Fallout 4

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Created by

ASlySpyDuo - beardofsocrates - Blaze69

Uploaded by

Blazze69

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About this mod

Adds new generic NPCs using ShadowLiger's Proto-Argonian Race to different factions throughout the Commonwealth and Far Harbor.

Currently supported factions: Raiders, Gunners, Settlers, Scavengers, Far Harbor Trappers.

Requirements
Permissions and credits
Changelogs
Proto-Argonian Race - Generic NPCs

Description:

This mod adds new generic NPCs using ShadowLiger's Proto-Argonian Race to different factions throughout the Commonwealth and Far Harbor.

Currently supported factions: Raiders, Gunners, Settlers, Scavengers, Far Harbor Trappers.

Requirements:

--- Far Harbor DLC
--- Proto-Argonian Race


The following two are optional (although strongly recommended) and are only required to avoid ill-fitting/clipping headgear on Proto-Argonian NPCs.
--- Custom Race Headwear Refits - REDUX
---
RobCo Patcher

Notes & Compatibility:


--- This mod uses scripted injection to add the new NPCs to the vanilla Leveled NPC lists, which means it should be compatible with any other mods editing those lists as long as they don't fundamentally alter the way those lists are set up.

\---> For example, mods like More Generic NPC Faces just add new NPC presets to the vanilla lists, without changing the way the lists' "logic" works. These kinds of mods are perfectly compatible with this addon, and the new NPCs it adds will spawn alongside Protos as well as the vanilla NPCs.

\---> On the other hand, mods like Better Settlers add new lists of their own that replace the vanilla lists; these mods are not compatible and will result in weirdness (such as all NPCs being Proto-Argonians only, or Proto-Argonians being completely absent).

--- The mod should be safe to install in an existing save. Already-spawned generic NPCs will remain as whatever race they currently use, but new ones should be able to spawn as Proto-Argonians right from the point the mod is installed and the LL injection messages are displayed.

--- The downside of scripted injection is that it cannot be reliably reverted once it has taken place. Thus, uninstalling this mod mid-save is NOT SUPPORTED. You have been warned.

--- The new NPCs are added to the vanilla "Faces" leveled lists, which are only used for appearance and are separate from the actual lists that determine stats/level/gear. Thus, other mods that edit Raider/Gunner/Settler/Trapper stats, weapons, apparel, etc. should be compatible.

--- The number of new Proto-Argonian NPCs is limited, and most generic NPCs should remain human. Using other mods that add more NPCs to the face lists will also result in lower chances of Proto-Argonians being spawned. This is by design, as Proto-Argonians are not supposed to spawn everywhere, just in small numbers here and there.

--- The mod includes a RobCo Patcher config file that will remove certain items from the vanilla Raider and FH Trapper headgear leveled lists, most notably Sack Hoods and Assault Gas Masks.

\---> The way outfit and item distribution is set up in the vanilla game makes it impossible to add new NPCs to the vanilla factions with separate outfits/gear from the vanilla NPCs. These items do not have Proto-compatible refits (and probably never will), and IMO are just ugly and nonsensical in the first place anyway, so the only way to prevent those from spawning on Proto-Argonians was to remove them from the whole faction altogether.

--- Any mods that edit Raider or Gunner outfits (such as Gunner Armor Expansion or Thats Gunner Life) should still work and Proto-Argonian NPCs will spawn using those new items, but any face-covering headgear will most likely have clipping or weirdness when worn by them. Manual patching would be required to either refit the items for Proto-Argonians or prevent faction members from spawning with those items in the first place.

--- Proto-Argonian heads aren't properly "split" when they are decapitated; hair and horns split properly and behave as expected but the head mesh itself remains attached to the body, which means you may end up with horns or hair attached to a "ghost head" if you decapitate any Proto-Argonians during combat. This is a visual bug only and is already present in the base race assets, but since this mod adds a bunch of Proto-Argonian NPCs for the player to fight that might end up decapitated and thus showcase this bug, it was worth an extra heads up. heh.

Changelog:

V1.0

--- Initial Release


Credits and Thanks:


ASlySpyDuo and beardofsocrates for character presets and awesome screenshots.

NONE OF MY ASSETS CAN BE USED IN MODS AVAILABLE FOR SALE OR OTHERWISE REQUIRING PAYMENT IN ORDER TO BE ACCESSED. EVER!