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  1. rsm000rsm
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  2. Yondertadpil
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    locations list?
    1. rsm000rsm
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      I don't have a location list. Several are noted in the comments below, however.
  3. Gazza1986
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    How many are settlers to find in this mod? And the minutemen mod and scavengers mod?

    Cheers pal
    1. rsm000rsm
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      I thought I listed the number in the description (I did with the other two "recruit" mods), but apparently, I forgot. There are seven CoA (with more planned for a future update), 18 Minutemen and 20 Scavengers. For reference, the first screen shot shows all seven of the CoA NPCs. The other two mods have group shots, too.

      In any case, if you use one or more of these mods, some of the NPCs are more difficult to locate than others, so happy hunting!
    2. Gazza1986
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      Cheers for the response pal.

      I might have to uninstall the mod even though its good. I went back to Sanctuary and the recruited COA had started a gun fight with everybody and it just becomes annoying with people dying all the time. 

      Is there anyway i can change the recruited COA factions myself so they play nice? Like could you give me the specific commands i can type in console command?

      Cheers again
    3. rsm000rsm
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      You aren't the first to mention that these CoA settlers aren't friendly to everyone. I set them up to be friendly to the player character and settlers summoned by the recruitment beacon (which worked in testing), but since they're still part of the CoA faction, they're hostile to most everything else. Removing the CoA faction (and CoA friend faction) from their NPC (Actor) records should eliminate the hostilities, but doing that might remove their CoA dialog, too, since voice type and faction affiliations are often connected. This isn't something I've tested, but it is on my "to do" list for the update I'm planning. If I can get them to use CoA dialog without being part of the CoA faction, that's the route I'll be taking.
    4. Gazza1986
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      Nice. I'm enjoying your mods alot.

      Also if I was to do this manually and say remove one of your Child Of Atoms from there COA faction to make then play nice, would I

      Click on them in console command and type RemoveFromFaction.00134270? Or RemoveFromFaction.0002FB84 there the only factions for COA I could find online.

      Like could you talk me through the console commands I would need to type after I click on them to make each 1 friendly towards everyone in my settlment? 

      Cheers
    5. rsm000rsm
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      I don't know how to remove NPCs from factions with console commands, but if the method you listed is correct, you'd want to remove 0002FB84 and 00052507 from each, as they are the CoA related factions I used.

      If you know your way around fo4edit, you could do the same by opening their NPC (Actor) records, scrolling down to Factions (sorted), and right click remove the two factions from the faction list.
    6. Gazza1986
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      Cheers for the info, just deleted the 2 factions from them using the editor. Nice one works great now
    7. rsm000rsm
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      Are they still speaking CoA voice lines? That's key to the future update.
    8. Gazza1986
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      "Glory to atom" or something similar they say, plus a few other lines still. It doesn't seem to have affected the lines once they recruited. I will update once i find a new COA I haven't found now I've deleted the factions, see if anything changes.
    9. rsm000rsm
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      Thanks. That's what I was hoping for. This means that, when I update, I should be able to eliminate their hostile nature yet allow them to continue yammering about Atom.

      Also, one of the threads below gives the location for four of them.
    10. Gazza1986
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      Cheers. Also though even though they are friendly with my other settlers due to the deletions of the 2 COA factions, they absolutely hate trashcan Carla still lol. They go maniac when she's around and shoot my whole city up just trying to kill her. Any ideas how I could fix that with the editor?

    11. rsm000rsm
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      That's almost certainly the result of their earlier hostility being baked into your save. The only option (short of starting a new game or reverting to a save before you installed the mod) is to move the CoA settlers to settlements that Carla (and the other traveling merchants) don't visit.
    12. Gazza1986
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      Cheers for the info.

      I was just wondering also, is the ghoul Bethany and the ghoul Pastor Gabe in your plans as future settler mods by any chance? They semi exist at the moment but the Bethany one requires some other recruitment ring downloads and the Pastor Gabe one makes him a companion. I'd love to have them as just settlers.

