Fallout 4

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RlBaxter

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rlbaxter

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  1. rlbaxter
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    version 4.2 Released : bug fix to stop Nomad Doctors / Nomad traders from spawning as children when running Orphans of the Commonewealth.

    Version 4.1 Released


    • Fixed bug where in-vlunerable hostile child Nomads would spawn, thanks to Babaloo321 for identifying an easy fix.
    • Corrected the plastic component needed to create the holo-tape.
    • Added Triggermen Nomads per a member request.
    • Added Nomad Doctors and Nomad Traders (requires vanilla Nomads to be enabled, can be enabled/disabled with the holo-tape).
    • Added a Friendly Nomad Spawn status to the holo-tape which shows the number of friendly Nomad's
      spawned, the number killed, and the number still alive

    See mod description for more info.

    See Update History for past update details.
  2. GeekzMight
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    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?
    1. rlbaxter
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      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.
  3. durbin
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    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.
  4. blackboy2
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    Think you could add some Triggermen nomads in a future update?
    1. rlbaxter
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      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.
    2. rlbaxter
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      Triggermen were added in v 4.1.  Enjoy.
    3. blackboy2
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      Thank you.
  5. useralmatykz
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    Hello.
    Thank you!
    Works great with "Alias - Settlers".
    Question. Was it possible to translate some lines of scripts in the translator? Those who are responsible for clues about the location of the nomad?
    1. rlbaxter
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      Are you asking if the directional hints can be translated to another language?  If so, I am not familiar with how that is done.  Something I can certainly look into....
    2. useralmatykz
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      All is well, thank you!
      I translated your mod for myself, I just did not know if it is possible to translate strings in the "scripts" section.
      It turned out that these are lines of pop-up messages about Nomads and their approximate location)))
      Everything is working!
    3. rlbaxter
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      Great!
  6. seki5656
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    I'm using a mod that adds child settlers, but spawned hostile child Nomads. Of course, he was invulnerable, and above all, he appeared near the settlement, so the never-ending battle between settlers and children began.lol

    Is there an effective way to prevent hostile children from spawning? Would it be better to change the leveled list Nomads is referencing?
    1. Babaloo321
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      You could change the Default Template and Template Actors for "Nomads_Settler_Hostile "Nomad" [NPC_:xx011A0B]" from "WorkshopNPC "Settler" [NPC_:00020593]" to something else.

      I set it to "LCharScavenger [LVLN:0002BEA0]" because it already has most, if not all of the vanilla settlers in that list, and Orphans/Raider Children doesn't add to it.
    2. rlbaxter
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      Strange I run Orphans and Nomads and in all my play, I've never ran into that scenario.  However, I agree that it is a possible scenario. 

      Babaloo321 does offer a possible compromise, which I need to investigate further.  The reason for using the workshop settler template was to add compatibility with Better Settlers, so settler nomads would get the variation benefit from that mod.  However, I can easily change the hostile template as Babaloo321 suggests, which should address the issue seen.  Look for this in a future release.
    3. seki5656
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      I'll deal with it the way Babaloo321 taught me. thank you.
      Since "WorkshopNPC "Settler" [NPC_:00020593]" includes children of Orphans in its leveled list, it seems that there is always a chance of a hostile child spawning.
    4. mgnewserver
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      kill the Kids
  7. NoraCHUCHU
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    Yeah. I just wanted this, running into enemy NPCs that weren't always hostile or didn't feel like dying
    Could you add inhabitants of a vault?
    1. rlbaxter
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      As stated in my reply to blackboy2, adding additional Nomad types is a much bigger task since I've added the configuration holotape.  I will add your request to the list of requested changes.  Not sure there is a good leveled list for generic vault dwellers.
  8. rsm000rsm
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    Greetings,

    I've only recently started playing Fo4 on PC (I played on PS4 many years ago), so I'm still in that mod-testing phase to assemble that perfect load order before doing a full play through.  Wishful thinking, perhaps, but I'm having fun trying. Anyway, I've done a few test runs with Nomads in the mix, and I must say that, barring any catastrophic conflict, I expect it to remain a permanent fixture in my game--at least those runs where I build up settlements and such.  That being said, here are a few observations I've made that, hopefully, will be useful to you if intend to further develop the mod.

