Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

rsm000rsm

Uploaded by

rsm000rsm

Virus scan

Safe to use

Tags for this mod

8 comments

  1. Darkcrafterzx
    Darkcrafterzx
    • member
    • 2 kudos
    I wish there was an option to recruit. Niceee mod btw for restoring her
    1. rsm000rsm
      rsm000rsm
      • premium
      • 172 kudos
      I considered making her recruitable, but she's supposed to be hostile, so I left her that way. If you're looking for recruitable Children of Atom, though, I have some preliminary work done on a "Recruitable CoA" mod similar to my "Recruitable Minutemen" mod. Just waiting for permission to use some CoA-related stuff before moving forward on it.
    2. NolanNerdBeard
      NolanNerdBeard
      • member
      • 1 kudos
      Eagerly awaited!
    3. rsm000rsm
      rsm000rsm
      • premium
      • 172 kudos
      The CoA mod should be easier to make than the Minutemen mod was:

      • There are fewer CoA to build/place in the world.
      • Far fewer armor/outfit sets for the "expanded" version.
      • No quest requirements to block recruitment.
      • While I'd like to have all of my recruit mods handle recruitment through dialog, I don't think there's any generic CoA dialog that would be suitable, so the Recruit Framework I've been using thus far is appropriate.

      Ultimately, where my Minuteman stuff took several weeks to produce (and I'm still not done), the CoA mod should take only a fraction of the time by comparison. I'm figuring one- or two-weeks total, once I really dig into it.
  2. mikezorz13
    mikezorz13
    • member
    • 5 kudos
    Nice, does she respawn or is a 1-time only kill?

    Great job once again!

    PS: Now that you are adding cut enemies, just a couple of suggestions:
    Vikter: a cut Shaw High Shool supermutant (https://www.youtube.com/watch?v=Z5gX6fLktRY (2:14) & https://fallout.fandom.com/wiki/Vikter)
    The Watcher: he was supposed to hit the alarm in Fraternal Post 115 (https://www.youtube.com/watch?v=Z5gX6fLktRY (4:06) & https://fallout.fandom.com/wiki/The_Watcher)
    1. rsm000rsm
      rsm000rsm
      • premium
      • 172 kudos
      I believe she's set to respawn, but I'd have to check to be sure. I've been spending a lot of time on NPCs of late, so everything is blending together in my head. If she does respawn, I should probably turn that off since she's supposed to be a boss.

      Funny you should mention Vikter and the Watcher, as I was just thinking about them and how I might be able to use them.

      For Vikter, it should be as simple as placing him at the Highschool again, but if he was going to serve a particular scripted purpose there, that could be problematic. If those scripts are intact, restoring him might break something.

      As for the Watcher, it seems the devs specifically replaced him with Dead Eye. And like Vikter, if he has scripts attached to him, restoring him might break something.

      One option I'm considering is to "rebuild" them from scratch and place them somewhere individually or as a duo. Maybe even make them recruitable so Strong can have a couple of friends. Either way, I'll be digging into their files soon enough.
    2. mikezorz13
      mikezorz13
      • member
      • 5 kudos
      I know nothing about scripting, but for the Watcher you could copy Dead Eye's script & remove it from him so he serves as a loyal bodyguard to his blind leader. Fraternal Post is not a main\side quest target anyway, just for some radiant ones & the Randolph Safehouse (chance).

      For Vikter, the only quests related to Shaw High School are radiant, so maybe he was supposed to be the cell's boss.

      Btw there is also a generic supermutant that was cut from Copley Station who is pretending to be a train employee, shouting "choo choo the train is leaving" or sth like that. Saw it on a video but can't find it atm.
    3. rsm000rsm
      rsm000rsm
      • premium
      • 172 kudos
      I don't know how to use scripts either, which is why my "recruit" mods do their thing via keyword rather than dialog. I don't even know how to use the CK. I use fo4edit for all of my mods.

      The choo-choo-choopermutant seems familiar. Restored in a larger quest mod, maybe? Either way, I'll keep an eye out for him next time I go digging in the NPC files.