I haven't tried everything in this mod yet, but I'm having a lot of fun with it so far. When I equipped the Fire Hydrant Bat, I laughed out loud for about a minute. Too funny.
A couple things that I have noticed, for any of you that may try this mod: The summoned NPCs will attack things that are friendly towards you. Settlers, BOS patrols, etc. They also do not fast travel with you. In my opinion, this is a good thing. It is an easy way to get rid of them before heading to a settlement.
It's a shame that this mod didn't get more attention, so far it is really fun and funny.
I'm glad you are having a great time. Can you let me know which npc's from my mod specifically are attacking friendly npcs? They were intended to follow the player faction flag. The last I had heard, sometimes the raider summons would. But I thought I had fixed that in my last update.
I just tested one of each faction, and I'm tossing them close to settlers in one of my settlements for this test. The following attacked settlers: Army 1 Soldier Gnr 2F Corporal Mec 1 Eyebot RR 2F Agent Rdr 3M Raider Waster SM 2 Brute Trg 1 Rookie
The following did NOT attack settlers: Inst 1 Synth
However, while the Synth was passive (not attacking), I tossed an Eyebot out which attacked the settler, then the Synth began attacking too.
In normal game play, I had the BOS drop two guys from a vertibird onto my fight. I had 2 Railroad NPCs helping me, and they both attacked the BOS.
I hope this helps.
Edit: If they didn't attack friendlies, like you (seemingly) intended, it would be cool if they fast traveled with you. :)
I worked on it this morning and changed some factions around. Hopefully this update will fix the issue. It won't apply to any existing units; you'll have to spawn new ones for them to update. I have not the slightest clue how Bethesda normally makes companions teleport around with you, but if I find out information about it. I'll try to implement it. At the very least, they should follow you through loading doors.
I have installed 2.2.9, but all factions except BOS & Synths still attack my settlers.
Oddly enough, I had a BOS guy out, and tossed a Gunner grenade, the Gunner attacked settlers but the BOS stayed neutral. Then I used a Synth and he stayed neutral until I used a Super Mutant. The SM and the Synth then started attacking settlers. But the BOS stayed neutral.
Is there a better way for me to test this stuff and provide you with info? Is more info better or worse for you? Just trying to help.
I just realized that I didn't test all of the factions when you asked for info previously. Sorry about that.
It's fine, I appreciate the help. The last potential solution I have is to add them to the settler faction which is WorkshopNPCFaction [FACT:000337F3]. If this doesn't help, then I'm out of ideas and will have to put a settlement hostility disclaimer.
New version is up, same version number. You'll know it's different because of the reupload tag in the description of the download.
Here is the results of my latest test after downloading the newest 2.2.9.
I used the chemistry bench to make a new grenade of each faction. I made the lowest version of each. All 10 factions remained neutral in my settlement.
I then went to the Airport where I'm currently still friendly with the BOS. I tossed one of each faction here, and all attacked the BOS except the BOS and Synth. And just like before, when I tossed an Eyebot after the Synth, the Synth attacked the BOS as soon as the Eyebot spawned, while my spawned BOS remained neutral.
I then went to RR HQ and tossed all 10 again. All remained neutral, even after I attacked Tinker Tom and the RR started shooting me.
I've tried all that I could. I don't think I'll be able to crack why they behave differently when all of them use the exact same faction data. I have to go in and manually change each of them one by one by hand to do this, so I looked over them multiple times. An alternative from what I've seen looks like Fallout Commander. That one is likely better than mine. Sorry to disappoint, I've tried and I'm not a programmer. I also put the disclaimer in the description to alert people of this. Should you still want to mess around with the custom legendary weapons, the framework mod handles those and can be used without faction summon grenades.
You know, I just had the idea. What if I remove all the faction data that's supposed to tell them who's a friend and who's an enemy. They will probably be more static in behavior and not aggro towards anything by default. But that would beat attacking innocent npcs. Since they use an ai package that tells them to follow the player, I'm curious if the player being engaged in combat would just automatically trigger them to defend you because they also have the helps friends and allies flag that tells a npc to join existing combat if someone part of their faction is nearby and involved.
Something I'll have to test for on my end when I have more time. If I see anything fruitful then I'll upload it.
Immersively, no. Without Isabel there is no Mechanist robots. You would have to use one of the various additem mods on nexus to browse the esp or f04edit to look up the form id. Then type player.additem formid numberofitems
There might be a backup in the odds and ends vendor patch. But I honestly don't remember. It's been literal years since I worked on this.
For everyone who maybe interested in this. Mod works fine for me. With Next Gen. I quite like it... It's a shame, that there was not much interest... This mod deserves more... Endorsed
I apologize for responding late, just saw the comment. Thank you for the heads up everything still works with the current version of Fallout 4. Yeah, I agree, a big shame. I had a lot more plans, especially for the framework side of things. But I was looking at months of work and dedication for such a small niche, that ultimately wasn't worth it.