      Cheers pal
    13. rsm000rsm
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      I have no plans for Bethany, but I have a semi-functional "Recruit Father Gabe" file stashed away. However, Recruit Father Gabe as Companion - Voiced Ghoul Priest does everything my version would do (and then some), so I don't expect to finish my version any time soon. Best case scenario is I release my version as a simplified alternative that only makes him a vanilla settler, but I can't imagine anyone preferring that over the version in the link.
    14. Gazza1986
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      I'd perfer the one where he is just a settler lol. I don't like adding companion mods, simple settler mods I enjoy. Release it if you can and want, should be no harm done.
    15. Gazza1986
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      i know what causes them to go mad and attack people like Trashcan Carla. You have all the COA set to a  'Very Aggressive' personality. I set them all to ''Non Aggressive'' and now they dont attack people like Trashcan Carla. Just thought id let you know.
    16. rsm000rsm
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      That's a holdover from basing them on vanilla CoA NPC (Actor) records. Thanks to your earlier test confirming that they can be removed from the CoA faction and still use CoA voice lines, I'll "rebuild" them using regular settler records as a baseline. That'll ensure they won't be any more hostile than any other settler. They'll just be tougher that regular settlers. :-)
    17. rsm000rsm
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      Don't know if you're still interested, but I was tinkering with my recruitable Father Gabriel mod this evening and I finally got it to work. I want to do a few more tests, but it is looking good so far. If everything pans out, I'll post him at some point next week.
    18. seki5656
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      To prevent CoA from causing trouble, we have them live in settlements where caravans cannot visit.
      You mentioned that it has been rebuilt, but is it okay to update it with an existing save? Has anything been removed from version 1?
    19. rsm000rsm
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      Updating the main file to get the new faces and less hostile behavior should be safe, as the FormIDs are the same, but I recommend making a save you can revert to in case something goes awry.

      The expansion pack, on the other hand, was largely rebuilt from the ground up, so I strongly recommend creating a reversion save before updating, just in case.
    20. seki5656
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      After updating, I tried having Atom believers in the settlement meet Trashcan Carla, but they remained hostile to each other. Presumably the faction settings are baked into the save.
      I then used console commands to attract any Atom followers I hadn't met yet. They were hostile to players and impossible to talk to or recruit. They were not at odds with other settlers.

      I don't know if it's because I updated during the game or if it's a load order issue, but it seems like I have no choice but to roll back the version.

      (Additional note) When checking the data on Fo4Edit, it appears that the current version does not have factions set to be friendly or neutral towards players.
      I can't say this is the cause unless other players are having the same issue.
    21. rsm000rsm
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      Yeah, faction hostility does appear to be baked into the original seven CoA if the mod is updated mid game. I forgot about that. The three new ones should not have that issue since they never had CoA faction affiliation.

      Speaking of factions, I removed all but WorkshopNPCFaction to eliminate the possibility of silent dialog, but I just looked at another CoA mod I use and found that it includes some other friendly factions without inducing silent dialog, so I'll add them with an update.
    22. seki5656
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      Thank you for the update. At least for the current playthrough, I think I'll just stick with version 1 and enjoy it.
      To prevent Atom's children from encountering the caravan, let's have them live in a sunken parking lot...
  4. walrossmaus2
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    Hello rsm000rsm,

    so nice to see, that you've made your CoA peaceful in the new version of your mod!
    Thank you very much!

    Best regards!
    1. rsm000rsm
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      You're welcome.
  5. walrossmaus2
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    Good evening,

    one more info regarding your CoA settlers, please:
    As we discussed yesterday, I sent a settler to settlement Egret Tours Marina - unfortunately she started a fight with the "main settler" there again.It seems like your CoA settlers have to keep to themselves as long as you haven't revised the mod.

    Have a nice evening!
    1. rsm000rsm
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      Yeah, they will likely be hostile with anyone who doesn't share faction affiliation. They have "CoAFaction," "CoAFriendFaction," "PlayerFaction," and "WorkshopNPCFaction" affiliations. They are safe around companions and other settlers, but not much else. They might be hostile to Trashcan Carla and the other traders, too, but that wasn't something I thought to test. I don't think Phyllis Daily is a member of those factions, which is why they attacked her at Egret.

