Thanks so much for this, Kiara. Works great for the settler taken prisoner by super mutants. I came across a random encounter of a farmer being chased by dogs but he did the vanilla behaviour of giving me 250 caps instead of being recruitable. I just wanted to double check whether that encounter was intended to be covered by this mod or if there's something wrong on my end. Thanks!
I hadn't realised that. Haha, so it's like the same guy always being chased by dogs. Yeah, probably shouldn't be recruitable then. Thanks for the reply!
That's sad. I always wanted to help that farmer for his better life too. Honestly I don't need 250 caps from him, just join us. Hope he can be recruitable one day!
I actually consoled that farmer chased by dogs to a settlement 2 times and tried some codes and etc and tried to manipulate him with the workshop but he would just wander off into neverland again and again
There is another 2 farmers who are confronting 3 raiders (Mostly encounters on a bridge, especially near Poseidon Turbine) and they're recruitable with this mod and works without problems. Probably that one with dogs chasing need some codes or scripts to make him stay.
the SADDEST quest and story in the whole game is that Kowalski Kid on the docks who's wired up with the "There be Monsters" quest . . can't recruit him or send him to any civilised settlements . .
Hi LarannKiar, I would like to know if the settlers recruited in this mod and your other mod Recruit the Thirsty and the Rad Poisoned Settler - Random Encounters are protected/essential? Because I'm using a mod that create settlement attacks and I would like for a bit of realism that settlers can die from failed defense of settlements.
Hey, me again with another glitch report, this time with the settlers that can be rescued from Supermutants. Thing is, I'm not sure if this is a problem with the mod or a vanilla issue. I've noticed that after sending a rescued settler to a settlement they don't sleep. Or at least not during usual hours. While all other settlers are sleeping they'll be wide awake, only going to sleep at some point in the middle of the day, and only for a few hours at that.
Also, are the captive settlers supposed to be dressed only in the Scavenger outfit? Because that's how they're always dressed in my game.
Is "Raiders accost Farmers" repeatable? Also, what is this "Settlers ambushed by Synths" encounter mentioned in the mod's description? I don't think I've ever had that Random Encounter before, despite having played this game for years.
REChokepointSC03 "Chokepoint: Raiders Accost Farmers" and RECamprj06 "Synths and Scavengers" in the game files (I had to look them up). Both are repeatable. In the vanilla game the random encounter manager is buggy (especially "chokepoints"). I use a custom manager (based on UFO4P's code so I can recommend their RE fixes) and have encountered this RE quests plenty of times (on the vanilla RE "trigger chance").
I've never experienced the "Settlers ambushed by Synths" encounter in any of my many playthroughs, and have only had the "Raiders accost Farmers" encounter trigger once per playthrough. According to you, though, these encounters are supposed to be repeatable. I've had a similar issue to the "Raiders accost Farmers" encounter with the "RadAway Beggar" one as well. Is there any way for me to fix this?
Does this include the 'farmer being chased by wild dogs' scenario? Because I've run into that guy a couple times, he's given me money for saving him, then he just...leaves.
The quest designers made that random encounter quest repeatable even though the NPC doesn't have randomized face and sex so he's not included in the mod. I may add him to the mod later though..
Just hit level 30 and ran into my first settler, a water begger in the ravine heading north to Recon Bunker Theta (BOS quest). After I gave him water he thanked me and that was it. If I activated him again the vanilla encounter stuff only played, said he was going to rest, etc. EXCEPT the weird part was, an audio recruitment dialog played, very faintly, between a FEMALE lone survivor (so not me) and a FEMALE settler (so not him). Nothing else happened after that.
Continued from a save made prior to meeting that settler, and avoided activating him.
Wasn't the water begger an encounter that was changed?
The recruitment mod for the thirsty settler random encounter (RE) is from the other mod indeed but that dialogue issue is very odd.. Actually, that mod just adds the same dialogue that recruitable REs have to those NPCs as well.
There shouldn't be any mod conflicts because the mod does not override any vanilla record but still.. do you have any RE or settler mods (as these NPCs have the vanilla settler voices)?
I don't have your other mod to recruit the thirsty & rad poisoned npcs. I DO have a bunch of your recruit mods (thank you) & Settlers of the Commonwealth/Tales from the Commonwealth, and Singing Settler. I used to have a bunch of settler dialogue mods but I've quit using them due to conflicts.
Don't worry about it, it's far from being the strangest thing that's happened to this character.
I think I've run into a bug with this mod. I rescued a settler from a trio of Super Mutant, sent her to a settlement, left the area I rescued her at and returned many in-game days later (long enough for the cell to reset), and I found that the Super Mutants not only haven't de-spawned, they've also completely regenerated their inventories, which allowed other hostile NPCs to loot the Mutant corpses for their miniguns to use against me.
I'm pretty sure that all of what I've just described is a bug, and I was hoping you could take a look into it, please?
