Fallout 4

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rsm000rsm

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rsm000rsm

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  1. rsm000rsm
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    Sticky
    With the exception of bug fixes, the current version of Diverse Gunners (version 5) is in its final form, so if there are any mods that require compatibility patches, post your recommendations here for consideration. Please limit requests to those that are specific to the Gunners, as mods that cover multiple groups and factions will be better served if patched with the upcoming Diverse AiO.

    That said, my free time for modding is at a premium right now, and it will likely remain so until late in the year. Therefore, if anyone else wants to fulfill any patch requests that arise (see the list below), feel free to do so. Just be sure to post a link to your mod page so I can maintain a list of completed patches.

    Completed Patches
    None at present.

    Patch Requests
    The following list is a compilation of mods that require compatibility patches to play nice with the current version of Diverse Gunners (v5 or above). As noted above, I don't know when/if I'll be able to fulfill these requests due to time constraints, but if anyone else wants to step up, please do.

    A Bit Prettier Gunners Faces 
    Varied Gunner Mercenaries 
  2. streetyson
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    The rest of the diverse series are nice but if just picking one this is prob the most useful. In the other groups more wear differing helmets & face covers which helps vary their looks somewhat, but in vanilla FO4 I've seen that auburn-haired Gunner girl a thousand times. Cheers. Endorsed.
    1. rsm000rsm
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      Two of the four vanilla female faces are identical. Five of the nine vanilla male faces are identical. So yeah, the gunners definitely needed help with duplication.
  3. anNCRpatriot
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    Do these new faces have the Gunner blood type tattoo above the left eye like vanilla Gunners? It's a little hard to tell from the images
    1. rsm000rsm
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      Interestingly enough, of the 13 faces in the vanilla face pool, only six of them have tattoos. The new faces have a similar ratio, so roughly half have tattoos and half do not.

      That said, I realized later that all of the vanilla faces that lacked tattoos are just clones of each other, which throws off the ratio. If I ignore the duplicates, the ratio is 75-80 percent with tattoos, so when I return to this mod to expand the face pool, I'll make sure the final count reflects that percentage.
    2. anNCRpatriot
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      Oh ok, cool. Thanks for your work in creating these mods, it's greatly appreciated. I don't understand how your mods aren't more popular
  4. TheGodOfClowns
    TheGodOfClowns
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     https://www.nexusmods.com/fallout4/mods/63359?tab=description
    any chance we can get compatibility for everything in here? 
    1. rsm000rsm
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      Since that one acts as sort of AiO for a bunch of mods covering multiple face pools, it goes on the list of patch candidates for the "Diverse - AiO" when the time comes. The standalone "Diverse" entries only get patches for mods with the same specificity.
    2. TheGodOfClowns
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      nice, I'll be sure to check back when that comes. 
  5. o3yahn
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    This is great! I use an NPC's travel mod which allows you to customize groups like Gunners, Raiders and Muties occasionally travelling in large groups. Walked into a very large group of Gunners and almost died. It was over 5 minutes of intense battle. When it was all finished there were 15 Gunners, and I don't think any of them had the same face. Thank-you!
    1. rsm000rsm
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      That's great to hear. In a vanilla game, half of those faces probably would've been clones, as two of the four vanilla female faces are identical while five of the nine vanilla male faces are identical. At the end of the day, duplicates are still possible since the game pics faces at random, but 15 Gunners without duplicates is a great indicator that the mod is doing what I wanted it to do. Thanks for finding out that the Gunners are no longer Clonetroopers. :-)
  6. marauder345
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    Might be a redundant question, but this mod and the other Diverse mods would mostly likely be incompatible with these ones right?

    https://www.nexusmods.com/fallout4/mods/75787

    https://www.nexusmods.com/fallout4/mods/37180
    1. rsm000rsm
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      "Simple Settlers 2" would be incompatible with my upcoming "Diverse Settlers," but a patch should be possible. Same goes for "Better Settlers" and similar mods that add to the settler face pool.