    First, I've noticed there's a sort of feast-or-famine element to nomad spawns.  That is, I've gone long stretches without any nomads appearing, followed by equally long stretches where they appear in bunches.  During my last test run, for instance, a nomad appeared, and within seconds of recruiting him, another came running up to me.  And no sooner did I recruit that one that another one "called out."  This all happened in Concord, in front of the Museum.  I don't think this is a bug or conflict, as this happens with vanilla settlers responding to the recruitment beacon as well, but I thought I'd mention it just in case.  On a similar note, I've noticed that, quite frequently, nomads spawn when I fast travel, although it appears to happen mostly when fast traveling to (or near) an owned settlement.

    Second, and speaking of the "someone called out" feature, I like it, as it makes logical sense that someone who is lost would call out for help.  I do have one small nitpick, however; namely, I think the range is too far.  I lost count how many times I ran around spamming VATS trying to find the nomad, only to come up empty, and several times I was in some open areas where, realistically, I should've been able to see them if I was close enough to hear them call out. In a perfect world, the nomads would actually vocalize their presence (e.g., the "Who's there?" or "What was that?" comments you often hear from settlers, raiders, mutants, etc.), but that might be too much work to implement.  Shortening the range, or maybe adding a directional indicator to the message, might be more manageable, assuming, of course, this is something you think is worth the effort.

    Next up, I discovered something that, originally, I thought was a bug, but now I don't.  I'm only detailing it for "just in case" purposes.  To be precise, during an early test run with Nomads enabled, I encountered a nomad synth even though I had synth spawns disabled.  I was able to recruit the synth, and since it didn't happen again, I figured it was just some random glitch.  It didn't happen in later test runs either, until my most recent, where I discovered one in the same area as before.  The difference this time was that I hadn't yet made the holotape (I'd forgotten).  That's when I realized all of the spawn types are enabled by default and can/will spawn before building the tape.  Personally, I'd rather have the spawns disabled by default, but again, that's not my call.

    Last but not least, I did make one observation that might be a bug.  Normally, I run this mod with only vanilla spawns active, as my main interest is recruiting settlers for my settlements. During one test run, I activated gunner spawns, but while active, I wasn't getting the "someone called out" notice, even though I was still encountering vanilla nomads.  For the record, this was a very brief run due to some other mods that weren't cooperating with each other, so this potential bug with your mod may not be a bug at all, and just a case of the test run not lasting long enough.  Either way, I thought you should know.

    Having said all that, this is a must-have mod for anyone who wants to speed up the settler recruitment process.  A wish list item would be a patch with Real Name Settlers, but that mod is geared toward humans, so I imagine a patch accounting for synths and super mutants would be too much work.  But I can dream, right?  Or settle for Rename Anything, which is what I've been using.  As a side note for anyone who might be interested, a renamed nomad will lose that name if assigned as a provisioner or, presumably, any other job that similarly replaces the generic "settler" title.

    That's all for now.  I hope the info I've provided is useful.  I have more for one of your other mods, but I'll post it there.  Until then...

    -RSM
    1. rlbaxter
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      Spawns trigger when a cell is loaded, based on a random number trigger, and can spawn in numbers of 1, 2 and 3.  2 being rarer than a single spawn and 3 being a very rare occurrence.  I've tried to make the trigger as random as possible, but sometimes it still isn't as random as i'd prefer.   This probably explains why you see them spawn when fast traveling.

      Notably once a spawn occurs in any cell,  further spawns are locked for a random number of cell changes.  So once the a spawn occurs, the player must cross 'random' cell boundaries before spawn chances are re-enabled.  This is meant to prevent multiple spawns in the same cell.  However Nomads persist, so it is possible that one or more had spawned but were not discovered at the time.  If not discovered, another could spawn each time the player enters the cell with a Nomad. 

