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Activity logs
This page was last updated on 04 June 2023, 5:41AM
- Changelogs
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Version 0.6.2
- - fixed cottage cat not recruitable
- - added full kane support for most of the CC dogs
- - fixed some actors being pushable far away
- - added checks for hostility and distance to the cc power armor AI perk menu
- - enabled phyllis daily for settler recruitment
- - fixed cat and brahmins being recruitable if already part of a settlement
- - when in dialogue with settlers or potential settlers, the pei state will be automatically set
- - added a function to fix the sometimes broken disease state of settlers, coming with SS2, if they don't get cured even after giving them the cure disease
- - changed the corresponding message box entry to "Fix Actor Bugs", from "Fix Model Bug"
- - fixed companions sometimes not properly being pushable due to power armor ai interference
- - added player ally faction npcsa to potential pushables
- - added a check for broken defense values on dogs to fix it, on the actor fix category
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Version 0.6.1
- - added missing mcm folder....oups!
- - when recruiting via perk menu, the player will now say a specific recruitment line
- - you can adopt brahmins now
- - fixed typos in mcm
- - the force amount will now also configure the initial impulse force applied to the pushed actor...which in return changed the formula a bit...the new standard is now 5.0...be warned! if you set this to yolo, actors might be pushed beyond the current cell you are in, which, specially in interiors, could lead to...well..."glitches"...this might be fun, but once catapulted beyond the current cell, their package behaviour might not enable them to return to their previous location on themselfs...so again, with great rage push comes great responsibility
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Version 0.6
- - excluded turrets from being recruitable
- - cats in the world can now be adopted to your settlements(a bit experimental since they will be "teleported to the settlement with fancy FX, because I couldn't get a package running on them for whatever reason)
- - added first instance of a MCM menu
- - added option to auto equip the config kane when entering an owned workshop location and/or loading the game in an owned workshop location
- - added a mcm slider to control the amount of force on the push perk
- - since robots do not seem to apply to any normal havok behaviour no matter the amount of force set, they will now be displaced instead to have somewhat the same effect as other actors to push
- - added a option to toggle the usage of the perk menu to MCM
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Version 0.5.4
- - added tons of faction, race, and actor type conditions to fine tune the perk menu recuitment, since the perk menu doesn't exactly work the same way as the script...I could just have mirrored the script from the debug stick, but I wanted to make the conditions work for the actual menu entry to exclude certain actor types from even being displayed...so you know, once you recruit a valid actor, the menu will be gone...the specific condition for that is "IsInPlayerFaction != 1", since all recruited actors in this mod will be added to player faction for convenience reasons
- - enabled support for various actors to qualifie as recruitable or "finetune" their settler state. this may include setting them essential/ignoreFriendlyHits by default...notice that you should have played the game a couple of times to understand who those actors are, or expect bugs if you force recruit them in total ignorance of potential quests etc.: Geneva, Rex Goodman, Georg Cooper, Glory, Clarabell, Goodfeels, Danny Kowalski, Mel, Fahrenheit...more will follow
- - the same as above, but inside a patch for 3DNPC: Cosmos, Crystal Moonbeam, Gary, Earthstone, Starchild, Sally, Clarissa, Bruce, Pence, J-33721, Hoss...the patch doesn't depend on FAC, but does on 3DNPC, I recommend merging it into your master patch manually, or with your tool pf prefernce
- - fixed giant hermit crab not giving you proper xp when killed
- - all pre placed settlers in all settlements are now set to PEI(protected/essential, ignore friendly hits) by default. this happens through scripted means. the past used actor propertys will be placed in the formlist i'm using once i've finished my current playthrough.
