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LarannKiar

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LarannKiar

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31 comments

  1. eepobee
    eepobee
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    Many thanks for this mod and all your work, LarannKiar! This totally kicks ass. I was trying to build my own tracking device, that when added to NPCs inventory would show up on map, identifying name and location. Turned out to be a fruitless endeavor, but found your mod (and you, really) in the process, so don't see the need any longer.

    Downloaded a few more of your mods and gonna start using Garden of Eden to build my own. Keep cooking these up!
  2. lordwilliam01
    lordwilliam01
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    Not working on NextGen - needs update.
    1. TRiPTAMiTE
      TRiPTAMiTE
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      thanks for letting me know. spared me time.. I can't find the last star thing in nuka world and its driving me crazy.. not sure what I can do to find it.
    2. LarannKiar
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      I called [CQF LocateMe Show "Piper"] and [CQF LocateMe ShowRef 1CA7D] on Game version 1.10.984 (Next-Gen update) and it's working for me. What command did you try?
  3. Waaaaghman
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    This mod is AMAZING!

    Is it possible to bind hotkeys to these commands?

    CQF LocateMe ShowPlayerFollowers
    CQF LocateMe HidePlayerFollowers

    Something like ( ModeSwitchKey = 0x48 ) in Companion Combat Distance mod 
    Where you can select any key (0x48 - for example, the code for H)

    1. Waaaaghman
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      I have already found a mod that binds the hotkey even to console commands ( FO4 Hotkey )

      Combined with your mod works very well. It's especially cool that your mod sees companions from other mods!
  4. Sarahada
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    i use basically all of your recruit settler mods, and this utility is super helpful and has gotten me out of quite a few bugs and saved me tons of time locating NPCs and companions, but i've run into two specific use cases i'm not sure are planned for, and i wanted to check and see if there is a way to do it with this very cool tool.

    Sim Settlements 2 makes heavy use of Special stats for settlers, stored as Actor Values (GetAV/SetAV) on the settler NPC the same way they are stored on the player and vanilla NPCs like companions, and that mod provides an easy way to both improve the stats of those settlers with training assignments and to learn the special stats of settlers that are right in front of you by shooting them with a special scanner gun, but there isn't an elegant way to locate settler with specific stats. it'd be nice to be able to set up a LocateMe command and have a quest pointer aiming right straight at the settlers i need.

    First, late in the SS2 game play, you need a lot of settlers with two very high special stats from across your whole empire recruited into the headquarters to advance it's progression. as an example, you need several settlers with high Strength and Perception assigned to the HQ Facilities department to do some of those facilities objectives. as you can imagine, traveling to each of 20+ settlements and scanning each of the 15 or so settlers there to check their stats before deciding if any are worth recruiting can get quite tedious. it'd be nice to be able to highlight settlers across the whole commonwealth who's Strength and Perception are both above some adjustable "high stat" value (like the "rich" value) so i can just follow the LocateMe quest pointer and recruit those NPCs to my HQ.

    Second, many SS2 plots benefit from high special stats, and some versions require the assigned settlers stat be above a threshold to operate at all. it'd be nice to be able to quickly find all the settlers assigned to the local workshop who's Endurance is above 5 or 8 and therefore would be able to run the advanced or high-tech versions of the farming plots, since those versions produce much more food for the settlement then the basic versions that don't have a special requirement.

    i don't see a command to do this in the current version, but this mod provides so many useful functions, i'm not sure if maybe i am just missing it. ShowWorkshopNPCs or ShowActorsWithVMScriptWorkshopNPCScript seem like a good starting point but both of these also seems to select turrets for some reason? i don't see any commands that hide based upon specials, but again, maybe i'm missing some subtle combination of filters?
    1. LarannKiar
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      Sorry for the late reply.. thanks for the feedback. ActorValue based actor search with operators is possible. I'm not working on this mod currently but I will add this feature to the mod later.
  5. hkzonda12
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    I've lost my wedding ring ingame. The player one, not the spouse. Can I find it with this mod? There is no RefID
    1. LarannKiar
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      Sorry for the late reply.. Unfortunately no. The mod requires a RefID that is loaded in the memory.
  6. Andersonmatrix01
    Andersonmatrix01
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    larannkiar you are my new favorite person in the world! i really love all your mods...cheers from Argentina
    1. LarannKiar
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      Glad you like my mods. :)
  7. chubjub
    chubjub
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    Can this locate dead enemy's i.e. replace loot detector mod?
    1. LarannKiar
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      It can't locate dead NPCs.
  8. AngelPhoenix69
    AngelPhoenix69
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    Will this mod work with custom companions like Darlene? Or is it for the vanilla companions? Either way, it's a cool mod.
    1. LarannKiar
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      Yes, it supports mod added companions as well.
    2. AngelPhoenix69
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      Nice, thank you for answering my question.
  9. NeinGaming
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    WOW! I recently thought how I really wish something like this existed, but that was just something to track a random NPC... this is so much more extreme and so much cooler than anything I could have even dreamed of.

    Here I go dropping rubber balls in rivers and random encounter spots to track where they end up... not really, but that I could if I wanted to, and easily, is just awesome :D

    Only suggestion I can come up with would be a command toggle them to be displayed red (as usually used for hostiles).
    1. LarannKiar
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      Thanks for the feedback. Without making a custom UI, unfortunately I can't add red "floating markers" to the HUD.
    2. NeinGaming
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      I meant how e.g. SKK Move Workshop Markers shows attack markers as red/hostile objectives, and the center and spawn as normal ones. But I have no clue how that is achieved, maybe by tricking the game into thinking some of the cones are hostile actors xD
    3. LarannKiar
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      Ah, I see.. I overcomplicated it. :) I thought you meant custom markers. I’ll see what I can do.
    4. NeinGaming
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      When I suggested it, I thought maybe that's something you can just set on objectives, but after writing my last comment I realized it probably really is something the game does automatically for hostile actors. If it was just a simple boolean somewhere, why don't we see it used in mods constantly?

      Everything is possible of course, like maybe sticking an invisible hostile actor to the selected NPC; but it was just a off-hand suggestion, so I'd feel bad if you used time you'd rather use on something else for that.

      (though come to think of it, a general UI mod that allowed changing the markers of any currently selected quest would be incredible!)
  10. BigBozat
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    Sweet!  Thank you modding Jesus!
    Now I can find all my power armors AND my peeps.  It's another great day in the Commonwealth...
    1. LarannKiar
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      Thanks for the feedback. I added some new Power Armor related functions in v1.1.
    2. BigBozat
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      I saw the new Objects-support... 
      Thank you, I am soooooooooo happy!