Thanks for the update that adds the Rust Devils, this will allow for much more interesting settlements. I was wondering though, does the synth cage allow you to capture coursers and I just haven't gotten any yet?
I don't think so, the courser is a dedicated spawn as I recall and not part of the leveled list I adapted. My workshop synth production reconfig mod found in optional files at Alternatives to Vanilla Settler Recruitment and Other Stuffallows you to manufacture coursers, and Gen 3 male / female / child synths if you want more synth settlers.
Also see Build Synth Automatrons if you want to build the older g1 / g2 synths as settlers.....
I like the idea of this and can see this mod has very great potential, found your own Atomite cult, become an independent raider boss having press ganged the local raiders into your service or found a penitentiary to reform the local mobsters, this will give players the impetus and the reason to build something other than a usual settlement. Nice work.
Unsure, but these captives retain their respective faction settings and are not 'true' settlers in the sense. In some cases trade dialog does not exist, but I thought you could trade with the captives. I will check it tonight, I use most cages in my game, but rarely use the synth cage.
Update: I did confirm that trade does not work with both Synth and Mutants (i.e. non human races). I had this limitation loosely documented in the description which has now been updated to clearly state this limitation. I had the same issue in Nomads that I was never able to fix. There might be a fix that I have yet to identify. I recommend that if you need to trade with 'non standard' settlers such as these, use SKK Workshop Ownership Utilities with the Setter Command Menu enabled.
Thanks for your answer! I will try this :) I tried reverse pickpocketing and forceequip to make the synth wear what I wanted, but with this technique it seems they can't wear Lab coat anyway (I wanted the synth to be a doctor in a settlement)
Wonderful mod. But I got a small problem; captives are still mortal after installing the patch. Ain't sure whether it is the result of changing the raiders' appearance.
Providing you are not trying to modify the captive records in the main file, and the patch is loaded after the main file, the captives should be protected. Worst case open your load order with Fo4Edit, open actor records in the patch file and see if another mod is overriding the protected flag.
From what I understand about 'Just Business' you can subdue then enslave the hostile factions. My mod operates similarly except you trap the hostile faction which are added as members of the respective settlement. Of course, while retaining the faction attributes, they do operate as normal settlers i.e. you can assign them tasks, move them to other settlements, make them provisioners,.....
I tried to run both Just Business and your mod without any problems, the JB "slaves" i just assign to another settlement than the one your caged ones is assigned to because of the different dialogue options.
Just if people was wondering if there's a conflict between the two mods :)
No, with my mods I protect unique 'named' NPCs, but never protect generic NPCs. However, due to the multiple asks I ultimately added protection to my Nomads mod. I have released an optional patch that will make future captives protected. Please note the Protected patch cannot be used with the F76 patch as one will overwrite the other.
Maybe, might consider that in a future update..... but consider they were trapped in a cage, so lore wise they would not come with a shock collar. That would come after should you convert them to a real captive, take away weapons, throw a shock collar on them, put them in a prisoner suit, etc.
Tested out the mod, and it seems to be working alright. Though, I did notice some minor spelling errors in the item descriptions for the Gunner and Settler cages. The Gunner cage's description is just a single letter, and the Settler one appears to be copied over from the Synth cage.
Alright, glad to know. Besides those very minor spelling errors, I haven't run into any issues with the captured NPCs themselves, granted I've only captured one Raider so far.
Hopefully you shouldn't see any problems. I've been running the mod for over a month now with an extensive load order. 'Details' is where I often miss things. Good catch on the cage descriptions.
33 comments
I was wondering though, does the synth cage allow you to capture coursers and I just haven't gotten any yet?
Also see Build Synth Automatrons
if you want to build the older g1 / g2 synths as settlers.....
Nice work.
I captured a synth but I can't exchange items with it
Any idea why? Thanks
Update: I did confirm that trade does not work with both Synth and Mutants (i.e. non human races). I had this limitation loosely documented in the description which has now been updated to clearly state this limitation. I had the same issue in Nomads that I was never able to fix. There might be a fix that I have yet to identify. I recommend that if you need to trade with 'non standard' settlers such as these, use SKK Workshop Ownership Utilities with the Setter Command Menu enabled.
I tried reverse pickpocketing and forceequip to make the synth wear what I wanted, but with this technique it seems they can't wear Lab coat anyway (I wanted the synth to be a doctor in a settlement)
Just if people was wondering if there's a conflict between the two mods :)
I am going to give mine this, but could they spawn with a shock collar from Nuka World?
It would fit the "Captive" portion of their names.