Literally, the first words on the description page say they are all ESP's that are flagged as ESL. If it wasn't clear enough or was confusing, then please do let me know so that I may change the wording.
I'm not sure what you mean by normal tank bot. Can you provide me a link to it using the fallout 4 wiki? That will give me the exact npc you are talking about and its form id.
You would have to manually increase it in the npc record using Fo4Edit. I'm pretty sure it has 800 health base +5 per a level if you didn't modify how your game calculates health. Assuming your 30, it should have 950 health. That's only 50 points less than a Super Mutant Behemoth.
It's not worth the stress of building an average of 60 npcs per a plugin that must be updated individually by hand each time I need to adjust something in a niche mod few people care about. And most people seem to hate based on all the abstained votes in the mod page log. The best part is they don't tell me what the issue is or why, they just abstain and move on. My NPCs do have cosmetics to try and hide the lack of extra faces. But besides, these are generic combat npcs not really intended for you to care about or stare intensively at. Spawn them, have them fight with you for whatever your role play theme is, and that's it really. The guns and armor you can buy I included are just a bonus to add an additional takeaway alongside this.
Всем привет, мод просто потрясающий, хотелось бы узнать какой лвл у нпс и можно ли их сделать слабее или сильнее? И зависит ли их уровень от уровня игрока?
Здравствуйте, это переведено. Чтобы ответить на ваш вопрос, NPC масштабируются с уровнем игрока, а также получают лучшее оружие и доспехи от уровня игрока. Если вы хотите изменить их, вам придется открыть плагины в F04Edit. Записи NPC находятся в плагинах фракционных гранат, оружие/броня - в плагине npc weapon framework.
Если вы хотите, чтобы они были более уязвимы с меньшими усилиями, используйте только гранату на 50 крышек. У них самое низкое здоровье и худшее вооружение независимо от уровня игрока. Более дорогие лучше, потому что они специально разработаны для игроков высокого уровня, чтобы с самого начала сражаться с игроками высокого уровня.
Чтобы изменить их самостоятельно, откройте плагин вызова гранаты фракции, который вы хотите отредактировать, с помощью F04 Edit. Перейти к записям NPC. Откройте каждую запись и щелкните правой кнопкой мыши слова «PC Level Mult» и удалите их. Тогда они останутся жестко заданными уровнями, то есть уровнями 1-6. Сохраните плагин и выйдите. Обновите управление своим модом и выберите использование новых версий, которые вы создали для мода.
Вероятно, наркотики, которые они порождают в своем инвентаре, делают их сильнее. Когда я делал этот плагин, я намеревался протестировать внутриигровые наркотики с NPC, и, скорее всего, они могут использовать их в бою, как игрок. Я слышал, что люди говорят, что могут их использовать, другие говорят, что нет. Я еще не смог найти доказательств того, что они тоже это делают, поэтому я оставил это. Может помочь открыть запись их NPC и удалить наркотики из их инвентаря спавна.
Я использую Google Translate, так как вы сказали, что плохо владеете английским языком. Прошу прощения, но я коренной англоговорящий американец. Я не знаю русского языка, поэтому мне помогла программа-переводчик.
i made the settings through FO4, but nothing changes, did you install the mod through Vortex?, tried to reduce the health, set it to 1, still does not work?
Did you remember to save the plugin and refresh your mod manager to update the saved file?
Try this mod, it allows you to click npc in game and check all of its loaded actor values and stats. mod and there's a Russian translation for it here. Translation If you still continue to have issues then let me know, I'll make a custom plugin for you.
If you had npc in your save game they won't update, Fallout 4 does not update existing actors. You would either need to spawn new ones or click existing ones in the console and type recycleactor
The mod I linked will really help you with checking in game if your changes are going through.
Hey brother, I popped in because I wanted to let you know that I LOVE this mod. I have used it for a long time now. I haven't checked the posts or anything until now and I saw where you said there is a lack of community interest.
I am upset to hear that. Seriously. Because I have loved this mod and have used it for a long time and have loved it.
Could it be that the mod has been working well for people, so they haven't felt a need to check the posts because they haven't had any questions or anything of the sort? And were already very happy with the frequency which you were releasing updates? Because that is precisely my own situation. How have the user #s been (or I guess # of unique downloads overall -- for every release/update combined)?
Hello there and thank you greatly for your support. Excuse my long response, but I felt everything here needed to be stated to paint the picture I want to.
"Could it be that the mod has been working well for people, so they haven't felt a need to check the posts because they haven't had any questions or anything of the sort?"
While I hope that is the case with majority of users, without feedback I am left in a guessing state. And with modding, everyone has their own set up so what works on my end may not work on their end. For my personal case, whenever I release a mod, I consider it finished. It has done everything I myself personally needed / wanted it to and then I release it as a means to share what I've done and how it may interest others in their own game. So, everything added through updates has been for users, and request fulfillment. I've added many more factions, weapons and etc but I never received feedback or information on how the content performed.
