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rlbaxter

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  1. Sonja
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    Thank you for making this! I've often looked at the Peaceful Covenant mod, but it sounded as though it was quite buggy, and required a very precise process in order to work as intended, and even then, apparently, it can still fail. Like you, I've always hated the black and white aspect of this quest… It's so typical Bethesda, and FO4 is full of this sort of thing, like Easy City Downs; happily I also have an excellent mod for that. Or, those poor Norwegian ghouls on the Northern Star, that just want to go home. I suspect this is because it's less work than offering nuanced, RP-friendly dialogue options. What makes this one so egregious, especially, is that the dialogue, right up to the end, cons you into thinking you have an actual choice! I almost wonder if originally the devs planned to provide multiple paths, but then it ended up scrapped, for whatever reason.

    Anyway, cheers! I won't be able to try this until I start a new game, but I'm really looking forward to avoiding the Covenant slaughter-fest. 

    Oh, almost forgot, quick question: is this compatible with Old Gen?
    1. rlbaxter
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      Given the issues Bethesda introduces with the next-gen version, I have locked my Fallout 4 at the old version.  My mods have all been tested under the old version.  They are supplied 'as-is' for the latest version of Fallout 4.  I do not plan on supporting the newer version as my interest in the game has diminished somewhat. 

      Worth noting, I am working of some updates to my mods, including the Covenant Settler mod.  The to be released version is better at opening Covenant and eliminates the need to speak with Jacob.  The to be released version also includes updates to a script added to keep the settler properties and keywords correctly applied to the Covenant residents. The game resets these properties randomly causing the residents to ignore assignments, wander about, etc.; hence the need for a script.

      Lastly, I am testing an optional version that does the same thing BUT replaces the problematic Covenant Residents with generic copies. generic voices thus removing the quest related dialogs, packages, etc.  This renders them as normal generic settlers (i.e. moveable. assignable, tradeable).  The downside is that I am unsure if this will adversely impact any downstream quest lines.  In my testing it is performing well, and simply makes Covenant just another player settlement.
    2. Sonja
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      Thanks for the reply
      I did, in fact, take the leap and test this out, and I love it! So far, everything has worked perfectly.

      When you update, I'll likely keep to the original, rather than optional file, because part of the draw is that the default Covenant residents have more personality. Somewhat ironically, that was part of why I felt uncomfortable having to kill them.

      Anyway, cheers, it's heartening to know all your mods support old gen. I, too, have locked my game, and if I ever end up having to reinstall F04, I will use my GOG version, because (a) GOG allows users to block updates by default, no hoop-jumping required, and (b) they also allow rollbacks. 
    3. rlbaxter
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      Let me know if you encounter any issues with the version installed.   I was in the middle of a game and several 'Covenant' settlers lost their settler properties.  There is a batch file provided in that version to fix that very issue.  The new version will simply automate that process and re-apply the correct settings each time the game loads / unloads the NPC.
    4. Sonja
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      OK, will do!
      Which reminds me, I haven't really done anything with Covenant since unlocking it, so it would be beneficial all-round to check up on them. 
    5. rlbaxter
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      The issue with the current version of my mod (the one you are using) is that several of the named settlers become 'unassignable, unmoveable) when you are in workshop mode.  Those options are greyed out. Something in the game looks to randomly muck up these settings.  There is a script attached to the NPCs that should reset the keywords when the actor loads, but it seems some random action in a package / dialog is also mucking up the properties of the NPC.  The current script cannot overcome this so then you must use the batch file to reset the NPC properties.  The new upcoming version addresses the properties and keywords within the attached script and should keep the NPCs correctly configured in spite of the game.

      I seem to find new problems to correct with these troublesome NPCs with each playthru.....  Ongoing challenge to try to make the Covenant folks behave as intended.  Overall the mod/script works for the most part, hopefully the new version will work even better.  Looking good with my testing thus far.
    6. Sonja
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      OK… I finally got round to checking in on Covenant. Sorry it took so long… holidays, personal stuff, you know how it goes.
      Yep, I did indeed notice that Penny Fitzgerald cannot be assigned back to her store; she's enthusiastically harvesting carrots, and doesn't seem interested in anything else. I also noticed something else that was a bit odd while in Workshop mode. My bed count is at 18, and the settlers total to the original nine. However, when in workshop mode, mousing over ALL the beds indicates that they're all assigned (the little Vault boy icon is coloured in, and it says “assigned”). So…apparently each resident is simultaneously sleeping in two beds?  