The random encounter quest should clean up itself normally. I'll look into it of course but I'll need more info.
1) Are you sure the Super Mutants corpses were the same? If you have a save game from the time you killed them and another one from the second encounter, open the console and click on them to see their RefIDs. Do they match?
2) So you killed the Super Mutants, looted their corpses and some ingame days later their inventory got respawned while they remained dead? Honestly I've never seen something like this. Actors' inventory can't (or shouldn't) repopulate even if their parent cell gets reset unless they respawn (which is tied to cell reset but the two are not the same). The cell reset time for non-cleared locations (RE triggers are placed in such locations) is 30 ingame days by default (console commands "GetGS iHoursToRespawnCell" and "GetGS iHourseToRespawnCellCleared" can tell the actual values).
3) If you have a save game from the second enounter, open the console and type "SQV RecruitRESettlers". Can you post a screenshot of the returned values (Aliases, RefColls, etc.)? (This is the quest that holds the data of your currently running and supported random enounter quests. SQV is short for Show Quest Variables).
4) Also, from the second enounter, open the console, click on the Super Mutant corpses and type "SV". What variables are assigned to them? (SV is short for Show Variables).
5) Do you have UFO4P? I don't have it personally but I've seen the source code of its random enounter quests fix and it's very well built actually. Without a random enounter fix, RE quests are very buggy ("RE quests dry up", "corpses and other objects that were intended to be temporary don't despawn", etc.) and the situation you described reminds me of these vanilla issues. By the way, the main "dries up" and "doesn't despawn" issues originates from the same coding problem. In short, Random Encounter Triggers (they start and stop RE quests dynamically) remain in an inactive state even after the RE quest they triggered has been stopped. When they start an RE quest, they are put into an inactive state, however, when the RE quest stops, they should be reactivated. In the vanilla game, they doesn't get properly reactivated (some of them do, some of them don't). Sooner or later they all would get broken (yes, without a fix, they will). And if the Random Encounter Triggers are remain inactive, they can't start ("dry up") new and can't stop ("no despawn") the already running RE quests. That's why I'm asking.
1) I'm 100% sure that they're the same three Super Mutants from the initial encounter. The original three all spawned with Miniguns as their weapons of choice, and the copses of the Mutants (which were all lying in the exact same spots that the ones I killed dropped at) all had Miniguns and the appropriate 5mm Ammo in their inventories despite me looting the corpses when I first killed them. Also, the persistent corpses de-equipped their armor/clothing for some reason, so that's another reason why I'm convinced that they're the same Mutants I killed the first time around.
2) As I revealed in the first point, the corpses did respawn with the same inventories. I've also never had this happen before.
3) I'll try to use the console commands when I have a chance. I'm not sure how to take and post screenshots, though.
You can instert an image by pressing Ctlr+Shift+1 while in the post editor, or just click on the "Insert image" button. Unfortunately Nexusmods can't store images in posts directly so you need to use another site where you can upload the images to. If you use Imgur or another similar site the image will be seen in the post but a simple non-image Google Drive link will do as well.
Also, there are two "Super Mutants with Prisioner" RE quests. Their EditorIDs are "RESceneKMK09" and "RETravelKMK_MS10". So, as 6) please type "SQV RESceneKMK09", "SQV RETravelKMK_MS10", "SQS RESceneKMK09", "SQS RETravelKMK_MS10" too while using the save games of the first and second encounters. I need to see which state they were currently in when the NPCs' inventory got respawned.. which is very strange. SQS is short for Show Quest Stages. It's worth mentioning that the hardcoded cell reset system has bugs as well ("the Nuka-Cola machine next to the Boston Bulge gets refilled building after visiting Goodneighbor" or "containers respawns way too fast in The Fens district"). But as I said, I've never seen it to happen with actor inventories.
This bug also appears with Wolfgang and Simone if you kill them and loot their things the bodies will never despawn but their inventories do. And this happens without using this mod.. So it could be an engine bug?
The situation of Wolfgang and Simone is a bit different. They don't despawn due to being held as variables by the hidden dialogue quest of the Drumlin Diner NPCs (so it's a developer oversight, not on the engine level). If the mutants were held as variables as well, they couldn't be despawned by the hardcoded system but their inventory shouldn't have been reset regardless. Actors of random encounters usually have their checkbox "Respawn" checked which means the next time the cell with the actor loads (after the hardcoded cell reset timer is expired: it (re)starts on cell unload and is handled by two game settings: iHoursToRespawnCell and iHoursToRespawnCellCleared), they get fully "recycled" (resurrected too, if needed). They're usually referred as "generic NPCs". The fact that the inventory of those random encounter mutants got reset while they remained dead is still very odd.. (Though I've seen the cell reset killing the NPCs in the cell instantly on cell load in some rare case. I think it's related to script called location/cell functions like SetCleared() and Reset() that seems to interfere with the reset sometimes).
