I am in the midst of a playthrough that I started with the original RS mod loaded not knowing that this existed. Can this mod replace the original in the middle of a playthrough? I have already recruited four or five of the mod's settlers in my game.
Thank-you for fixing and maintaining this grand old mod!
Hi, it's unlikely to be related to this mod, but this bug is stable in it. There is a character named Carl, in the ghoul doctor's house, next to the arkjet system, he always has a problem with his face, as if smooth human skin is stretched over the ghoul's face, like a maniac from slasher movies, I tried to find a conflict, but I couldn't
Installing the two required mods and enabling them in MO and then this one and enabling....For some reason I can't cook the holotapes within the chem station, the first being no cost and doesn't seem to cook. The FH version costing 1 BC and claiming to be cook but never found. My other holotapes are there.
Installed fine with no issues, just no holotapes that seem to be there / functioning.
Thanks
EDIT: Removed all and then installed the first and noted the settings available. Added the FH of the first and found the second settings available...
Before you had the "Track Recruitable Settlers" option (forgot exact wording) that would show a list of the settlers you haven't recruited yet. Anyone you recruit is removed from the list, making it impossible to read their bio after you recruit them.
I added a new "Recruited Settlers" option that lists the recruited settlers only so you can still read their bio if you want.
Do you happen to know if it's normal that these settlers are flagged as not being able to be assigned to a supply line? Or maybe it's an issue with my game?
Is that something you could implement (if it's not an issue on my end), or is that something that's beyond the scope of your intentions with this tweak to the original mod?
PS - Thanks for the mod, and thank for your work on so many other things.
Had a quick look, and yes, they don't have the "AllowCaravan" flag, so makes sense they can't do that. If I end up derivating outside just fixes that would be something on the menu to try fix.
(Spoilers: I'll probably get around to it eventually. In-between this and the Holotape request below I'd want to make a "tweaks" patch.)
I added the "bAllowCaravan" flag to my copy long ago, but thanks for adding it here since I've been using your patch since you first posted it. I think that flag was an oversight since, if memory serves, the settlers for the Far Harbor version can be provisioners.
Another tweak to consider is giving Z4-54 the same "synth detection" skill as P8-62 and P9-23. I did this in my game since, as I recall, there was no logical explanation for P8 and P9 having the skill, while Z4 did not.
I know this is different from the purpose of this amendment, but is it possible to make the information about the colonists in the holotape visible even after they have been recruited?
I got the impression the goal here is to keep track of who you haven't found yet, which makes sense to me. So if anything a new sub-menu that lets you check those who you already found. But as you say, a bit outside the scale here as it'd be adding a new feature rather than fixing something.
We hope that you will consider this as part of your future plans. I actually created a patch myself using xedit.This is a method of duplicating a holotape record and reversing the display conditions. However, I didn't think this was a very smart approach.
Duplicate the settler information as a new record and reverse the display conditions. Since it retains the settler information from the original plugin, two fields are now displayed: "Settler Information (before employment)" and "Settler Information (after employment)".
Yeah, that def can be done. That said, for me I got a lot of those small things that "can be done". Just gotta find time for the one thing to actually "make done", if that makes sense :p
I'd like something like this too. Before you recruit them, you can find detailed info on each settler (like if they're a tier 4 vendor, if they add happiness, etc.), but once you recruit them, you're on your own. Good luck remembering the details of all 50 settlers :D
Edit: Not exactly the same thing, but at least the info is in an easy-to-access form in this 'mod' here:
https://www.nexusmods.com/fallout4/mods/70267
It's a txt file list of all settlers, and it includes their locations and their details/bonuses (no backstory though).
If I take your changes in Fo4edit, and override the original mod, do I still need your esp? I went past my esp limit, so I'm trying to clean some out. Better yet, if I take the original mod, and remove world and cell edits, does it still work, if for example I only want the NPCs, and want to remove all world edits?
Technically you could merge my changes into the main mod like that in FO4Edit. That said, this mod is marked as esl, so it won't count towards the plugin limit, and as thus, getting rid of it won't help with the issue you're experiencing.
If you're planning on updating this again I'd strongly recommend adding this fix:
First error: in xedit, locate the xx020b25 record, in Menu Items > Menu Item #4 > Conditions > Condition # 0 > CTDA > Faction, change the null record to "WorkshopNPCFaction [FACT:000337F3]" Second error: locate the xx016a88 record, in Conditions > Condtion # 0 > CTDA > Faction, change the null record to "WorkshopNPCFaction [FACT:000337F3]"
There are multiple xEdit errors in the original mod, I found this fix by going through the bug reports section
I'm looking for someone interested in taken the project even if it's just a bit then pass it on again.