      Finally, I can't seem to recruit Honest Dan (brand new save with the mod installed prior)? He just stands there, and I'm unable to interact with him. I also tried simply assigning him to something, and he ran over to the crops I'd directed him to, and then ran back to his spot under the tree?

      I should mention, I'm also using VilanceD's settlement overhaul pack, and I don't know how much interactivity could be going on. His mods are quite lightweight, and designed with compatibility in mind, but I'm no mod author (and I'm terrible with XEDIT), so I can't really tell.

      Regardless, I'm just happy to have a peaceful solution to the Covenant situation. It's never a settlement I really build up, because it's so limited (the extra beds I built are due to testing and ensuring my little crew has a place to sleep when in the area).
    7. rlbaxter
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      Not sure about the bed situation, but the issue with Honest Dan is interesting.   I'm wondering if it is due to the hidden flag that blocks recruitment of vanilla NPCs by my Framework ( you are using my RL_Recruitment_Framework?  It is required to recruit the vanilla NPCs modified by my mods. ) 

      The normal residents are fine since they are tagged as members of the Covenant settlement, but the vanilla NPCs I tagged for recruitment i.e. Dan, Amelia, the compound npcs, etx all require my Framework.  The hidden flag needs to be set to 1 via the console.....  i.e. Set RL_Recruit_Vanilla to 1.  Future releases of the framework will have the flag set to 1 (since that seems to be wanted by most).  Basically it currently prevents the recruitment of any vanilla NPCs  changed by my mods.

      Also their should be a fixCovSettler command to fix any misbehaving settlers.   using the console, target the problematic NPC and run
      bat FixCovSettler, alternately you can try fast traveling to a far away settlement then fast travel back.  The script will reset some of the properties and possibly correct the issue.  The new version (to be released) monitors and resets all settler properties.

      Btw I use this mod Covenant not so Small with good success which makes it much more feasible as a settlement.
    8. Sonja
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      I am one of those people who exhaustively reads all documentation for a mod before downloading it…so, yep, I certainly have your framework mod!

      OK, I just tried the “Set RL_Recruit_Vanilla to 1” command and I made a batch file for “bat FixCovSettler.” Sadly, however, neither appeared to work. 

      To note, though, my installation is around four years old, and I have a lot of settlement/settler-related mods, including several recruitment mods by LarannKiar (though none that touch any of the afore-mentioned NPCs in question). It's very possible there's a conflict somewhere on my end. [EDIT] FYI, I just realised I'd forgotten to install the SKK Utilities compat patch for your Framework, so I gave that a shot, on the off chance, but, still no dice.
      As I said, I'm not extremely fussed, but I remembered you were interested in hearing how things went, so I wanted to report back. If the next version resolves my issues, I'll certainly be happy, but again, it's not a burning issue. My game is extremely stable, runs well, and I've managed to mod it into something I really enjoy. Now, as an added bonus, I was able to deal peacefully with Covenant… Maybe everything isn't working quite as intended, but, all totalled, I still chalk it up as a win. 

      Thanks for the “Covenant Not So Small,” suggestion! As it turns out, I actually had that one on Tracking, so maybe I'll give it a try in a subsequent run. 
    9. rlbaxter
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      Did the bat fix Penny?  I use vendor mats / registers from Missed Settlement Objects  so I usually re-assign Penny / Dr Patricia to newly deployed mats.  Basically to get them to behave and be assignable to new tasks, the mod disables many of the original AI packages.  Everything is a trade off with these characters.  As long as you get the options to assign / move the native cov settlers, it is probably working ok. 

      Honest Dan is still miffing me however.  Can you open the console with him targeted and then type the command 'sv'.  See if the result shows that he has the workshopnpcscript assigned, then look for a workshopID that should be -1 if you have not yet recruited him.  Also check that he has a CovSet_ActorSettler script attached to him.  These should appear in the data returned by sv.   He may have scripts attached by other mods as well depending on which mods you have loaded.  Ah one last thing to check, with him targeted run 'haskeyword RL_Recruit_Vanilla_NPC' and make sure that returns true, if that keyword is missing try 'AddKeyword RL_Recruit_Vanilla_NPC'

      As I understand the mod was installed into an existing game?  If so, that becomes unpredictable as some settings may not apply correctly. The best results are when the mod is installed into a fresh game and well before visiting covenant for the first time.  However that said, I still get reasonably good results providing the mod is installed prior to visiting covenant. If the Covenant NPCS have been loaded into the world and exist in a save before my mod is loaded, then things do get wacky.  The bat file usually fixes most if not all these issues.
  2. PeskyFox
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    Hmm. If I recall correctly, because you complete the quest on the side of Covenant, the game does not recognise Amelia as being alive and saved. Stockton won't mention it, I figure the Railroad won't with Deacon's dialogue. Didn't get to test it before I had to restart due to a separate issue.

