Is there a way to turn off the "follow" behavior? I was just minding my own business in my settlement when a nomad trader offered me his services. It was actually handy, I could sell some crap.
But now he literally follows me everywhere in the settlement, like 4 feet away from me. Incredibly annoying, and now I just want him to sod off.
Too late, I killed him and dumped his body in the river. He was creeping me out way too much.
I will try that next time, but this is a really baffling problem. I still haven't found the conflict, and I frankly don't have the slightest clue what could possibly be causing this.
I have a few AI mods, but usually things that just increase settler sandbox range and such. This is just plain wacky.
Might try spawning another trader manually and check the behavior. If I have time, I will double check the trader action in my game. I've just never encountered that prior and you are the 1st to report it.
I used this on a previous playthrough that had something like 28 days on it and I never had this happen to me.
That's why I was wondering if I had just tinkered with a settings holotape early on and just forgot which setting I changed... That's why I asked my original question, "how do I turn this off".
I recently cleaned up my load order, reordered everything, organized everything with separators in MO2 and everything is much tidier now, also runs better with my NG install.
So yeah, I dunno what I changed. I'm 100% convinced it must be a conflict now.
Nomads follows the vanilla naming conventions. I suspect that What's your name' keys on NPCs named Settler or such. That patch would need to come the author of Whats your Name.
Rename Anything will work and is the mod I use. Not only will it rename NPCs, you can set custom names on most any object.
Hey, a small thing I noticed while modding your mod (to fit in better with my own scripted stuff etc.), in the OnTimer even of the markers script, it makes sense to check for JustSpawned == 0 right away and bail out early, before counting the workshops and calculating the max spawn count. Another small thing would be to calculate the distance to the player only once and store it in a var.
It probably makes no meaningful difference, that is, it's not like there is a "performance issue" here or anything, it's the difference between super fast and even faster, but I love optimization for the sake of it so I made that change for myself while I was at it, and just wanted to share. Please take it in that spirit, not as criticism! I love your mod, it's one of my all time favorites.
I wanted the max spawn limit calculation to fire 100% of the time if the marker timer has expired. Mainly because that is the only thing updating the limit & statistics. If no marker fires there is no statistics update. So the only way to streamline it further is to skip the limit calculation as you suggested. I don't think that these calculations slow progress that much, but I do see the possibility for the stats to be lagging if changed as you suggest.
I did move all calls/calcs not specifically needed for the limit calculation to the code block after the check for just spawned, so there will be fewer lines of code to execute if justspawned <> 0,
On your other point, yes, it would make sense to store the distance in a var for the comparisons needed. I will make that change in the next version.
Hope that makes sense and thanks for the suggestion.....
Hello Im using https://www.nexusmods.com/fallout4/mods/90505?tab=bugs this mod to change appearance of Synths that spawn. Obviosuly they are hostile to player character. However, If i place your mod below this in LO, will you mod spawn in Nomad synths with the ABOVE appearance?
Nomads replicates one of the vanilla Synth leveled lists, so it might work, might not depending on how the mod you noted makes changes.
I will say I doubt it will work with the next release of Nomads where I've implemented some things learned that should allow the nomad synths to wear clothing and gives them the farming animation.
Good eveningI'm always grateful for your mods. Thank youI have a question. Is it possible to make a mod that travels around like this mod and allows you to hire a companion without immortality by paying caps?
Probably doable, but I would just recommend Liga of My Companions which will allow you to recruit most any NPC (including Nomands, settlers, etc) as a follower / companion. You can also have multiple companions. Immortality is set on the team but if you want one or more followers to remain mortal, then I recommend using Friendly Actor Configurator with which you can set mortality and a host of other actor configs, as well as resurrect any individual actors.
Hey so i am currently using your mod with F4 Game of the year edition. The nomads pop up and everything but I'm not even getting the recruit option. I did install the framework mod.
And I was curios can lost robots be modified on the robotic builder?
For starters make sure you have the 2 needed perks for the recruitment script. Missing perks is the most likely cause. Open the game console and enter:
help RL_Recruit 4
You should see the following 3 perks: RL_RecruitSettlers RL_RecruitTagged RL_RecruitEssential * this one still exists but is no longer used; it is not an issue if it appears or doesn't
For the mod to work you need the 1st two perks in the list. If you don't see the perks then the initialization quest failed to run / complete. If you are missing the perks see this article RL_Recruit_Framework Article which describes how to add the perks using the console. Ignore the part about the Recruit_Essential perk, just use the steps outlined to identify and add the other two perks.
If you have the perks, then most likely some other mod is contending for the alternate dialog used to prompt the recruit option. Many mods use the alternate dialog and I've tried to make my mods share it, but that does not work with every mod out there.
