Yes! I have finals in 9 days (May 10th) and will probably need a day, maybe two, for moving back home from the dorms. And then I will be reworking all of my mods
Hello! I hope (please) that a settler might be spawned and assigned to 'fake' settlements. Mods like Portable Workshop and Conquest have the problem of not really being settlements for settler spawning and supply lines, but I think that the whole thing could easily be achieved with CK with a constructible item (beacon+) that effectively IS the settlement for the purpose of settlers actually arriving on their own OR being assigned to it. Then the settler would just go about their business assigned in the area you spawned them in, etc.
I really love this mod! my only issue is that the synth and mutant settlers don't seem to do anything. I can't really assign them to anything and there's no voice files
Hello, I know it is holiday season, but I have a problem with the mr handy's i can literally assign ONE mr handy to as many crops/guard posts/scavenging stations, literally all three at once, or three of each at once?
So basically he can run an entire settlement? is this normal or fixable??
Hmm... That is odd indeed. Noooot really sure how to go about fixing it but I will try to figure it out. There's an update coming soon (it got delayed because of holidays), if I manage to fix that problem I'll put a note in the change log...
Are the settlers supposed to take up a population slot? I spawned some supermutants at outpost zimonja and assigned them to it in build mode but it shows up as 0 population there.
Thaaaat is odd... they MIGHT just be bugged due to not being human. I will look into that before the update this week, but I have a feeling that's the problem. Orrr maybe I missed a property and didn't realize it! Either way, I'll at least have more info for you when the update comes out.
Edit: Looks like I missed properties in some of them. It'll be all fixed whenever that update comes out this week...
Awesome! Some other issues you may have already noticed (I've only used the spawnable super mutants):
- They don't really move unless told to. I imagine they don't really have animations for like farming or running a store. But that said, they also don't really go near what they're assigned to. When I show up at the settlement, the farmer, guard, and trader can all be found standing in a circle in the middle of the settlement.
- Not a huge issue, but I like using the settler renaming mod (http://www.nexusmods.com/fallout4/mods/2017/?) to keep track of what each of my settlers' jobs is. Unfortunately, if I use it to rename one of the super mutant settlers, it changes all of their names to the same thing. I thought this was odd since they all ended up having unique IDs, but I can't say I'm a modder.
Other than that, I love the mod, and with some future updates, I think it's a great mod that people should definitely use!
I've noticed the same problem with them standing around, and unfortunately have not found a way to fix it yet. I'm hoping it will be an easy fix when the geck comes out, the values that control the workshop-related stuff are all unknown and still show as a bunch of hex arrays. But I may very well need to make my own animations, we'll find out eventually.
As for the renaming, there isn't anything I can do about that other than adding more super mutants, but there's only one super mutant template so I didn't really want to do that. When you rename an NPC you're renaming the base, not the ref. If you were to spawn multiple of one of the vanilla settlers (for example id 113346) and rename just one of them, all of them will rename.
Hey guys, heads up. I will be mostly busy this week but recently I've finished my Child Settler and Lootable Power Armor Frame updates, which means this mod is next! Should have an update sometime this week (now looking like it'll be by the end of this upcoming weekend) to include:
- a new installer so you can select exactly which settlers you want - update to include all the new children from Child Settlers plus anything else added by it - optional for which of the added settlers can spawn from the beacon (e.g. no super mutants spawning but synths, mr handys, and kids do) - gen 2 synths
I feel like there was something else, but I forgot what. So there might be more to it, might not.
87 comments
cant wait to see this mod come into my game
it'll go perfectly with the supermutantclothes
ill totally having 2 beefy looking "triggermutants" standing outside my house
(similiar to the thugs in fallout 2 outside the mob bosses door
Kudos to the first person who remembers that
What do you think?
So basically he can run an entire settlement? is this normal or fixable??
Edit: Looks like I missed properties in some of them. It'll be all fixed whenever that update comes out this week...
- They don't really move unless told to. I imagine they don't really have animations for like farming or running a store. But that said, they also don't really go near what they're assigned to. When I show up at the settlement, the farmer, guard, and trader can all be found standing in a circle in the middle of the settlement.
- Not a huge issue, but I like using the settler renaming mod (http://www.nexusmods.com/fallout4/mods/2017/?) to keep track of what each of my settlers' jobs is. Unfortunately, if I use it to rename one of the super mutant settlers, it changes all of their names to the same thing. I thought this was odd since they all ended up having unique IDs, but I can't say I'm a modder.
Other than that, I love the mod, and with some future updates, I think it's a great mod that people should definitely use!
As for the renaming, there isn't anything I can do about that other than adding more super mutants, but there's only one super mutant template so I didn't really want to do that. When you rename an NPC you're renaming the base, not the ref. If you were to spawn multiple of one of the vanilla settlers (for example id 113346) and rename just one of them, all of them will rename.
- a new installer so you can select exactly which settlers you want
- update to include all the new children from Child Settlers plus anything else added by it
- optional for which of the added settlers can spawn from the beacon (e.g. no super mutants spawning but synths, mr handys, and kids do)
- gen 2 synths
I feel like there was something else, but I forgot what. So there might be more to it, might not.