The guy that uploaded it said that's all he's doing with it and just requested credit the ppl in his description.
The one that's been worked on adding disappearing rubble needs "NIF" something fixed, it says in the pinned comment. But he's not gonna be doing much more to it because he's got school starting I think he said.
Basically as along as it doesn't break PRP or the cell and what not. Idk all the things that need to be looked out for. Bare Bones in terms of features is perfect.
I spoke to the "rebuilds" mod author on his Castle rebuild. He's not interested in working on the castle anymore but his Castle rebuild dosent restore the walls closed off by vanilla rubble. Which this mod removes.
With Starfield in acouple days I'm worried this might not be usable before everyone drops FO4 for what could be years depending on how good Starfield is. U know?
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Thank-you for fixing and maintaining this grand old mod!
edit: Nevermind, fixed it lol
Installing the two required mods and enabling them in MO and then this one and enabling....For some reason I can't cook the holotapes within the chem station, the first being no cost and doesn't seem to cook. The FH version costing 1 BC and claiming to be cook but never found. My other holotapes are there.
Installed fine with no issues, just no holotapes that seem to be there / functioning.
Thanks
EDIT: Removed all and then installed the first and noted the settings available. Added the FH of the first and found the second settings available...
......then added this patch.
Think all is well, phew. Lol
Adds a "Recruited Settlers" tracking option in the main holotape
does that add anything different to the two holotpaes the original mod provided..?
Again, not having used the original without this added I would not know.
Thanks again.
I added a new "Recruited Settlers" option that lists the recruited settlers only so you can still read their bio if you want.
Thanks for your reply :)
Welcome, Gus...!
Is that something you could implement (if it's not an issue on my end), or is that something that's beyond the scope of your intentions with this tweak to the original mod?
PS - Thanks for the mod, and thank for your work on so many other things.
If I end up derivating outside just fixes that would be something on the menu to try fix.
(Spoilers: I'll probably get around to it eventually. In-between this and the Holotape request below I'd want to make a "tweaks" patch.)
Another tweak to consider is giving Z4-54 the same "synth detection" skill as P8-62 and P9-23. I did this in my game since, as I recall, there was no logical explanation for P8 and P9 having the skill, while Z4 did not.
I know this is different from the purpose of this amendment, but is it possible to make the information about the colonists in the holotape visible even after they have been recruited?
But will keep it in mind.
I actually created a patch myself using xedit.This is a method of duplicating a holotape record and reversing the display conditions.
However, I didn't think this was a very smart approach.
If you want to have as alternative sub-menu then it's a lil more work.
Since it retains the settler information from the original plugin, two fields are now displayed: "Settler Information (before employment)" and "Settler Information (after employment)".
Edit: Not exactly the same thing, but at least the info is in an easy-to-access form in this 'mod' here:
https://www.nexusmods.com/fallout4/mods/70267
It's a txt file list of all settlers, and it includes their locations and their details/bonuses (no backstory though).
I went past my esp limit, so I'm trying to clean some out.
Better yet, if I take the original mod, and remove world and cell edits, does it still work, if for example I only want the NPCs, and want to remove all world edits?
First error: in xedit, locate the xx020b25 record, in Menu Items > Menu Item #4 > Conditions > Condition # 0 > CTDA > Faction,
change the null record to "WorkshopNPCFaction [FACT:000337F3]" Second error: locate the xx016a88 record, in Conditions > Condtion # 0 >
CTDA > Faction, change the null record to "WorkshopNPCFaction [FACT:000337F3]"
There are multiple xEdit errors in the original mod, I found this fix by going through the bug reports section
Edit. Should be fixed in 1.1.1!
The guy that uploaded it said that's all he's doing with it and just requested credit the ppl in his description.
The one that's been worked on adding disappearing rubble needs "NIF" something fixed, it says in the pinned comment. But he's not gonna be doing much more to it because he's got school starting I think he said.
Basically as along as it doesn't break PRP or the cell and what not. Idk all the things that need to be looked out for. Bare Bones in terms of features is perfect.
I spoke to the "rebuilds" mod author on his Castle rebuild. He's not interested in working on the castle anymore but his Castle rebuild dosent restore the walls closed off by vanilla rubble. Which this mod removes.
With Starfield in acouple days I'm worried this might not be usable before everyone drops FO4 for what could be years depending on how good Starfield is. U know?
Sorry if I'm typing weird, I just woke up.