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  1. CrEaToXx
    CrEaToXx
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    version 0.6.2; 4.6.2023:

    - 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

    version 0.6.1, 3.3.2023:

    - 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 behavior might not enable them to return to their previous location on themselfs...so again, with great rage push comes great responsibility

    Changelog pre version 0.6.1:

    Spoiler:  
    Show
    version 0.6, 2.3.2023:

    - 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

    version 0.5.4, 22.2.2023:

    - 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

    version 0.5.3.1, 19.2.2023:

    - 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

    version 0.5.3, 18.2.2023:

    - 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
    - added various conditions to recruit perk in order to exclude certain actors from displaying the recruit context...will be finetuned with future versions

    version 0.5.2.1(hotfix), 17.2.2023:

    - fixed unfilled properties for trader larry
    - fixed recruit perk not working on loading a game...excuse my idiocy, everyone has a bad day sometimes

    version 0.5.2, 17.2.2023:

    - 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(essential, 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

    version 0.5.1, 1.2.2023

    - 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
    - streamlined the nexus description for reasons of focus

    version 0.5, 31.12.2022

    - 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

    version 0.4.9, 18.11.2022

    - carryweight fix is now integral when recruiting settlers

    version 0.4.8, 24.9.2022:

    - 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

    version 0.4.7, 27.8.2022:

    - 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

    version 0.4.6, 13.8.2022:

    - fixed even more none errors
    - fixed getting the cane when loading a game and not present in inventory...note: you will still get it one time, if installed on an existing game

    version 0.4.5, 9.8.2022:

    - fixed various errors related to calling on a none object
    - fixed ActorAlias not properly binding to quest that wasn't running

    version 0.4.4, 24.7.2022:

    - added new option to open actors inventory

    version 0.4.3, 20.7.2022:

    - 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

    version 0.4.2, 8.7.2022:

    - 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

    version 0.4.1, 3.7.2022:

    - 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.

    version 0.4, 2.7.2022:

    - 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

    version 0.3.1, 24.6.2022:

    - fixed broken faction check state

    version 0.3, 19.6.2022:

    - 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

    version 0.2.1, 30.4.2022:

    - current actor state will now be displayed as addition to the "talk" activation(E=essential,P=protected,I=ignoresHits) 

    version 0.2, 16.4.2022:

    - 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)
    - fixed config Kane not properly added after Vault111 exit aka MQ102.getStageDone(10)
    - corrected faulty state of getStageDone on init and player loading game, effectively fixing the following bugs
    - 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 bugs due to MQ102, and MQ101 not properly initiating/running
    - properly stopped the quest and any timers after you get the config kane
  2. achekery83
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    Although not listed in Requirements, this mod also requires Mod Configuration Menu for settings configuration.
  3. wttwjr
    wttwjr
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    Regarding a future update, would it be possible to add an option for "recruit follower" effectively making any eligible NPC a follower that can be hired or dismissed?  The idea I have is similar to Unlimited Combat Followers by SKK50.  This mod is great, but it allows for hostile NPC's to be recruited as well. Would this concept be possible albeit even a simplified version?  Thanks in advance and apologies if this has been requested previously.
  4. batuace
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    sometimes, when an actor gets his head blown, and you resurrect him, he gets resurrected without the head/arm/leg.... XD... maybe use... recycleactor>resurrect(for the clothes etc)>moveto player? (sorry if im being stupid, i just use console commands i'm not good with the creatiom kit or scripts)

    edit: so, i have the mod "get out my way" push everyone, that pushes npcs with "R" and with this mod, now it says recruit... on everyone, once i recruit them, it says push... now i dont have any problem at all with that, but you should put some checks for the recruit, like, is the config kane equipped? is weapon out? is not hostile to player?... anyway, best mod ever! it only gets better!!
    1. jwoods3054
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      I also have something similar after updating to newest version. Heather Casdin now says "recruit"  after she is recruited on far right side of menu . I did see you are planning on adding conditions to not show the recruit option
      Piper's menu has recruit (again) also and her menu has talk / recruit / talk / trade. Follow/Stay replaced by Talk. 
      SKK Combat Settlers has to be lower than this mod as it was being overwritten. 
      I tried rolling back to a previous version but did not work. Probably baked into save... The strange thing is one time I quit and reloaded the game and everything was normal next was like above

      Love the mod and it will stay in my LO. Can we go back to bashing them with a cane? 

      Regards
    2. CrEaToXx
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      There is no going back to old versions. Use the archives if you must. Endurance is the word, moving back instead of forward seems to me absurd.

      However, that doesn't mean I leave you standing in the rain. Give me a week or so to finetune the feature. Until then you could just console: "player.removeperk xx02F807". The two x define the id for the load order position. You'd find it in console by using "help FAC_ 0". All content of a mod is defined with the same first two load order ID's.

      I'm probably going to implement hotkeys and/or a MCM menu for configuration.
    3. batuace
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      in fo4edit, in the recruit perk, i just added, getequipped "FACconfigkane" = 1, and, isweaponout not equal to 0, and solved it for me, now i must have the kane equipped and out to show the "recruit".
    4. CrEaToXx
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      That's one way to do it. But why would I use the menu option if I already have the Debug Stick equipped and out?

