Fallout 4

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LarannKiar

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LarannKiar

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  1. RevocNossirah
    RevocNossirah
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    Your mods are great, keep up the good work!
    Could I suggest Cito and his ghoulrillas from Nuka-World?
    Also, if its possible, some of the NPCs from the creation club content? Like Ivy from Anti-Material Rifle or Yuki from Neon Flats?
    1. LarannKiar
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      Thanks. :) Cito, Yuki and Ellie (from Nu Cafe Ola) are on my list. Ivy might be a bit too ambitious though, given that she's the Rust Devil raider boss.
    2. nepogoda
      nepogoda
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      Oh, I have a list of potential settlers too. It's a bit long and I certainly don't expect it to come true.

      Quests:

      Gun Run:
      Barney Rook. It's so sad that this old man is all alone in Salem.
      The Lost Patrol:
      Paladin Brandis. He initially doesn't want to come back to BoS. So why force him? :)
      Here There Be Monsters:
      Donny Kowalski. Can't believe developers keep this boy survive in docks after we met him.

      Random encounters:

      Preston's Friend:
      Ben Gibson. He supposed to be a vanilla settler, but quest is bugged like the one with Tina de Luca.
      "Preston Garvey":
      Preston Garvey impersonator. We can take him to settlement for all this donations, that he collected for the cause.
      The Return of Manta Man!:
      Manta Man. He sure can defend some settlement. Ha-ha. 
      That's Not a Sandwich:
      Mikey and Moss. They can argue about it in settlement.
      Self Admitted Synth:
      Fred, Angie and Jules. Fun interaction, that can reward us with 3 settlers.
      Gene the Reluctant Dog Vendor:
      Gene. Come on, he doesn't want to sell dog. So maybe we can take them both?
      Kelly and her Brahmin:
      Kelly. Pretty same as Gene.
      Two Faces, One Synth:
      Art the human. Also he has kids?
  2. boxerbeast1
    boxerbeast1
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    this keeps disabling itself in my LO
    1. cubbyman1
      cubbyman1
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      oh, is that what's happening? i thought maybe it just wasn't low enough in my load order, but even when i adjusted my load order it still wouldn't work i also did it on a fresh install so idk what the issue is.
    2. LarannKiar
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      The load order, plugins.txt, should be in the folder: %LOCALAPPDATA%\Fallout4
      The filename of the BA2 archive need to be active. If you have the ESL version, the following line should be in plugins.txt:
      *LarannKiarRecruitModsAIOArchivePackESL.esl
      Mod managers handles editing this file but you can be certain whether the plugin is active if you check it manually.
      You can also set plugins.txt read-only if you're unsure what overwrites you load order file.
    3. streetyson
      streetyson
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      I'm told at least MO2 uses it's own game files if a box is ticked in its settings. So you may need to see if it has it's own plugin list. But for my GOG install (Windows 10) my plugin file (which I mod manually) is located at Users > Username > AppData > Local > Fallout4.
    4. cubbyman1
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      i found out the issue i think, so it was required to get all of these other mods, the reason why i got this is i was trying to avoid all that nonsense, because it was named as a All In One.
      so i still have to download all those mods?
  3. TRONxNG
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    Okay, I read the description. Esl problem.. Yes but!
    You have an ESP file here as an archive. Why aren't all the NPCs inside?
    Can't you make an ESP out of 100 Npcs?
  4. gotimas
    gotimas
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    There are so many different mods things get confusing pretty quick. Cant you just to a AIO version that doesnt need to download the other mods?
    1. glenchester
      glenchester
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      ESL does not contain so much information, and ESP is expensive nowadays
    2. arelus
      arelus
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      to be fair, I'd say taking the hit of one ESP slot beats running around with 20+ ESL'S. especially when each of them have an archive, and you have to go through the convoluted process of downloading each of them, deleting each archive and then downloading this mod to load a combined archive.
  5. elzee
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    Line 28, 73 in Quest.psc:
    The DialogueBunkerHill should be 19955 not 19555.
  6. glenchester
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    Greetings to one of the best modders from one of the worst nexus modders (I hope you got me right). Explain to me, a stupid person, such a thing:
    I download this mod, connect its bsa and esl files. Next, I want to download the mod "Emogene Cabot is settler". But in the Emogen mod, do I only need ESL?
    So that I have the following in the download order:
    1. RecruitEmogene.esl (NO BA2)
    2. LarannKiarRecruitModsAIOArchivePackESL.esl (with BA2)