      In any case, I think I'm going to start working on an update over the weekend. Adding the "GlowingSeaChildrenFaction" used by the CoA at the crater might solve the hostility issues, but we'll see.
    2. walrossmaus2
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      Take your time and thank you for all your efforts!
    3. rsm000rsm
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      I didn't say I would finish the update this weekend. ;-)

      Also, you'll be happy to know that I'll probably add another CoA to the list. Just need to find a good spot for the new one. I want to add a few to Far Harbor, too, but that's for the future.
    4. clyl
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      nm
    5. rsm000rsm
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      Well, I did state in the description that these particular CoA are supposed to be more diplomatic with non-believers. However, the only way to make them completely peaceful is if I remove them from the CoA faction, which would also eliminate their unique CoA dialog, so I won't be doing that. I do need to figure out how to make them play nice with the CoA at the Crater since XV-Versus and Yagisan's Crater of Atom Settlement was one of the custom settlement mods I had in mind when I was making this mod.

      In any case, my quest to eliminate/reduce duplicate NPC faces throughout the game is dominating my "to do" list, so it'll be quite a while before I update this mod.
  6. walrossmaus2
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    Hello,

    it's me again. I planned to create a small CoA settlement with SS2 in the crater in the glowing sea, run by your settlers.
    After sending two of them there, unfortunately a never-ending fight (because all are immortal) between the original NPC's there and the new CoA settlers starts.
    Is this something that you're able to stop?

    Thx and best regards.
    1. rsm000rsm
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    2. walrossmaus2
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      Yes, that's right.
    3. rsm000rsm
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      Okay, I'll take a look at it and see if the authors made changes to the NPCs there. My CoA are still part of the CoA Faction and CoA Friend Faction, so they shouldn't be fighting with other CoA.

      In any case, you may have to load an earlier save and send my CoA to a different settlement until I can figure out if the two mods are compatible.
    4. rsm000rsm
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      Okay, it isn't a compatibility issue. The settlement mod doesn't touch the NPCs at all.

      The issue is faction affiliation. The CoA at the crater have their own unique faction called the "GlowingSeaChildrenFaction." My CoA aren't part of that faction. They're part of the standard ChildrenOfAtomFaction. The crater CoA, on the other hand, aren't part of the standard CoA faction, which means the two groups aren't friends. So, as I mentioned in my previous post, you'll have to send my CoA to a different settlement.
    5. walrossmaus2
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      Hi,
      I'm so thankful for your fast and detailed help and the time you've spent on checking this!!
      This means the dream of a CoA settlement with "real" CoA settlers in the crater is over. A pity.
      But I will follow your advice and try to make another, smaller settlement a home for your CoA.
      Thanks again and I hope, you will create many more great mods for the community.
      Best regards!
    6. rsm000rsm
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      The dream may be over for this playthrough, but maybe not forever. I still have more plans for this mod, and making my CoA friendly with the crater CoA is now on my "to do" list.
    7. walrossmaus2
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      Wow, this will be just great!
      I'm really looking forward to that.
      :-)
  7. walrossmaus2
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    Hi,

    thank you for this mod.

    I'm running this mod for a long time now, but I'm still not sure if this is working or not, because I haven't found any of these settlers by now. Can you give me hint, please?

    If you tell me just one whereabouts, that should be enough for me.

    Thx and best regards!
    1. rsm000rsm
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      There's one at the APC and radiation barrels in the water just below Sanctuary. I figured that one would be hard to miss since she often fights with the nearby bloat fly and blood bugs.

      Edit: If she isn't there, check the woods across the river toward Abernathy Farm. If she got into a fight with the bloat fly over there, she may have gotten pulled into a fight with the enemy spawn in the woods. She should return to the APC afterward, but if she got pulled that far away, she may be stuck.
    2. walrossmaus2
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      No Sir, I'm sorry - unfortunately I cannot find her at the APC and also not in the forest towards Abernathy Farm.
      I haven't found her corpse either. I've searched the whole area after putting your mod at the near end of my load order... or is it better placed at the top of the load order?