      "Facials for Everyone" would require patches as well, but since it covers several different groups/factions, each of my "Diverse" entries that touch the same groups/factions would require a patch. The most efficient route, I think, is to patch "Facials for Everyone" with the eventual "Diverse AiO" since both cover a lot of the same ground.
  7. Queenieangel
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    Hi,
    could you please make a patch for A Bit Prettier Gunners Faces https://www.nexusmods.com/fallout4/mods/66009  ?
    Because with your mod active there are brown faces...unfortunately.
    A good place for me to test yesterday was HalluciGen, Inc.
    1. rsm000rsm
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      Done.
    2. Queenieangel
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      WOW, you're fast! Thanks
    3. rsm000rsm
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      Just an FYI. If you DLed the first version of the patch, I misnamed the .esp. It still works, but the current version has the correct name. You'll want this corrected version since it'll be the one used for future updates.
    4. Queenieangel
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      Ok. It works and the name of this patch's version is PrettierDiverseGunners.esp.
      I hope I did not need more patches, cause I use all 3 replacers by RookieOwl and some replacers by iSirAlex.
      Thanks again and have a nice weekend.
    5. rsm000rsm
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      That's the correct patch.

      I'll be doing "Diverse BoS" next, so it'll likely need a patch for RookieOwl's "A Bit Prettier Brotherhood of Steel Faces," but I'll have a patch for that one ready at the time of release (assuming I don't forget between now and then). The stuff from iSirAlex seems to focus on unique, named NPCs, so patches probably won't be necessary there.
  8. lance5
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    I absolutely love this mod and its other Faction expansions. They are now a must have in my load order. You plan on adding all other factions?
    1. rsm000rsm
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      Yes, assuming I can find a given faction's face pool. I expect to release an AiO at the end, but that's a long way off and plans change, so we'll see how things play out until then.
  9. The5thViking
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    Esp marked light? :D
    1. rsm000rsm
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      Yes, both this and Diverse Minutemen are light.
  10. walrossmaus2
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    Does this effect the Gunners from Mods like "Sim Settlements 2", too? Is it compatible?
    Thx.
    1. rsm000rsm
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      If SS2 adds faces to the Gunner face pool, a patch will be needed to make all of the faces from both mods appear in game. Otherwise, the mod that loads second will take precedence. I'll look into it.
    2. walrossmaus2
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      Thank you very much for your fast reply!
      :-)
    3. rsm000rsm
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      My internet connection is too unstable right now to download a mod as big as SS2C3, so it'll have to wait unless someone else can take a look.
    4. walrossmaus2
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      Hey,
      ok let's hope someone will find out about this one day. :-)
      Have a nice evening and thx again.
    5. rsm000rsm
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      No conflicts with SS2c3, so you're good to go.
    6. walrossmaus2
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      Hello again,
      well, many thanks for checking this!!!
      Perfect!
      Best regards.
    7. rsm000rsm
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      No problem. Also, if you're using my Diverse Minutemen mod, it is compatible with SS2c3 as well.
  11. vaultbait
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    Thanks! I've been using Varied Gunner Mercenaries literally for ages, but am happy to give this a try as a modern alternative!
    1. rsm000rsm
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      And I even went looking for mods that added faces to the Gunners, but I didn't see that one. If it works the same way mine does, I'll make a patch so you can use both. More face variety is good!

      Edit: Well, it turns out that mod isn't a good patch candidate. It adds a lot of new faces to the Gunner pool, but also makes changes to some of the vanilla faces, as well as some other records that aren't connected to the vanilla face pool. So, there's no way to make a patch that won't result in one mod overwriting elements of the other.
    2. vaultbait
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      Don't sweat it, I'm still happy to trade up to a replacement that's actively maintained and not 7 years stale.
    3. tenhats
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      Oh wow, Varied Gunners does make some odd changes you're right. I wonder what their reasoning there is? It mostly seems unnecessary and could be trimmed out.
    4. vaultbait
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      I don't really question much when it comes to mods that were made in the first year after the game came out. It was a different time, and we didn't know the things we know now nor have the tools that we take for granted these days.
    5. rsm000rsm
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      I was thinking the same thing. An early Fo4 mod. But at the same time, the author knew how to make new faces on new base records. Why tinker with the vanilla faces at all if you can do that? Maybe the vanilla faces were too butt ugly (or not butt ugly enough?) to be Gunners, in the author's opinion.  ;-)

      Edit: I see the author made a similar mod for raiders, which just so happens to be the next group I was planning to tackle for this "Diverse" series.