Update (5/1/2023): I have repackaged my suite of mods (Animal Rescue, Normalized Covenant Settlers, Nomads, Recruitable NPCs and the RL Framework) as 'ESL tagged' ESPs and I am currently testing those changes. The new versions will not be compatible with the currently released esp versions, since I had to compact form ids in all of the above mods in order to convert them.
I've also taken a big interest in using SKK's Commonwealth of Decay (SKK 476 Openworld) to configure Fallout 4 as a settlement building sandbox. I will also be releasing patches to support the 'SKK 476 Openworld' mode, along with support for other SKK mods once I've completed testing in my games.
After a bit of research, I believe this framework mod could be converted to ESL flagged ESP. Conversion would require further updates to the
framework
Nomads
Recruitable NPCs
If released as an ESL flagged ESP, the current versions of the above mods would not be compatible with the new ESL flagged framework mod, so the mods listed above would need to be upgraded in new / existing games.
I'd like to see how much interest there exists for an ESL version of the framework. If you would like to see ESL versions of this mod, please add a "+1" reply to this sticky comment. Further comments are also welcome.
+1 (with a caveat) only if the other mods need to only updated once. if they need to be updated every time this one does, i see a likely possibility of being in a pickle - with this one getting an update while awaiting the others to get updated in the midst of a playthrough. unless you are perfect and would never release an update for this one without making sure the other ones' updates are ready to roll out too :)
btw, i use animal rescue along with recruitable npcs. animal rescue wouldn't be effected also?
Animal rescue is not impacted. Both Nomads and Recruitable NPCs access specific keywords in the framework which have formids that must be changed in order to tag the file as esl. Once those mods are updated and the framework tagged as esl, the framework could be updated independently.
However, I can still see scenarios where both the framework and one or more of the supported mods could require updates i.e. to address mod conflicts, add new features, etc. In those cases, I would release updates for all impacted mods, as I did with the framework release.
+1 (if those other mods are also ESL flagged), my load order is maxed out (like I'm running 254 EPS/ESM plugins and a few hundred ESLs/ESL-flagged ESPs already), but those mods and this seem useful and interesting.
Atm I'm only considering flagging the framework, and do not plan to flag any of the settler mods as esl at this time (other than the covenant settler mod which is already flagged as esl).
I too have pretty much maxed out my load list, so I must pick n choose which mods I will run. Thankfully for Mod Organizer 2 handles the picking and choosing easily via profiles.
Plugin RL_Recruit_Framework.esp was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header. [00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00
There's a typo in one of the properties of the controller quest, "RL_RecuitEssential" instead of "RL_RecruitEssential"
warning: Property RL_RecuitEssential on script RL_GivePlayerItemsOnModStart attached to RL_ControllerQuest (FE0AE003) cannot be initialized because the script no longer contains that property
I'm not entirely sure why, but this mod throws up errors when used with the HiPolify NPC Script. There's something about the keyword being applied to NPCs in the dependent mods that the script REALLY doesn't like. As of now, the two are completely incompatible.
I looked at the script you referenced. It seems to be an xedit script that modifies NPC records and not a game script. Hence, the easiest solution would be to deselect the Recruitment Framework and the mods that require it when running the HiPolify NPC Script in Fo4Edit.
I suspect that you might see the benefit from HiPolify NPC Script in any event since my mods' NPCs are built from vanilla templates.
I've been enjoying these mods very much. What I think would be really perfect though would be an option to require a charisma check to recruit these settlers.
Glad you are enjoying the mod... Thanks for the suggestion.
I'm considering adding some specific NPC types i.e. doctors, merchants, soldiers, etc.... so your suggestion for charisma and/or faction restrictions might pair nicely with planned updates. However, those aspects would only work decently if I can implement dialogs for recruitment vs using the alternate 'R'ecruit option. If I can master dialogs, then your suggestion might be added in a future version.
Ideally, I would prefer to eliminate the 'R'ecruit prompt and instead use Dialogs to handle the npc recruitment. I believe that would present fewer compatibility issues / conflicts with other mods.