      I installed the mod "America Rising 2 - Legacy of the Enclave" at the same time. The access to the first explorable location from this mod is in the rock massif directly behind this APC - perhaps the surrounding area will also be adjusted by the AR2 mod so that the NPC is no longer at the APC?

      Otherwise, I ask you to tell me the location of another CoA settler so that we can narrow down the cause of the error.

      Thank you!
    3. rsm000rsm
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      I just posted my Diverse Enclave - America Rising 2 mod. When I went in game to get screen shots, I wondered if the facility would interfere with the CoA located at the APC. I'll have to check for conflicts between AR2 and Recruitable CoA.

      Until then, I'll give you locations for three other CoA.
      1. At the nuclear plant near County Crossing.
      2. On the west edge of the South Boston Crater.
      3. On the western shoreline of Lake Quannapowitt.

      If none of them are there, then something in your load order is overriding my entire mod.
    4. rsm000rsm
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      Went in game with both AR2 and Recruitable CoA running and everything worked. The CoA is at the APC. The AR2 facility didn't "erase" her. Something else in your load order must be overriding Recruitable CoA. This is a long shot, but do you have RL_Recruit_Framework? Recruitable CoA won't work without it. If you have it, are you using version 2? Recruitable CoA only works with v2 of the framework.
    5. walrossmaus2
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      Dear rsm000rsm,
      I really have to apologize!! After installing your Framework everything is working now!
      I'm very sorry for having totally overlooked the necessary requirements for your mod!
      I hope you don't take it against me.
      Shall we delete this conversation here?
      Thanx again!!!!!
      Best regards!
    6. rsm000rsm
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      Look on the bright side. Now you know where to look for four of them.  ;-)
  8. raajdon
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    hi thank you for mod. I have CROSS Chosen of Atom but the esl version. The expanded version of this mod requires the esp version of CROSS Chosen of Atom mod. It is the same mod but it is light plugin./
    1. rsm000rsm
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      Never knew there was an esl version. Niero's other armor/outfit mods are esp only. Regardless, you would likely need the esp version for the expansion to work, but if you don't mind testing it, please do. If it works, great. If not, I'll look into making an alternate version that uses the outfit's esl version. For the record, though, if the alternate version requires me to do more than tell my mod to call on the outfit's esl version, I doubt I'll make it. These expansions take more time to make than the main mod, so I'd rather not have to remake the whole expansion to accommodate one esl file.
  9. streetyson
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    Nice, but might a better backstory be they're CoA unfaithful? Escapees who've seen through the cult's madness, like Sister Gwyneth, and could do with protection? Which feels a better fit, given in FO4 the CoA are at best untrusting and often hostile to the player. Of course, nothing needs to be done to the mod as-is to believe my alt-rationale (as in such circumstances even the mod title could be seen as ironic).

    Yes, I know in FH you can side with the CoA, but let's face it, their death cult are anathema to resettling the Commonwealth. And radiation is not a friend nor salvation to your settlements but instead simply a deadly enemy to your farmsteads' viability and hopes of ever rebuilding the Commonwealth & humanity. Anyways, thanks for sharing.
    1. rsm000rsm
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      They're still Children of Atom. They still use CoA dialog, are part of the CoA faction, and so forth. They just don't try to kill on sight like the others outside the Crater (or Nuclieus).
    2. streetyson
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      Ah, I see, thanks for info and quick reply. In that case this mod would only seem to really suit CoA-type players. Still, that's good for them! Great bunch of mods btw. Cheers.
    3. rsm000rsm
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      Yeah, either CoA character builds or CoA-themed settlements. Tough to populate a custom settlement in the Glowing Sea if everyone gets fried by radiation. This mod is mostly geared toward the latter, particularly custom settlements such as Bright Bluff or Crater of Atom Settlement.
  10. Darkcrafterzx
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    Nicee mod again <3, i hope there's more of this
    1. rsm000rsm
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      I have notes for a lot more. I just don't know how many of them I'll actually make.