      There is a dynamic limit on the number of Nomad spawns based primarily on the number of owned settlements.  Spawn chances decrease as the number of spawns approach this limit and stop if the limit is reached.  This feature may be contributing to the feeling of feast / famine.

      I wanted to include real voicing, but realized that is not practical given non humans, robots, synths, mutants lack applicable dialog lines.  A direction indicator is desired, but that currently exceeds my limited modding skill set.  I agree the distance for the Nomad spawn hint is too great and plan to reduce the distance in the next version.   FYI,  the hint message is not 100% by design; i.e.  there is only a 60% chance that the message will fire when a nomad is near.  The intent was to let you know a Nomad was close; you still have to find him.  Also, a Nomad will run up to you once you get really close.

      With regard to the spawn control, it is possible the synth had spawned before synth spawns were disabled.   Please post here if you continue to see a faction spawn when that faction is disabled.
    2. rlbaxter
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      I'm testing a rudimentary directional hint that says "Someone just called out [ahead, ahead right, right, behind right, behind, behind left, left, ahead left] which gives the player a general direction.  The hint only triggers if within a certain range (that range has been decreased about 20% from the prior release) and then hint only triggers 70% of the time (chance of occurring increased slightly over the prior release).

      I think the hint retains some realism in that we can determine the basic direction of a voice in real life.   Moreover the hint is optional to start with.

      Thoughts?
    3. rsm000rsm
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      Hello,

      I was just stopping in to relate some new discoveries/observations from my latest test run when I saw your post, so I'll address that first.

      The directional indicator is pretty much exactly what I had in mind.  That or "someone calls out from the north" or "from the southwest" and so forth.  Reducing the trigger range should definitely help.  As for the percentage chance to trigger, I'll follow your lead since it doesn't appear to be something that is easily tracked in game without an obvious frame of reference (e.g., happening almost every time or happening almost never).  And it does add to the realism--after all, someone alone in a hostile environment might be too scared to call out for fear of raiders or worse.  I don't know if it is possible, but I think it would be interesting to find the occasional nomad cowering somewhere to represent that fear. But while we're on the subject of the hint...

      In my most recent test run, I made a point of paying attention to what various NPCs say when they detect something nearby.  It appears that all of the humans have some sort of "what was that?" or "who is out there?" trigger, as do super mutants.  Synths and most robots have some form of "movement detected" comment as well.  I say "most robots" because I didn't encounter any handy/nanny/gutsy types with a similar detection trigger, but I could be wrong.  Either way, if some day you decide you want to try to give nomads an actual voice replacement for the direction indicator, the in-game voice files have you covered (or nearly so).

      Moving right along, during this last test run, a recruitable raider nomad turned up in Sanctuary before I claimed the settlement or made the holotape.  As I mentioned last time, I'd prefer the mod to be inactive by default, but it isn't that big of a deal.  'Course, if you ever decide to set up MCM support for this mod, you have my complete support. :-)  Anyway, I only mention this because, after I recruited him and assigned him to a defense post, I noticed that he kept leaving his post to play with the water pump.  After I switched to powered pumps/filters, he stayed at his post, but as soon as I put down a scrap station, he decided to go there and weld instead, even though he stayed assigned as a defender.  He was the only settler to do that.  I'm assuming this was just a quirk of the settlement system, but if you put that in yourself to show that raiders aren't reliable, then kudos to you.  Talk about immersion.

      Next up, a couple of things about synth nomads I forgot to mention last time...

      Firstly, I discovered that recruited synths will hand out settlement quests (e.g., "clear the way," "help defend," etc.).  If synths can do that, I image robots and super mutants can as well.  Is this something that can be prevented on your end?  Or is it baked into the game?

      The second discovery involves equipping synth nomads; specifically, they can be equipped with arm, leg, and head armor/clothing, but not torso armor/clothing.  I was trying to arm it up with a courser strigadae outfit, but I couldn't equip the jumpsuit.  Couldn't equip a vault suit either.  This is odd since gen 1 and 2 synths regularly wear jumpsuits.  Is this a bug?  Or does the game dictate that only certain types of synths can wear armor/clothing in the torso/full body slot?