Lastly, if you are running the latest steam release of Fallout that was released late Apr, that might be the problem. None of my mods have been tested (by me) for that version release. That release clobbered a lot of mods / tools, and I rolled back to the prior version in my games.
No the robots are vanilla, not automatron bots, so they cannot be modified in the robot workbench.
Just a heads up this needs to be put above PRP, it breaks some precombines with the NOMAD spawn marker. So if you use prp just put it above it and it fixes it. The most noticeable one is at the General Electric Galleria at the bakery.
I will consider it, but adding additional spawn types has become a much larger ask with the new configuration holotape. Many scripting issues that I will have to re-visit.
If you want Triggermen, I suggest you check out my new mod Workshop NPC Cages where you can build cages to trap some of the hostile factions including Triggermen. The 'Captives' act just like Nomad settlers.
142 comments
Is there a way to turn off the "follow" behavior? I was just minding my own business in my settlement when a nomad trader offered me his services. It was actually handy, I could sell some crap.
But now he literally follows me everywhere in the settlement, like 4 feet away from me. Incredibly annoying, and now I just want him to sod off.
I wonder what weird mod conflict is causing this.
I will try that next time, but this is a really baffling problem. I still haven't found the conflict, and I frankly don't have the slightest clue what could possibly be causing this.
I have a few AI mods, but usually things that just increase settler sandbox range and such. This is just plain wacky.
That's why I was wondering if I had just tinkered with a settings holotape early on and just forgot which setting I changed... That's why I asked my original question, "how do I turn this off".
I recently cleaned up my load order, reordered everything, organized everything with separators in MO2 and everything is much tidier now, also runs better with my NG install.
So yeah, I dunno what I changed. I'm 100% convinced it must be a conflict now.
https://www.nexusmods.com/fallout4/mods/25321?tab=description
currently, when i ask any NOMAD "Whats your name", whats your name mod says, you already know their name...and all Nomads are still called nomads
Rename Anything will work and is the mod I use. Not only will it rename NPCs, you can set custom names on most any object.
It probably makes no meaningful difference, that is, it's not like there is a "performance issue" here or anything, it's the difference between super fast and even faster, but I love optimization for the sake of it so I made that change for myself while I was at it, and just wanted to share. Please take it in that spirit, not as criticism! I love your mod, it's one of my all time favorites.
I did move all calls/calcs not specifically needed for the limit calculation to the code block after the check for just spawned, so there will be fewer lines of code to execute if justspawned <> 0,
On your other point, yes, it would make sense to store the distance in a var for the comparisons needed. I will make that change in the next version.
Hope that makes sense and thanks for the suggestion.....
rl
Im using https://www.nexusmods.com/fallout4/mods/90505?tab=bugs this mod to change appearance of Synths that spawn. Obviosuly they are hostile to player character.
However, If i place your mod below this in LO, will you mod spawn in Nomad synths with the ABOVE appearance?
(Finger crossed)
Nomads replicates one of the vanilla Synth leveled lists, so it might work, might not depending on how the mod you noted makes changes.
I will say I doubt it will work with the next release of Nomads where I've implemented some things learned that should allow the nomad synths to wear clothing and gives them the farming animation.
When you recruit a Nomad Synth, will they still be called Nomad, or does there name change to Synth once recruited?
Hope that makes sense.
Cheers
I wish Skinny Malone lived in our domicile instead of the Vault...
And I was curios can lost robots be modified on the robotic builder?
help RL_Recruit 4
You should see the following 3 perks:
RL_RecruitSettlers
RL_RecruitTagged
RL_RecruitEssential * this one still exists but is no longer used; it is not an issue if it appears or doesn't
For the mod to work you need the 1st two perks in the list. If you don't see the perks then the initialization quest failed to run / complete. If you are missing the perks see this article RL_Recruit_Framework Article which describes how to add the perks using the console. Ignore the part about the Recruit_Essential perk, just use the steps outlined to identify and add the other two perks.
If you have the perks, then most likely some other mod is contending for the alternate dialog used to prompt the recruit option. Many mods use the alternate dialog and I've tried to make my mods share it, but that does not work with every mod out there.
Lastly, if you are running the latest steam release of Fallout that was released late Apr, that might be the problem. None of my mods have been tested (by me) for that version release. That release clobbered a lot of mods / tools, and I rolled back to the prior version in my games.
No the robots are vanilla, not automatron bots, so they cannot be modified in the robot workbench.
If you want Triggermen, I suggest you check out my new mod Workshop NPC Cages where you can build cages to trap some of the hostile factions including Triggermen. The 'Captives' act just like Nomad settlers.