Fallout 4

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CaptainLaserBeam

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CaptainLaserBeam

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49 comments

  1. gb75
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    Can you grant permission for a port of this mod to xbox?
    1. CaptainLaserBeam
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      Sure, it can be ported to xbox. 
  2. CruduxCru0
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    How hard would it be to modify the injection scripts ? I have no experience with Fallout 4 modding (outside of making a few patches for immersive animation framework).

    I really like Grease Rat Garbs but I hate seeing some of the clothing on my settlers (there's a few articles of clothing that I think fit raiders perfectly but I find it a bit ridiculous when your friendly farmer neighbour tends the fields wearing wings and a f***** up gory rabbit mask)

    I tried installing pex inspector and checking the pex files but I'm not making sense out of any of it. I'm not even sure it's the right tool for the job, I can't even find how it injects the clothes in the settler's lists.

    Got a few tips or should I give up entirely ?
    1. CaptainLaserBeam
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      The way the injection works is sort of complicated - it has an array where you identify the files, then an array where you identify the potential leveled lists, then an array where you do the actual injections. I think I coded all of the injections to the leveled list involving grease rat garbs as "grg" under the "filetag" property so if you look for any structures in the script that have "grg" in the filetag and you remove those entries it should remove the grease rat garbs injections. That's hard to see in xedit, would be easier in creation kit. 

      Unfortunately, you will not be able to remove select pieces because the way I did it was taking Grease Rat Garbs' existing Leveled Lists and using those. I didn't inject each piece individually but already used the lists set up in Grease Rat Garbs. 

      Alternatively, I guess you could find the leveled lists in grease rat garbs and manually remove some of the entries. Since my injection just references those applicable lists (the main ones you would probably interested in being TNGR_LL_HeadGear_All and TNGR_LL_Backpack_All) it would theoretically only pull what was left in the list after your manual edits. Those would also not appear on raiders then, though, because GRG's lists sort of use both and don't distinguish between raider and settler-specific gear. That's the best I can do. 
    2. CruduxCru0
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      Ok, bummer ! But not a huge deal. I guess whenever I meet a settler using one of the offending pieces of clothing I'll just go in the trade menu and rip it off their faces myself. "Have some decency m8 ! You're scaring the kids ! Yes... All three of them in the whole commonwealth"

      Anyway, thanks for taking the time to explain it to me. Maybe one day I'll just remove GRG entirely off the settler list and keep it only for raiders.
  3. Mortercotic
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    Hello there!
    Got a couple question. The Backpacks of the Commonwealth got a huge update, is it necessary to update yours as well? And another question related to that mod, what would be your recommendation of installation and settings? Scrip leveled list or manual and should we then in game set the backpacks to get injected or not?
    Thanks again for your work and have a nice day!
    1. CaptainLaserBeam
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      Thanks for pointing that out! I didn't realize it had gotten an update. I'll take a look - originally I had my injection pointing at its leveled list, so unless it uses a whole new leveled list it should still work, even if the leveled list settings were tweaked a bit and new entries were added. 

      In terms of installation, because this mod leverages WSFW it reverts the injections on load (meaning it reverts the injections and then redoes them each time the game is loaded). Unfortunately because of that I don't really know how to allow people to toggle whether the backpacks get injected or not as part of the process like BOTC does as a base mod. 
  4. xyloritus
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    I've noticed that Workshop Framework mod which is required for Sim Settlements has its own WSFW_WorkshopNPC "Settler" and WSFW_WorkshopNPCGuard "Settler" entries.
    Looks like Workshop Framework needs a patch to work with your mod.
    1. CaptainLaserBeam
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      I disagree because I've looked at the Use Info for those entries, but you are entitled to your opinion. 
  5. xyloritus
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    Thanks for the update. Your level up plugins can be marked as light esp.
    1. CaptainLaserBeam
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      Excellent point. Just uploaded new .esl flagged esp versions. 
  6. cowfez
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    In this version you switched a few female settlers to male. What is the reason, please?
    1. CaptainLaserBeam
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      I think I see what you are saying - if you are referring to WorkshopNPC, WorkshopNPCGuard, and WorkshopNPCMale, and WorkshopNPCFemale - those are generic records that actually pull the gender of the settler from the LChar they use. You can see this in the CK (though it is not apparent from looking at it in FO4Edit). This is kind of apparent in the fact that the WorkshopNPCMale is tagged as Female in FO4Edit. The CK usually pulls a random LChar when you are updating it. I'll revert the changes in FO4Edit but they don't really have any impact on the gender of the settlers that are spawned. 
    2. cowfez
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      Okay, thank you.
    3. CaptainLaserBeam
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      The edits have been reverted. 
  7. liquidlethe
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    The wording here make me think you meant to say one of these are incompatible, not compatible;

