Fallout 4

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zed140

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zed140

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14 comments

  1. NagatoFan1
    NagatoFan1
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    Dont know cause but game crashes after loading save.
  2. 363rdChemicalCompany
    363rdChemicalCompany
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    Sir I been using your excellent series for a while now on various playthroughs.
    but I noticed this time especially, that a great number of female settlers are bald.
    They are in guard locations.

    Is this intentional to make them look "butch" for the guard location or am I missing a hairdo packet?

    PS: EDITED for typos
    1. zed140
      zed140
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      That seem a problem on your side, the mod spawn vanilla settlers, not custom ones. It's possible you use custom hat/helmet/clothing that are for male and give problems when used on females
    2. 363rdChemicalCompany
      363rdChemicalCompany
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      Hmmmm,

      So you did not pick the individual settlers manning the spots in the settelments?
      They are random game settler spawns?

      I did not do any clothing mods.
      But if these are vanilla I never noticed so manyh bald females before.
      A fix could be a to change all settler spawns to male and then supply the settlments with fmeales via "commonwealth captives".
      I wonder if my "gender balance" mod will work on locations as yet undiscored in this playthrough.
      I will set them all to male and see if that avoids unattractive women and will change the settlers.
      Because so many bald women is unsettling.

      I do have a preset kac for females I never use that I did not bother downloading the hairdoes for since I already have many hair mods for women and I cna manually add them.
      Maybe the mod pulled from that pool of presets?

      PS: Still using your excellent bodyslides on females
    3. zed140
      zed140
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      This mod use the vanilla system to spawn settlers. If you use a mod that change the genders, the face or the outfits  and it respect the vanilla system it's compatible. After if you use a mod that change females to have a required hairs from another mod you missed to install it's normal they have a hair problem :)
    4. 363rdChemicalCompany
      363rdChemicalCompany
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      Thank you for your response.

      I also have an Update: So I on purpose went to a different settlement to "discover it new".
      Just before I had set my sex balance mod to all men for spawned settlers.
      It worked on all settlers in that settlement (it was living oberland) except  the minuteman radiant quest giver (which was still female)

      Then I went to some known raider and supermutant outposts with "Commonwealth Captives" enabled and set to 100% female captives.
      This allowed me to get plenty  of attractive computer girls to join the men in the settlements. :)

      Problem solved . : )
  3. jonan900
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    Wanted to post this here as well as in the bugs section, this mod has deleted records and will cause CTD's if you have any other mod that edits Abernathy farm. I personally have multiple mods including this one editing that settlement so I just disabled and set those references under the map. CTD's can be infuriating to try and locate the cause so hopefully if anyone else runs into one from this mod they'll see this post. The author said they deleted them instead of disabling because of cell reset but deleting records is never a good idea as any reference to a deleted record will cause a CTD. That being said I really do like all the living settlement series of mods!
    1. zed140
      zed140
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      Sorry but no choice, I have to explain why it's necessary to remove these crops for two reasons, they are not assignable and when destroyed during an attack they can't be removed in workshop mode. It's a bethesda bug. The solution is to mark them as deleted instead of disabled. In my case because I do not use other mods that can't conflict and I do not have cdt. In general it's not recommended to use multiple mods that change the same cell. I have a question for others players to know, what are these mods you use and conflict to crash?
    2. jonan900
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      The only public mod I'm currently using is "Abernathy Pond" https://www.nexusmods.com/fallout4/mods/57086, the other two are personal mods I've made one quest mod that adds a note on a table and the other is a larger mod the affects a large portion of the map around sanctuary with small changes and rebuilt precombines. So obviously I had to make a patch when I started trying out your living series no big deal. Also I tested out the cell reset thing and I don't see it occurring at Abernathy but I did however notice it at Taffington boathouse. 

      I understand that you said you deleted them for a reason instead of disabled but you didn't delete any references in any of the other living series, that I saw anyway when I went through the esp's in xedit. I check for conflicts whenever I install new mods because roughly half of my load order are custom mods I've made for personal use that I have to patch occasionally. I hope I'm not giving you the wrong impression either just wanted to make you and other users aware of the potential issue. 
  4. Hamv90
    Hamv90
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    Surprised by how few prebuilt settlement mods are out there. I think a lot of people including myself would love to be able to ignore building stuff but still want a built up and populated world 
    1. zed140
      zed140
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      Exact. Personally I not hate building, but just a bit tired to do the same thing, use a blueprint, recruit settlers and assign them on each run. Considering I can restart the game multiple time because I'm always in modding.
    2. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      How did you make the prebuilt settlements with settlers? Via the CK?
    3. zed140
      zed140
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      I attempted to create a little tutorial in post section https://www.nexusmods.com/fallout4/mods/39742
  5. mcr2009
    mcr2009
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    Great idea. Please keep going.