- - added bobby no nose, mel, and sonya bot to list of pushable actors
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Version 0.5.3.1
- - fixed minutemen being showen as recruitable
- - fixed good neighbour guard showen as recruitable
- - fixed type creatures showen as recruitable
- - fixed more issues in regard to perk menu not correctly showing when using quick trade
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Version 0.5.3
- - added missing distance check to recruit perk menu
- - if recruited via perk menu the actor will no longer show the recruit option so this is compatible with other mods that make use of perk menus
- - the recruited actor is now set to essential and ignore friendly fire by default when recruited...works for both debug stick and perk menu
- - the perk recruit performs a charisma check...your charisma must be higher than the targets charisma
- - fixed silent removal of caps when recruiting via perk
- - fixed potential quirk when using quick inventory/trade mods
- - trader slim is now essential/ignoreHits by default
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Version 0.5.2.1
- - fixed unfilled propertys for trader larry
- - fixed recruit perk not working on loading a game...excuse my idiocy, everyone has a bad day sometimes
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Version 0.5.2
- - the fix model bug feature has been "improved" so that the affected actor is automatically exiting bleed out state, and additionally has their last flags recovered(esential, ignore etc.)...no need for manual fixing afterwards
- - fixed wrong condition appliance on female push effect
- - extended push feature to "playerFriendFaction"...this should include special workshop members like dogs and cats etc.
- - excluded turret race from push feature...because well, you can't really push them
- - removed left over dirty world cell edits
- - added new perk menu to recruit settlers...this one is a little bit more "immersive" since it will cost you 100 caps...that's an experimental feature to gear up for the mods new purpose adding immersive functions of the debug stick
- - smiling larry(traveling merchant) is now set to essential and ignore friendly hits by default
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Version 0.5.1
- - added new menu via secondary attack to warp followers to your position
- - deezer and the covenant cat are now set to essential and ignore friendly hits by default
- - crickets and lucas caravan guards are set to PEI by default
- - the push feature has now the ability to push dead actors removed...it was fun as long as it didn´t caused issues, but at one point it did, so there you go
- - all robot workbench build automatrons are now set to essential and ignoring friendly hits by default
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Version 0.5
- - added new function to fix the notorious "swim pose bug"...this will set the actor essential and kill him, so he will enter "knocked state" effectively fixing the model bug...you will need to remove essential state after if the actor wasn't essential before
- - traveling merchants are now set essential and ignore friendly fire by default
- - added a perk menu based function to push damn brahmins out of the way if close enough
- - extended push mechanic to current followers and/or workshop NPCs(including all races that are allowed to be part of a settlement), but you'll have to sneak
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Version 0.4.9
- - carryweight fix is now integral when recruiting settlers
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Version 0.4.8
- - the carry weight fix is now determined by the classical carry weight formula: 200.0+(Strength * 10)
- - added the missing REDialogueRescued, and WorkshopDialogueFactions faction to the "can be settler" check, so that actually more valid actors will be considered a potential settler
- - the kane can no longer be sold
- - attempt to fix the settlement menu opening twice, when recruiting settlers
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Version 0.4.7
- - added new option to "fix" carryweight(set to 300), if an actor doesn't have enough carryweight when trying to dress them up
- - added display support for all robot races
- - the info function will now display the name, if the actor has one
- - fixed settlement menu spam for actors that do not qualifie for recruitment
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Version 0.4.6
- - fixed even more none errors
- - fixed getting the cane when loading a game and not present in inventory
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Version 0.4.5
- - fixed various errors related to calling on a none object
- - fixed ActorAlias not properly binding to quest that wasn't running
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Version 0.4.4
- - added new option to open actors inventory
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Version 0.4.3
- - statistics will show carry weight now
- - statistics will show if an actor can be a potential Settler(aka recommended to be turned into Settler or not)
- - added support for creation club golden retriever
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Version 0.4.2
- - fixed missing workshop commands for individually allowing to set the settler flags on actors
- - renamed the settler function states to "flags" so you can better distinguish, and don't confuse those functions with the "Toggle All States" button
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Version 0.4.1
- - added three new individual options: Toggle Command State, Toggle Caravan State, Toggle Move State, which should primarily used to finetune settlers and settlement animals etc.
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Version 0.4
- - the resurrecting the dead is now an option on the menu
- - added new feature to make every friendly actor a settlement, including the choice to which settlement the actor should be send to...of course this is highly experimental, and should be used with good knowledge and responsibility...things will certainly break if you turn actors into settlers that aren't supposed to be settlers...you can however remove every actor from the settler state at any time as well
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Version 0.3.1
- - fixed broken faction state check
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Version 0.3
- - fixed ghoul and synth actors were not taken into account
- - if you hit a friendly actor if he's dead, he will be resurrected now
- - the config kane will now work on pretty much any potentially friendly actor race, not only humans
- - minor text corrections
- - added a new option to show actor statistics(like actor value etc.)