    Of course... this was in the 4.0 release, but I want to mention it and get a confirmation. I'm going to imagine it isn't compatible with Amelia and Dan at Bunker Hill? I used that before I realised you were supposed to be able to recruit them with the framework. I also use LaraanKiar's Recruit Amelia and Old Man Stockton, but that mod claims to check if Amelia is recruited by another mod first, so.. it shouldn't conflict.

    Apologies if my comment is dumb, I just wanted to ask. Thank you.
    1. rlbaxter
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      With my mod the quest is moot and everyone survives.  Honest Dan remains in Covenant and is reset to be a gun dealer, and recruitable.   Old Man Stockton remains in Bunker Hill and is recruitable.  Amelia remains locked in the cell in the compound and can be recruited.

      I don't know what downstream quests will be compromised but ultimately the Covenant quest is set to completed 'sided with Covenant' when the mod is first installed.  Hope this answered the question.
    2. PeskyFox
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      I suppose I'll have to test and report back. It's not the biggest issue, but just to clarify, I am not using the RecruitableNPCs addon mod, because that breaks Sim Settlements 2 when combined with other mods that affect settlers. Is Honest Dan, Old Man Stockton, and Amelia part of that mod, or this one?
    3. rlbaxter
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      part of the covenant mod..... please see my reply to your report on Recruitable NPCs.
  3. AndreChau
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    Totally new game. Just coc'd over to test things. I can't get amelia to recognise she's no longer in danger - she just loops around "I am not a synth" even though the cell door is open. Is there something I need to do, or is that expected behaviour?
    1. rlbaxter
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      Sorry for the very late reply, but I just noticed this.  That is not expected behavior, and I have not encountered anything like this before.  I've ran this in multiple games / mod combinations and she has always worked flawlessly.  Have you tried running only this mod and testing the operation?  It sure sounds like something might be conflicting.  Also were you running v4.0 the latest release at the time of your post?
  4. Woolfy123
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    This is one of those mods where I can't really fathom that this functionality wasn't in the vanilla game in the first place. Great work! Will this function properly with something script-based like Covenant Peaceful Solution as well? Thank you!
    1. rlbaxter
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      Covenant was a no win scenario (which the mod you mention tried to fix). Basically my mod does the same thing, but you do not have to run the quest.   My mod completes the Covenant quest when installed, thus giving you access to the settlement with no loss of life.  Honest Dan and Amelia remain in their starting locations and can be recruited as settlers if you use my recruitment framework.  Covenant Peaceful Solution would be redundant alongside my mod.
  5. brettkeaneyoutube
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    So it appears as if I have covenant but human error quest not showing in logs and where Amelia? Is Dan not suppose to talk? This was a new game start.
    1. rlbaxter
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      Dan does not talk once the quest is complete, as he doesn't have normal settler dialog (he was never intended to be a settler).  Amelia should still be locked in her cell in the compound.
  6. senet666
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    wow hope this works! I always run into troubles with covenant, thanks for creating and sharing this
    1. rlbaxter
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      Please let me know if it doesn't work for you.   I've been using this for some time now with few issues.  There is more I'd like to do with this, but currently beyond my limited modding knowledge.

      As with most mods, if you are running other mods that change Covenant, this one may need to be lower in your load order.
    2. senet666
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      haven't had any problems as of yet just downloaded your new version, so I should prolly go back b4 I went to covenant or will it work well either way? 
    3. senet666
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      haven't had any problems as of yet just downloaded your new version, so I should prolly go back b4 I went to covenant or will it work well either way? 
    4. rlbaxter
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      If you had the esp and swapped out for the esl flagged esp, I think you should be good.  Only way to tell for sure is to see if the covenant settlers are still behaving after the update.
  7. ImmortalAbsol
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    So many characters I wish had workshop scripts.
    Thanks for bringing that recruit feature of Workshop Utilities to my attention.