Wait, is Furry Fallout combatable with this and the other NPC race mods? I'm not 100% sure and I don't wanna go through the trouble to install just to see that its very much not. Mod for clarity: https://www.nexusmods.com/fallout4/mods/80471
This mod uses scripted injection to add the new NPCs to the spawn list, so it doesn't conflict with anything else as long as those vanilla spawn lists are not heavily edited by other mods (as in, deep changes to the way the lists are organized, or nesting lists within lists). FF4's NPC plugin adds more NPCs to those lists for variety but doesn't "heavily edit" them, so it will be perfectly compatible.
The only "issue" is that with the vanilla NPCs + the extra ones it adds, the number of FF4-race NPCs in the list will be very high compared to the ones from this mod, so dinos will be very scarce unless RNGsus decides to bless you with them. So you may not see many of them around if any at all most of the time.
I can't remember if I asked this question already on the server, but, do you plan to add more species of Dinosaurs for a more varied list ( Like what you did with the K9s)? I think I remember seeing somewhere where you said that it would be very difficult to implement the facial structure of a "Velociraptor" (Utahraptor), but I'm curious to see if you couldn't just use the same approach with what you did with the T-Rex, and some other races.
Keep in mind that I'm very much a noob and know almost nothing about Race modding.
No plans for more races for the time being. Haven't found any suitable assets for that, I'm afraid.
What I meant by that head thing is that while I was able to modify the current races' heads, my proof-of-concept attempts at raptor heads (using assets from Ark and Jurassic World Evolution, so they couldn't be released anyway) all failed miserably.
No. As the mod name and description clearly state:
Dinosaur Races - Generic NPCs Adds new generic NPCs using Dinosaur Races to different factions throughout the Commonwealth. Currently supported factions: Raiders, Settlers, Scavengers.
There's two Raiders and either two or four Settlers already, so if you have gotten the other races but not Parasaurs yet then RNGsus hates you and there's not much to do other than keep trying.
I made the above post after checking the mod files in xEdit myself and verifying the Parasaur NPCs do exist there, as well as making sure they spawn in the game.
But then it occurred to me that my mod files are not necessarily the same ones that are uploaded here, so I downloaded those to check, and sure enough, it turns out it's an older version of the mod from before the Parasaur NPCs were added. Must have been uploaded instead of the latest one by mistake.
I'll see about getting the actual latest version of the mod uploaded soon, although I'm pretty sure it won't work right on an existing save with the "old" version already present and it would need a new game to take full effect instead.
Thank you for this mod! Tried it with the Argonian NPC mod already installed in my current game and am pleased to see they apparently don't conflict: I still have my already-existing Argonian settlers AND now new dinosaur settlers arriving. Just need to see if more Argonians will still spawn or if this mod cancels out further spawns of that race. Either way, it's fun to have a mix of varied reptilian 'mutants'.
Both mods use scripts to "inject" the new NPCs into the corresponding lists, so they shouldn't conflict or "cancel each other out" at all. This was by design, to avoid conflicts between different mods (for different races) with the same purpose.
Ideally RobCo Patcher would eventually get support for manipulation of Leveled NPC records so no scripts would be required and no trace would be left in the savegame, but in the meantime this method should still work fine.
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Mod for clarity:
https://www.nexusmods.com/fallout4/mods/80471
The only "issue" is that with the vanilla NPCs + the extra ones it adds, the number of FF4-race NPCs in the list will be very high compared to the ones from this mod, so dinos will be very scarce unless RNGsus decides to bless you with them. So you may not see many of them around if any at all most of the time.
Keep in mind that I'm very much a noob and know almost nothing about Race modding.
What I meant by that head thing is that while I was able to modify the current races' heads, my proof-of-concept attempts at raptor heads (using assets from Ark and Jurassic World Evolution, so they couldn't be released anyway) all failed miserably.
Sorry for being a noob but I'm new to this
But then it occurred to me that my mod files are not necessarily the same ones that are uploaded here, so I downloaded those to check, and sure enough, it turns out it's an older version of the mod from before the Parasaur NPCs were added. Must have been uploaded instead of the latest one by mistake.
I'll see about getting the actual latest version of the mod uploaded soon, although I'm pretty sure it won't work right on an existing save with the "old" version already present and it would need a new game to take full effect instead.
Ideally RobCo Patcher would eventually get support for manipulation of Leveled NPC records so no scripts would be required and no trace would be left in the savegame, but in the meantime this method should still work fine.