- - added scripted support for Creation Club Quantum Radstag(ManwellRifle)
- - added more checks for hostile state of actor, to make double sure it works, since Crime and Punishment would sometimes refuse to recognize the non hostile state of the kane
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Version 0.2.1
- - current actor state will now be displayed as addition to the "talk" activation(E=essential,P=protected,I=ignoresHits)
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Version 0.2
- - added magic effect aka UI description to display text in mods that make use of it
- - fixed the Cane using up action points on use
- - added fancy shader(detect Life FX)
- - corrected faulty state of getStageDone on init and player loading game, effectively fixing the following bugs
- - fixed config Kane not properly added after Vault111 exit aka MQ102.getStageDone(10)
- - fixed: cane added to inventory before leaving Vault111
- - fixed: MQ102 starting on starting new game
- - fixed: intro video not running without pressing enter/return key
- - fixed: numerous related bug due to MQ102, and MQ101 not properly initiating/running
- - properly stopped the quest and any timers after you get the config kane
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Version 0.1
- - initial release
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- Author's activity
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June 2023
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04 Jun 2023, 5:41AM | Action by: CrEaToXx
File added
'Friendly Actor Configurator [version 0.6.2]'
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04 Jun 2023, 5:40AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.6.2'
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04 Jun 2023, 5:39AM | Action by: CrEaToXx
Attribute change
'Mod version changed to 0.6.2.'
March 2023
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03 Mar 2023, 7:34AM | Action by: CrEaToXx
File added
'Friendly Actor Configurator [version 0.6.1]'
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03 Mar 2023, 7:33AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.6.1'
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03 Mar 2023, 7:32AM | Action by: CrEaToXx
Attribute change
'Summary changed.
Mod version changed to 0.6.1.'
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02 Mar 2023, 10:24AM | Action by: CrEaToXx
File added
'Friendly Actor Configurator [version 0.6]'
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02 Mar 2023, 10:23AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.6'
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02 Mar 2023, 10:22AM | Action by: CrEaToXx
Mod image added
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02 Mar 2023, 10:22AM | Action by: CrEaToXx
Attribute change
'Mod version changed to 0.6.'
February 2023
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22 Feb 2023, 7:16AM | Action by: CrEaToXx
Attribute change
'File \'3DNPC Patch\' category changed to Optional files.'
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22 Feb 2023, 7:16AM | Action by: CrEaToXx
File added
'3DNPC Patch [version 1.0]'
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22 Feb 2023, 7:15AM | Action by: CrEaToXx
File added
'Friendly Actor Configurator [version 0.5.4]'
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22 Feb 2023, 7:13AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.5.4'
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22 Feb 2023, 7:13AM | Action by: CrEaToXx
Attribute change
'Mod version changed to 0.5.4.'
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19 Feb 2023, 5:39AM | Action by: CrEaToXx
File added
'Friendly Actor Configurator [version 0.5.3.1]'
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19 Feb 2023, 5:39AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.5.3.1'
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19 Feb 2023, 5:38AM | Action by: CrEaToXx
Attribute change
'Mod version changed to 0.5.3.1.'
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18 Feb 2023, 6:22AM | Action by: CrEaToXx
File added
'Friendly Actor Configurator [version 0.5.3]'
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18 Feb 2023, 6:21AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.5.3'
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April 2025
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15 Apr 2025, 4:07PM | Action by: oskurap
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24 Nov 2024, 7:18AM | Action by: CWarrior01
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18 Nov 2024, 4:59AM | Action by: mateotorres
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01 Nov 2024, 10:56PM | Action by: keershazzow123
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23 Oct 2024, 11:44PM | Action by: csclevenger
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21 Oct 2024, 1:05AM | Action by: csclevenger
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02 Oct 2024, 6:07AM | Action by: Hakushaku
Endorsed
'Friendly Actor Configurator'
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