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Zavek00

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Zavek00

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  1. Zavek00
    Zavek00
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    UPDATE to V2!
    New structure for the LLs to make it and a guide that teaches you everything you need to know to make use of this framework!
    https://docs.google.com/presentation/d/1v8sotxVgNuD6pkv3f-2HqhTg8h2_muxLSUVaSMU_9-4/edit?usp=drive_link
  2. Hey Zavek, loving the mod and the new guide! One question, how does this interact with mods which use LL injection scripts?
  3. Kreutz
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    So, with this can we create our own NPCs classes? Let's say, I create the class 'Gunner medic', I equip him with a carbine and inventory full of stimpacks. Even though he's a regular gunner and the only 'medic' things are his name and loot?
    1. Zavek00
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      Correct

      with this framework you can in detail determine what clothes armor accessory (usually backpacks) and weapons the NPC has

      In this case you will want to start by first copying the LLblock in the plugin
      Change its prefix from 00 to 01 (or whichever number is next among your sets) and then add a suffix (Medic in this case)
      Now you have a organized group of LLs that you then can populate with the related clothes/armor/guns

      Verify that the 01-Outfit-Medic LL has the relevant LLs inside it (not the weapons)
      Go down to the outfit section in the plugin and make a new Outfit where you will then add 01-outfit-Medic LL

      From here you can either overwrite a existing NPC of the relevant faction or create a new one
      The changes you will want to make is to the DOFT (this is their clothes and armor) here you will put in the new outfit 01-outfit-Medic
      Then you go into the Items and add the relevant weapon LL (01-Weapon-Medic) in the place where the old weapon LL is.
      Now the NPC has the correct uniform and weapons.
      As for adding more Stimpacks you could either add them into the inventory directly on the NPC in the items ref or the accessory LL to add in a bunch of stims there (just be sure to flag it as use all) and then to randomize it add in some values to chance none so that they might not spawn.
    2. Kreutz
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      OK, this is getting quite interesting. With this mod and some others like No Vanilla Weapons, and Robco, you may create an awesome FO4 game.

      Thanks!
    3. Zavek00
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      the mod ''no vanilla weapons'' will not be needed unless you want to remove weapons from vendors and loot lists too (containers and placed items).
      You can also emply a simpler method by overriding vanilla weapon LLs and replace the vanilla weapons in them, do be aware overriding these is a global change and affects all NPCs that make use of them, this includes supermutants who have a woefully limited animation set for weapons and are essentially doomed to vanilla weapons.

      You decide what weapons what NPC uses by first adding the weapon to the relevant weapon category list and then that list to the inventory of the NPC.

      When it comes to creating more NPC classes that are being deployed the guide does not cover this yet, it is however planned to include this chapter in the future just like how to set up PA outfits and assigning them to NPCs.

      That being said the category Leveled NPC is what you are after for this is what decides the deployments of NPCs from what type and how many.
      Do not that this is not covered yet for i am still in the phase of learning to do this effectively.
      RobcoPatcher is something i have 0 experience with at this point in time too, i am not fond of automation unless i know how it does it.
  4. Siatru
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    Is there a guide or a framework for making them spawn in patrols or encounters around the commonwealth? 
    1. Zavek00
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      if it is vanilla patrolls then the modified NPCs will be part of them.
      By overriding the NPCs as the guide instructs you are only changing their outfits and weapons not assignments in quests and so on.

      For mods like NPCs Travel that creates extra patrolls it also created brand new NPCs in its ESP that it is using, you can override them the same way you do vanilla NPCs.