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
I f you load all of the mods dependending on this framework with it in FO4Edit, then set the ESLify it, all the mods you have loaded should automatically update properly. Just make sure the version numbers in the esl flagged files are all 1.0 and save all.
Hi, I've really enjoyed your mods in the Commonwealth—Recruitable NPCs, Nomads, and Animal Rescue. However, if I enter Nuka-World for the first time with them enabled, I get a CTD every time I try to talk to the injured raider. I understand this might be because it's a trigger that loads Nuka-World and maybe that NPC has a special tag, like being a non-hostile raider or something like that. If I only use Nomads or Animal Rescue, it doesn't cause a CTD, but the raider's voice disappears, and if I try to trigger the event again, I get another CTD. I've checked in xEdit and didn't find anything unusual. Thank you very much in advance.
I'll try to test it from my end as I have time. I have not played any DLC, and as such, my mods should not be touching the DLC in any way. The mods do use some assets from the DLC however. I'd be interested if others are seeing / have seen this issue.
Can you please give me the reference id of the NPC you are interacting with?
Also I might ask if you have loaded any other mods that require my RL_Recruit_Framework?
Ok if you were talking about the injured NPC just inside the Nukaworld station (i.e. not yet in Nukaworld), I was able to interact with him fine. No CTD, no audio problems. I ran this in a test environment with only the vanilla game files and my mods Framework, Nomads, Recruitable NPC, and Animal Rescue. If you are crashing I suspect something else in your load order is conflicting directly with my mods or actually causing the issues you are reporting.
Thank you for your time. I think it's all about the forms limit (no plugin limit reached and no ba file limit reached, so I suspect it's about formIDs) because I'm playing a huge modlist, and all about nuka world is heavy scripted.
IS it just me or does anyone else have PRKF_RL_RescueAnimals.pex instead of RL_Recruit_Quest.pex? I think files are missing here and no one said anything.
The scripts folder should contain only RL_GivePlayerItemsOnModStart.pex which is the script that gives you two perks when the mod initializes. The scripts/fragments/perks folder should contain two scripts: PRKF_RL_Recruiter.pex and PRKF_RL_RescueAnimals.pex. If you do not have these, I'd recommend reinstalling the mod or extract the files from the zip and copy them to the correct location.
I just double checked the archive and all the above files do exist in the archive, so something is amiss at your end.
ahaaa, i thought i needed to have RL_Recruit_Quest.pex. i do have everything as you mentioned lol. but i still get parameter not found when i do the sqv RL_Recruit_Framework?
That is because you are trying to query for quest variables by passing the name of the esp and not passing any actual quest. That is why you get missing parameter:)
Sure lol. i have around 500 mods but basically im a noob for modding. so i followed every tip, trick and fix. most stuff works. this is one of the few that arent working (i understand now lol). Basically ChatGPT told me what to do and how to check it out. i know they aint perfect but it didnt mention anything about other quests lol. ill try it out now, thanks
OK, let me know if you continue to have issues. When running lots of mods, conflicts are common, and load order, sometimes merged patches are required to make it all work as intended.
My framework uses the 'alternate activation' which provides the 'Recruit/Rescue' prompt. Many other mods also use the 'alternate activation' and this feature was not designed to be shared. Hence the load order is critical and even with patches, you often cannot get all mods to play together. So many times you have to choose the mod most important to you and uninstall / remove the conflicting mods.
Lastly be careful with ChatGPT and Fallout 4. Much of the time, I feel that it returns bogus / false advice.
is mod organizer 2 better than vortex ? i mean better for fallout 4 colections i mean bc i can barrely run 1 of 10 wich i try , fallout 4 wich mods is coll and i rly want try.
I like Mo2 because it doesn't touch the Fallout 4 Game folder in any way, and allows multiple profiles. (I think Vortex is similar but I prefer Mo2) I don't use collections so I can't say if one or the other is better in that use case.
Does this mod conflict with any of these Amazing Follower Tweek Mods? https://www.nexusmods.com/fallout4/mods/26976 https://www.nexusmods.com/fallout4/mods/59699 https://www.nexusmods.com/fallout4/mods/89210 https://www.nexusmods.com/fallout4/mods/64789
If the AFT uses alternate activation i.e. a 2nd dialog prompt, then that may conflict. There is only on such activation and many mods use it, so conflicts often arise, and as such my mod page has several patches to ensure different mods share the activation.
It uses a hot-keyed (like for weapons) to open a Holotape that gives you the options to recruit them as companion, follower, or settler. So, that's not what you're talking about right? So then it shouldn't conflict.
Yes it it has a hot-key configured, it should not conflict in theory. I'd just create a save prior to loading the framework, and note the save number / time / date. If something conflicts remove the framework and roll back to the save you created.
In the notes for Recruit Eleanor and Teddy, https://www.nexusmods.com/fallout4/mods/78920 it states:
IMPORTANT: Since Eleanor is a unique vanilla npc, the RL_Recruit_Vanilla flag must be set in the required RL_Recruit_Framework or you will not get the option to recruit her. See the documentation for the Framework mod for info on setting this flag
I am not finding the mentioned instruction. Likely looking right over it but if you could point me in the right direction?
Oops that note was incorrect, the instructions were in my Recruitable NPC mod, not the Framework. I added the instructions to the Recruit Eleanor and Teddy mod, so please check back to that mod for instructions on setting the flag.
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.
48 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
Can you please give me the reference id of the NPC you are interacting with?
Also I might ask if you have loaded any other mods that require my RL_Recruit_Framework?
I just double checked the archive and all the above files do exist in the archive, so something is amiss at your end.
Might I ask what you were trying to do?
My framework uses the 'alternate activation' which provides the 'Recruit/Rescue' prompt. Many other mods also use the 'alternate activation' and this feature was not designed to be shared. Hence the load order is critical and even with patches, you often cannot get all mods to play together. So many times you have to choose the mod most important to you and uninstall / remove the conflicting mods.
Lastly be careful with ChatGPT and Fallout 4. Much of the time, I feel that it returns bogus / false advice.
https://www.nexusmods.com/fallout4/mods/26976
https://www.nexusmods.com/fallout4/mods/59699
https://www.nexusmods.com/fallout4/mods/89210
https://www.nexusmods.com/fallout4/mods/64789
IMPORTANT: Since Eleanor is a unique vanilla npc, the RL_Recruit_Vanilla flag must be set in the required
RL_Recruit_Framework or you will not get the option to recruit her. See the documentation for the Framework mod for info on setting this flag
I am not finding the mentioned instruction. Likely looking right over it but if you could point me in the right direction?
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.