns in the workbench and spawn in some deathclaws, and see the madness unfold.
Lools, I... like that ( because I don't like piper anyway, and would take her along just to have that happen ) x )
I use a suit case on the floor in the main house and fill it with ammo n weapons I don't ever use for them, and if I've scrapped anyone I usually take anything remotely good and use my portable storage, to keep out of their hands, but this mod is really handy to have like that..
(will not incldue quest target, unique or a companion actors).