      Well, this post went far longer than expected, so I'm going I'm going to pack it in.  As always, if I make any new discoveries, I'll let you know.  Until then...

      -RSM
    4. rlbaxter
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      I will try to address the points you brought up....

      The issue with Nomads (synths, mutants, etc) initiating radiant quests is a known issue that has been reported as a bug.  I believe that is a function of the 'workshop NPC faction' and as such that faction will be removed from all Nomads in the next release.  I am currently testing that fix but it takes time as that is a totally random happening, so it is hard to tell if that issue has been resolved.

      The directional hint seems to be working well in my current game, but more testing is needed with this change as well.   I have no plans to add voice hints at this time.  I just don't have the time nor interest to research and implement that feature.  The original Nomads release had no hints;  you'd just have to run into Nomads during your travels.

      There are simply many variables that play into settler assignments.  I did not intentionally make Raiders unreliable, but all human NPCs have preset work / sleep schedules.  Moreover, no NPCs stay at their assigned post 100% of the time; this issue gets even worse in settlements with a lot of NPCs (possible script lag issues).  I consider that a limitation of the game, since I've seen that issue occur randomly for as long as I've played the game.

      With regard to the clothing, all Nomads were created from existing NPC templates. I have no idea why clothing items cannot be equipped.  I will say that I cannot equip clothing on g1 synth (neither Nomads, nor synths created with another mod).   I can equip clothing on g2 synths created by another mod, and I will test this with a g2 Nomad.

      That said, if you would like to test any of these updates, I can make the updated version available to you for testing.  That said, the faction issue would be best tested in a new game, since I doubt that change will apply to Nomads spawned prior to this change.
    5. rsm000rsm
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      Hello,

      Sorry for the delay in getting back to you.  I've been spending most of my free time testing mod-added settlements for the upcoming settlement-heavy playthrough I'm planning.  The nomads have been invaluable during this testing, as they always seem to appear just when I need a settler to test one of these settlement's assignment functions to ensure they are working properly.  I knew going in that adding new settlement locations was going to be tricky, but it was even more precarious than I thought.  There were a number of them that I really wanted to use, but they were either too buggy or created too many mod conflicts.  There are a few more I want to look at, but I think I've got a pretty stable lineup right now, so we'll see.

      Anyway, yeah, I'd be happy to test out the next version for you.  Just point me in the right direction.  Until then...

      -RSM
    6. DickyDee
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      I made a post here about a year ago about how Sim Settlements 2 and this mod together breaks the entire recruitment system for whatever reason. Has this recent version cleaned that up and have you encountered any potential mod conflicts?
    7. rlbaxter
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      I've had no complaints regarding SS2 other than yours.  I personally do not run SS2 as my build is already script heavy with combat spawn mods.  I will add that a member of the SS2 forums responded to your original post stating that he did not see any obvious conflict.  The issue he did raise was corrected in a subsequent release.
  9. seki5656
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    Thank you for adding Miss Nanny. I am very happy to invite her.
  10. AndreChau
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    What can the supermutants do in a settlement? I like the idea of them but I can't find stuff they can interact with.
    1. rlbaxter
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      That constraint is noted in the mod description.  Non-human races do not have the specific animations that human races do.  They can be assigned and will execute the task but to the eye they will only stand around as they have no animation for the assigned task.  This is true for the robots as well.

      I believe if you add a supermutant cooking pot, they might interact with that object as there are animations for that action.  Also the Settlement Activity Markers mod, has an assignable chem bench, and I believe mutant have an animation for the chem bench.  Synths also have some animations for chem bench and such.  I use the scavenging stations from Northland Diggers, assign synths to those stations as the Synths have the needed animations for some of those stations.
    2. MarrockV
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      Oddly enough, sometimes I'll find a super mutant in one of my settlements using the cookpot, he doesn't line up well but he'll sit there and stir the pot.
  11. BigBozat
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    Thanks for the update!