Since reporting on this issue I haven't had it happen again, so I'm thinking that it might just have been a fluke, or an issue with my heavily modded game.
Also, I know this isn't the right mod to ask this new question of mine on, but is the RadAway Beggar random encounter supposed to be a one-time, event, or is it supposed to happen multiple times, like the Water Beggar event? I've only ever gotten it to trigger once in each of my playthroughs, and then never had it activate again, unlike with the water one.
Any way you could add the settlers that got sick eating Longneck Lukowski's canned poison ? skk's random encounter manager does it by default so I think they have the right keywords.
73 comments
I would like to know if the settlers recruited in this mod and your other mod Recruit the Thirsty and the Rad Poisoned Settler - Random Encounters are protected/essential? Because I'm using a mod that create settlement attacks and I would like for a bit of realism that settlers can die from failed defense of settlements.
Also, are the captive settlers supposed to be dressed only in the Scavenger outfit? Because that's how they're always dressed in my game.
I haven't used this mod but the author is quite reputable, you can give it a try. It can set the RE frequency higher and enable-disable RE quests.
Continued from a save made prior to meeting that settler, and avoided activating him.
Wasn't the water begger an encounter that was changed?
There shouldn't be any mod conflicts because the mod does not override any vanilla record but still.. do you have any RE or settler mods (as these NPCs have the vanilla settler voices)?
Don't worry about it, it's far from being the strangest thing that's happened to this character.
I'm pretty sure that all of what I've just described is a bug, and I was hoping you could take a look into it, please?
1) Are you sure the Super Mutants corpses were the same? If you have a save game from the time you killed them and another one from the second encounter, open the console and click on them to see their RefIDs. Do they match?
2) So you killed the Super Mutants, looted their corpses and some ingame days later their inventory got respawned while they remained dead? Honestly I've never seen something like this. Actors' inventory can't (or shouldn't) repopulate even if their parent cell gets reset unless they respawn (which is tied to cell reset but the two are not the same). The cell reset time for non-cleared locations (RE triggers are placed in such locations) is 30 ingame days by default (console commands "GetGS iHoursToRespawnCell" and "GetGS iHourseToRespawnCellCleared" can tell the actual values).
3) If you have a save game from the second enounter, open the console and type "SQV RecruitRESettlers". Can you post a screenshot of the returned values (Aliases, RefColls, etc.)? (This is the quest that holds the data of your currently running and supported random enounter quests. SQV is short for Show Quest Variables).
4) Also, from the second enounter, open the console, click on the Super Mutant corpses and type "SV". What variables are assigned to them? (SV is short for Show Variables).
5) Do you have UFO4P? I don't have it personally but I've seen the source code of its random enounter quests fix and it's very well built actually. Without a random enounter fix, RE quests are very buggy ("RE quests dry up", "corpses and other objects that were intended to be temporary don't despawn", etc.) and the situation you described reminds me of these vanilla issues. By the way, the main "dries up" and "doesn't despawn" issues originates from the same coding problem. In short, Random Encounter Triggers (they start and stop RE quests dynamically) remain in an inactive state even after the RE quest they triggered has been stopped. When they start an RE quest, they are put into an inactive state, however, when the RE quest stops, they should be reactivated. In the vanilla game, they doesn't get properly reactivated (some of them do, some of them don't). Sooner or later they all would get broken (yes, without a fix, they will). And if the Random Encounter Triggers are remain inactive, they can't start ("dry up") new and can't stop ("no despawn") the already running RE quests. That's why I'm asking.
2) As I revealed in the first point, the corpses did respawn with the same inventories. I've also never had this happen before.
3) I'll try to use the console commands when I have a chance. I'm not sure how to take and post screenshots, though.
4) I'll try that when I have a chance.
5) I do use the Unofficial Patch for Fallout 4.
Also, there are two "Super Mutants with Prisioner" RE quests. Their EditorIDs are "RESceneKMK09" and "RETravelKMK_MS10". So, as 6) please type "SQV RESceneKMK09", "SQV RETravelKMK_MS10", "SQS RESceneKMK09", "SQS RETravelKMK_MS10" too while using the save games of the first and second encounters. I need to see which state they were currently in when the NPCs' inventory got respawned.. which is very strange. SQS is short for Show Quest Stages. It's worth mentioning that the hardcoded cell reset system has bugs as well ("the Nuka-Cola machine next to the Boston Bulge gets refilled building after visiting Goodneighbor" or "containers respawns way too fast in The Fens district"). But as I said, I've never seen it to happen with actor inventories.
Also, I know this isn't the right mod to ask this new question of mine on, but is the RadAway Beggar random encounter supposed to be a one-time, event, or is it supposed to happen multiple times, like the Water Beggar event? I've only ever gotten it to trigger once in each of my playthroughs, and then never had it activate again, unlike with the water one.