    "Some mods that do make changes to the settler lists and templates, such as Simple Settlers, are also compatible because of the way this mod works. At the same time, mods that don't make such changes, such as Lots More Settlers and Enemies, should be compatible."
    1. CaptainLaserBeam
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      Good point - I will clarify. Both are compatible it's just a load order thing.  
    2. liquidlethe
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      Cool!
  8. xyloritus
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    It would be cool if you implemented some other features from Better Settlers like mortal settlers, better weapons, clean faces, etc. That way your mod could replace it
    1. CaptainLaserBeam
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      It does have a form of the better weapons feature out of the box. I personally don't agree with doing the clean faces though because that means you would need to regenerate face geometry for all of the settlers in order to mitigate potential crashes since it would invalidate all of their existing face geometry (this is coincidentally another issue I have with Better Settlers as it lacks face geometry and adds new settlers/changes stuff about their faces without that, which puts a lot of unnecessary strain on the engine having to render all that on the fly without the geometry). Mortal settlers could be doable.  
    2. xyloritus
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      Geometry? I thought you only needed to disable grime in tint layers. Better Settlers also changes NPC levels, height and adds perks, combat styles and stimpacks.
    3. xyloritus
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      By the way, I don't think recommending Lots More Settlers and Enemies is a good idea, it is known for making the game stutter and CTD. It broke my game few years ago. It is much worse for the engine than Better Settlers.
    4. CaptainLaserBeam
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      Interesting - I didn't have a performance problem when I used the face geometry included with LMSE as an optional file. I may consider some of those tweaks, but if I did it would be an optional secondary package. My overall goal is to edit the individual settler records as little as possible to avoid compatibility issues. If you want heavily edited settlers, then I have to say that I think Better Settlers is maybe a better fit for you. 
    5. xyloritus
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      Many people have problems with that mod, maybe it depends on ram/vram/pagefile size...
    6. CaptainLaserBeam
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      Just to follow up with this I have seen that when you change the face grime it does require new face geometry, but some of the other things that you mentioned (leveling up the settlers so they can potentially spawn with better weapons - though scaled with the player, mortal settlers) - I am experimenting with those and will probably be releasing optional plugins that will let you enable options like that if you want. Just want to test it more before I roll it out. 
  9. amokrun1
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    Looks great! Just a question about the Better Settlers incompatibility. If you just install the vanilla option of BS, which is just vanilla settlers with cosmetic variety, might they be compatible then? 

    I ask because upon checking the BS description, it seems that the optional install choices would present issues, not sure though.
    1. CaptainLaserBeam
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      No, unfortunately it would not be compatible even in that situation. Better Settlers makes hard edits to all the settlers, settler templates, and all of their potential equipment - usually by replacing a lot of the leveled lists. It basically means any mod has to have a direct patch with Better Settlers to be compatible. 
    2. amokrun1
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      Ah ok thanks, that simplifies things then. Thanks!
    3. CaptainLaserBeam
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      Yeah this is why I would recommend the Lots More Settlers and Enemies or even Simple Settlers as someone put below if you want variety of faces and so forth in your settler pool. They should be compatible with this. I reached out to the author of Better Settlers about whether he would be okay with me making a patch and he seemed reluctant, which is why I haven't. 
    4. amokrun1
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      I was actually going to pair this with SS, thanks for the confirmation!
    5. CaptainLaserBeam
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      I've done some testing now with Simple Settlers and have seen no compatibility issues. You will just want to load Random Settlers after Simple Settlers, and then you get the best of both worlds. 
    6. amokrun1
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      Sounds good! More variety is all I'm looking for so this combo seems perfect. Thanks for checking on it!
  10. Mortercotic
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    Hey there and thanks for this mod!
    Really nice way to put it together and appreciate that it is easily compatible out of the box with multiple mods.

    I am working in a small mod and I would like to ask you what leveled list would you recommend to better add backpacks? I mean in the vanilla leveled list. I want to make in a compatible way with mods like yours. Cheers!
    1. CaptainLaserBeam
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      I'll DM you to explain a bit about what I did
    2. Mortercotic
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      Cool, thanks! Wherever you have the time.