      I've added tons of conditions to finetune. Testing this for two days I added even more conditions for various other actors I've met, so I guess I got covered most, if not all of them. If this still acts up a MCM and maybe a hotkey is inevitable.
    5. batuace
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      is there a way to make the game open the weapons workbench menu on pressing of a button? that would be the ultimate useful, like without actually accesing a workbench, just, i dont know, you block with the kane, shows the menu, and select an option to open weapons workbench, bam! if i'm carrying the mods i can modify my weapon? is doable? or i'm just dreaming? i'm starting to learn papyrus script in my free time but... at the moment it seems imposible for me.
  5. BlazeStryker
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    Thumping with a cane seems a bit rough: Do you think a bright yellow-orange (Nuka Victory) Thirst Zapper that does all this is more "friendly"?
  6. BlazeStryker
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    Will you add a function to correct/change stance? Certain NPC addition mods make it so you can have people in Sad Sack Sick Slump or not and that stance never changing is one reason so many people get sick of Jun Long...
    1. CrEaToXx
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      I gave him a Minigun and made him guard the Sanctuary bridge. That fixed his stance. His wife's still loco though. 
  7. Babaloo321
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    Would this work on raiders that have been pacified with the Intimidation perk? There was a new mod released (Holdup Pacify Fix https://www.nexusmods.com/fallout4/mods/63826) that fixes the dialog and makes you able to rob them or trade with them and I was wondering if that would make a difference if it didn't before.

    Sorry I couldn't link the mod properly, I'm on mobile right now and there's no option to.
    1. CrEaToXx
      CrEaToXx
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      I don't know. If this mod or the perk turns the Raiders non hostile then yes?
    2. zewtastic
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      Use console command "tdetect".
  8. Sngll17
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    Bang ! A must-have quality-of-life mod !
  9. kittyowilder
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    I would like to be able to configure in-game other parameters, for example, static attenuation of sound descriptors. Is it possible using your scripts without modifications, simply entering the variables -and values- that need to be modified? (I am not very good at coding with papyrus).
    1. CrEaToXx
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      Well, there's multiple ways to skin a cat. What you want to do can be achieved via magic effect, perk menu, cloak script or simple object reference script. I believe there's an inbuilt function to allow for changing volume of object sounds, browse the Creation Kit wiki.

      This mod is limited to none hostile actors, and the conditions are applied via script. You could just copy pasta one of my function blocks, and change the conditions and properties to address virtually any world object. The OnHit() event does not have any limits to process functions to objects, and it is far superior in performance when catching targets, in comparison to, let's say, a cloak script or perk menu. The only downside of magic effect is, you can only carry it via an item or spell in your inventory, while a perk menu can interact directly via HUD menu. The downside of perk menu is, everyone is using it, and so compatibility is going to be a pita.

      However, long story short. It's best to just start from scratch which also has the benefit for you to learn how to utilize the Creation Kit, and how to build scripts.

      All my work is free to use for anyone without need of credits. You can just happily use my code as template. I do that all the time with the numerous scripts Bethesda and the CK Wiki has provided to us...
    2. kittyowilder
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      Excellent advice! Although I began coding in assembler (long time ago ...), I could not dedicate much time to learn enough high level programming languages (I stopped with C++). I will try to dedicate some time to papyrus now :).

      Many thanks for your time to answer, and for the answer too :)
  10. batuace
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    i've searched for a mod like this fo so long!! i think if you add the openactorcontainer option, would be juuust perfect... i'll endorse it when this thing lets me.

    ps: maybe as a bonus, the follow player, option... not convert them in followers, just add the follow player package or stop following.
    1. CrEaToXx
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      Oh sorry, I've just seen your comment right now. Your idea is good(the inventory thingy), and I'll add it for next version.

      About the follower thingy. The FO4 follower mechanic is extremely sensible to interference, and I haven't delved into it enough to build up the confidence to hack it right now(due to lack of experience with it). But of course, this is a good idea as well.
    2. batuace
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      wow... just wow, i'm out of words, thank you man, just thanks, it's perfect now... the follow player is just a bonus.
      i use "liga of my companions" for followers, it lets me make almost any npc a follower, i was just saying like when "travis" is following you, a dumb follower, no dialog or trade or anything, he just follows you... but at this point, this mod is just perfect, you are the best.
    3. batuace
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      by the way, it doesn't work on covenant people for some reason.
    4. CrEaToXx
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      That's because they are special, and extremely buggy to mess around with. Refer to the Wiki to get a picture of how potentially bugged up they actually are. They work on special markers, and have a special keyword/faction setup that makes them either potential friends, or potential adversary's. The background scripting on how the game determines this is extremely complex woven into a multitude of scripts, that I do not want to mess around with at all.

      The same goes for, for example, all those random Brahmins and/or Protectrons you'll find anywhere on the world. Most critical problem here is, they are not unique, and can not be made unique, because their scripting disallows for that. It's different with random settlers, because they have specific keyword and faction setups, that makes them unique once they are send to a settlement, or are accepted as settlement member.
  11. FireteamSierra
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    Thank you so much for this brilliant creation and for always upgrading it to do more.  This is one of those mods that has earned a permanent spot in my load order.  I was wondering if down the road if there was a way that this could be made into a gun that would fire a projectile or laser at a target instead of having to run up and hit them.  I think it would be fun to snipe someone and watch them take on a bunch of raiders or even a random encounter trader to make them essential from a  distance.