The community did not interact with me much. I don't have the drive to continuously produce content for people that may as well not exist since they don't talk. Donations and endorsements aren't my driving force to create stuff either. But I at least want to interact with the people who use my stuff, you know, see what they're doing with it or what they like about it. That's what drives me to make more, without it I just move on. We still don't have a single user submitted image lol. And if you check the mod page logs, some of the most recent users have abstained / downvoted without ever leaving any feedback.
I absolutely understand 100%. Have you hanged around in some of the different discords for mod authors? Because that will help with visibility AND you would be interacting with the community every second you are there!
143 comments
A couple things that I have noticed, for any of you that may try this mod:
The summoned NPCs will attack things that are friendly towards you. Settlers, BOS patrols, etc.
They also do not fast travel with you. In my opinion, this is a good thing. It is an easy way to get rid of them before heading to a settlement.
It's a shame that this mod didn't get more attention, so far it is really fun and funny.
I just tested one of each faction, and I'm tossing them close to settlers in one of my settlements for this test.
The following attacked settlers:
Army 1 Soldier
Gnr 2F Corporal
Mec 1 Eyebot
RR 2F Agent
Rdr 3M Raider Waster
SM 2 Brute
Trg 1 Rookie
The following did NOT attack settlers:
Inst 1 Synth
However, while the Synth was passive (not attacking), I tossed an Eyebot out which attacked the settler, then the Synth began attacking too.
In normal game play, I had the BOS drop two guys from a vertibird onto my fight. I had 2 Railroad NPCs helping me, and they both attacked the BOS.
I hope this helps.
Edit:
If they didn't attack friendlies, like you (seemingly) intended, it would be cool if they fast traveled with you. :)
I'll give it a try.
Oddly enough, I had a BOS guy out, and tossed a Gunner grenade, the Gunner attacked settlers but the BOS stayed neutral. Then I used a Synth and he stayed neutral until I used a Super Mutant. The SM and the Synth then started attacking settlers. But the BOS stayed neutral.
Is there a better way for me to test this stuff and provide you with info? Is more info better or worse for you? Just trying to help.
I just realized that I didn't test all of the factions when you asked for info previously. Sorry about that.
New version is up, same version number. You'll know it's different because of the reupload tag in the description of the download.
I used the chemistry bench to make a new grenade of each faction. I made the lowest version of each.
All 10 factions remained neutral in my settlement.
I then went to the Airport where I'm currently still friendly with the BOS.
I tossed one of each faction here, and all attacked the BOS except the BOS and Synth.
And just like before, when I tossed an Eyebot after the Synth, the Synth attacked the BOS as soon as the Eyebot spawned, while my spawned BOS remained neutral.
I then went to RR HQ and tossed all 10 again. All remained neutral, even after I attacked Tinker Tom and the RR started shooting me.
I can test other faction HQs if you like.
Thanks!
Something I'll have to test for on my end when I have more time. If I see anything fruitful then I'll upload it.
If you have a chance to make those changes at some point, I'm happy to keep testing.
Is there an alternate place to get the Mechanist grenades if Isabel Cruz is dead?
There might be a backup in the odds and ends vendor patch. But I honestly don't remember. It's been literal years since I worked on this.
I found that all of the grenades can be made in the chemistry bench. So even if Isabel is dead, I can still get my hands on her grenades. :)
Extra thanks!
Try this mod, it allows you to click npc in game and check all of its loaded actor values and stats. mod and there's a Russian translation for it here. Translation If you still continue to have issues then let me know, I'll make a custom plugin for you.
The mod I linked will really help you with checking in game if your changes are going through.
I am upset to hear that. Seriously. Because I have loved this mod and have used it for a long time and have loved it.
Could it be that the mod has been working well for people, so they haven't felt a need to check the posts because they haven't had any questions or anything of the sort? And were already very happy with the frequency which you were releasing updates? Because that is precisely my own situation. How have the user #s been (or I guess # of unique downloads overall -- for every release/update combined)?
"Could it be that the mod has been working well for people, so they haven't felt a need to check the posts because they haven't had any questions or anything of the sort?"
While I hope that is the case with majority of users, without feedback I am left in a guessing state. And with modding, everyone has their own set up so what works on my end may not work on their end. For my personal case, whenever I release a mod, I consider it finished. It has done everything I myself personally needed / wanted it to and then I release it as a means to share what I've done and how it may interest others in their own game. So, everything added through updates has been for users, and request fulfillment. I've added many more factions, weapons and etc but I never received feedback or information on how the content performed.
The community did not interact with me much. I don't have the drive to continuously produce content for people that may as well not exist since they don't talk. Donations and endorsements aren't my driving force to create stuff either. But I at least want to interact with the people who use my stuff, you know, see what they're doing with it or what they like about it. That's what drives me to make more, without it I just move on. We still don't have a single user submitted image lol. And if you check the mod page logs, some of the most recent users have abstained / downvoted without ever leaving any feedback.