I mostly use it for the wandering Nomads. Nomads to me are tougher then locals from Towns & Settlements, and are more capable as "provisioners" especially the Super Mutant Nomads, they are excellent Settlement Guards and Provisioners. I've got a number of different Raider mods and what install that add better AI, weapons and combat skills to raiders; but seeing raiders run up to a settlement and the Super Mutant Guard steps out from cover and swats the first one like a fly with his Hammer, then pulls out an Assault Rifle and cuts down the rest as the run away. Honestly, I really have to start recording this stuff. Just like the human Nomads drifting into the commonwealth, I can see how Super Mutants would too. I can "trade" with human and Synth Nomads so to give them better weapons and armor, but cannot trade with the Super Mutants to give them better (Super Mutant) Armor and weapons. I have rename function to rename regular settlers from "Settler" to random names, but (all) Nomads remain named Nomad. Not a big thing, but would help with Provisioners. Even Robot settlers take human names like Thom, Sal, and John; it makes it easier to know who's who. Anyway, Great Mod, keep up the good work; it's much appreciated.
Strange that you cannot trade with the SuperMutants, I will check that in one of my games. If needed, I will try to fix. With regard to the naming, getting names to stick on re-named NPCs has proven to be more of a challenge. I still do not fully understand the game limitations in this area, but will look at that issue as well.
Update:
After thinking about this, the non-trading with non-settler races is noted in the mod description. Since I elected to have raiders, super-mutants, Children of Atom, etc retain their attributes/dialogs etc, they lack the needed trade dialog associated with a typical settler. You can get around this restriction possibly with QuikTrade but certainly with SKKWorkshop Utilities 'Settler management enabled'. Alternately you can trade with non-settler Nomads using the console command to open their inventory.
With regard to naming, I routinely rename Nomads and they look to retain the name I assign. As stated in the mod description I use Rename Anything.
I got warnings when I tried to convert it. It seems it cannot be an esl since the mod is registered as a master for recruitable NPCs and Nomads FCOM patch. I do not know if there is a work-around, but will investigate as I have time.
25 comments
I've also taken a big interest in using SKK's Commonwealth of Decay (SKK 476 Openworld) to configure Fallout 4 as a settlement building sandbox. I will also be releasing patches to support the 'SKK 476 Openworld' mode, along with support for other SKK mods once I've completed testing in my games.
The new 'esl tagged' versions are now available.
----------------------------------------------------------------
After a bit of research, I believe this framework mod could be converted to ESL flagged ESP. Conversion would require further updates to the
- framework
- Nomads
- Recruitable NPCs
If released as an ESL flagged ESP, the current versions of the above mods would not be compatible with the new ESL flagged framework mod, so the mods listed above would need to be upgraded in new / existing games.I'd like to see how much interest there exists for an ESL version of the framework. If you would like to see ESL versions of this mod, please add a "+1" reply to this sticky comment. Further comments are also welcome.
unless you are perfect and would never release an update for this one without making sure the other ones' updates are ready to roll out too :)
btw, i use animal rescue along with recruitable npcs. animal rescue wouldn't be effected also?
However, I can still see scenarios where both the framework and one or more of the supported mods could require updates i.e. to address mod conflicts, add new features, etc. In those cases, I would release updates for all impacted mods, as I did with the framework release.
I too have pretty much maxed out my load list, so I must pick n choose which mods I will run. Thankfully for Mod Organizer 2 handles the picking and choosing easily via profiles.
Plugin RL_Recruit_Framework.esp was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header.
[00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00
warning: Property RL_RecuitEssential on script RL_GivePlayerItemsOnModStart attached to RL_ControllerQuest (FE0AE003) cannot be initialized because the script no longer contains that property
I suspect that you might see the benefit from HiPolify NPC Script in any event since my mods' NPCs are built from vanilla templates.
I'm considering adding some specific NPC types i.e. doctors, merchants, soldiers, etc.... so your suggestion for charisma and/or faction restrictions might pair nicely with planned updates. However, those aspects would only work decently if I can implement dialogs for recruitment vs using the alternate 'R'ecruit option. If I can master dialogs, then your suggestion might be added in a future version.
Ideally, I would prefer to eliminate the 'R'ecruit prompt and instead use Dialogs to handle the npc recruitment. I believe that would present fewer compatibility issues / conflicts with other mods.
what should i do?
The correct command would be 'help RL_ 4' If that fails then the framework is not installed or something else is hosed in your game.
Update:
After thinking about this, the non-trading with non-settler races is noted in the mod description. Since I elected to have raiders, super-mutants, Children of Atom, etc retain their attributes/dialogs etc, they lack the needed trade dialog associated with a typical settler. You can get around this restriction possibly with QuikTrade but certainly with SKKWorkshop Utilities 'Settler management enabled'. Alternately you can trade with non-settler Nomads using the console command to open their inventory.
With regard to naming, I routinely rename Nomads and they look to retain the name I assign. As stated in the mod description I use Rename Anything.