    Do I understand correctly? Thank you in advance
    1. LarannKiar
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      Sorry for the late reply. Yes, you are correct. And you can also remove the .ba2 files that came with "Recruit Emogene as Settler" because this BA2 Archive Pack (more specifically, "LarannKiarRecruitModsAIOArchivePackESL - main.ba2") contains them.
    2. glenchester
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      Thank you!)
    3. glenchester
      glenchester
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      A small correction. Emogen's dialogs did not work, but by opening the archive I found that AIO does not include her scripts. I put BA2 for Emogen and everything worked.
  7. gb75
    gb75
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    Ca you give permission for an xbox porting,? Thanks for your reply 
  8. TRONxNG
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    So I don't understand the point of this pack. I can't recruit a single one. So now I have to download all the others but then what is this pack for?
    1. LarannKiar
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      The engine has a hardcoded limitation of how many BA2 files it can load simultaneously. The limit is not an exact number, it depends on the archives though it varies between 450-490. It's quite easy to reach this limit actually, Creation Club content alone adds more than 200 if I'm remembering right (some of them come with even two archives). The game simply crashes in the menu if one exceeds it. Of course one can extract and repack their archives but that requires some knowledge about the content and could prove quite time consuming. Since I have plenty of recruitment mods and I'm planning to do more later, I made an archive pack to help people who have/about to have issues with the BA2 limit.
    2. streetyson
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      Yes, archive limit can't be a definite number because it's all based on the limit of open handles (iirc, 2048) that 64bit C++ programing can manage (C++ is used for Creation and many other game engines). A "handle" is basically anything outside the game program that it uses for adding/altering its runtime. The base game and all it's packed archives are at least one handle each, same for DLCs and each of their archives, mod plugins and theirs too. I'd guess dll files count too(?) but not sure about F4SE and its plugins etc. Anyway, iirc (I've not programed since the 1990s) handles might be conditional/dynamic - i.e. not called up or open during every runtime, thus you might just be at 2048 and then bang - Automatron DLC starts and you crash. Except it could be a game reserves some handle spaces or maybe dynamically unloads some (hence more reasons why you don't know an actual available limit to you to mod with). And, P.S., note your game's engine could anyway be struggling well before actually reaching that theoretical 2048 limit.
    3. TRONxNG
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      Ah okay i understand. Thank you !
    4. Luridum
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      The archive limit is actually 256. You can have more than 256 archives, but you can't have more than 256 plugins that load archives. Even if the plugin is flagged as ESL. This is an engine bug that I'm surprised has no fix yet. Basically, I'm calling you Fallout 4 modders lazy. Skyrim Special Edition modders on top.
    5. mkh97
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      Never mind.
  9. valerian609
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    Just want to say thank you for this and considering the Ba2 files. I currently have Darla, Katelyn, Private Hart, The Mariner, Virgil and Dixie. All ESL and everyone is working with no issues after deleting the individual Ba2 files from each of them. Dixie as companion is an ESP file and still working great with the ESL recruit Dixie. All mods are manual install, no mod manager being used.
     My Ba2 amount was at 433 and was able to remove 7 Ba2 files with this so again thank you for making this.
    If they are being working on for future release i am really looking forward to potentially having Yuki the most as well as Oswald.
    Hope things are going well for you and appreciate your effort.
  10. Farshnuke
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    I came across a mod by WhiskeyTangoFawks that disables the first objective in your recruit settlers mods to remove the miscellanious quests and it got me thinking because that mod doesn't suit me.

    I love your mods but I do think it's an overload at level one to have all these quests while I love that the quest markers are there for when I need/want them. I might be imagining it but I think these recruitment mods guarantee the random quests spawn as twice have had Kat and Gus spawn on the same spot on the route from Sunshine Tidings to Oberland Station.

    This is a problem for me as I like to beeline to Diamond City since I love Piper and her perk for maxing out affinity is most useful if unlocked as soon as possible and I have mods that require I get things from Diamond City. So when I run into Kat and Gus I am playing on survival, crawling along overburdened with stuff most likely (I have survival options for saving and not getting damage from being over encumbered and is now a kid and a sentry bot following my character that won't stop following them until I get to as settlement. So I have to crawl back because there is no way I can sneak past danger with a sentry bot following me and also as it's so early on I haven't really set up my settlements to receive settlers yet. I don't want to not install the mods because I think they are awesome. Just not great timing.

    So what I was thinking is if there could be - like the great dlc delayed mods - an mcm (or a holotape for those who still don't have it) to say do you want the recruitable settlers quests in the pipboy at all but so you can still randomly run into them? Do you want to delay running into them at all until reaching a certain level or until a main or faction quest has been completed? Like it makes sense lore wise that if you are General of the Minutemen, a member of the Railroad, someone on board the Prydwen for the Brotherhood of Steel or someone working for the Institute that you could have access to this intelligence about all these recruitable people. For some recruitment mods the settlers in question are characters baked into the game (like the synths Timothy and Jenny) but maybe if the Recruitable Settlers Delayed setting is active you just get the vanilla dialogue and when activated you can track them down elsewhere. 

    If you can't do it, you can't do it. If you just don't want to do it for whatever reason I obviously respect that. If however you think you could do it and that you would want to then you can message me a quote and if I can afford it I'm prepared to donate money for your time creating the mod. I genuinely think that if such a mod could be created then many would like it and it would complement any FOMOD AIO installer you did make. 

    All the respect and appreciation for the fact these mods of yours exist at all and I thank you kindly for this combined archive as it has helped me so much.