With the exception of potential bug fixes, the Diverse Brotherhood of Steel main file is complete. Any additional content will be in the form of an "Immersion Pack" and/or compatibility patches. If you have any requests or suggestions for additional content, feel free to post your recommendations below.
Gender Ratios still needs patching for this (as with a few of the others you've made), but I'm holding off publishing a patch until the AIO is out so I can just maintain it for that.
I was wondering if you were still planning on making that patch. Thought you might be holding off for the AiO, too. In any case, most of the remaining updates are on the smaller side, so I expect them to drop at a quicker pace.
The Institute doesn't have a face pool--at least not for humans and Gen 3 synths. The only "face pool" is for Gen 1/2 synths, and they're supposed to look mostly identical, so I don't expect to do anything with them.
That said, I do agree with you about the lack of generic Courser faces (there are nine, I think, but they seem to be level dependent, so you only see the variations if you're watching for them over the course of a long play through). If I can figure out how to create a face pool for them without breaking something else, I'll make a "Diverse Coursers" mod. As well, I'd like to do the same for the runaway synths you reclaim through the SRB and/or rescue through the Railroad. Another possibility is adding variety to the synth production facility so that it doesn't look like it is churning out clonetroopers.
It should be handled by the "Traits" section of TPTA - Template actors.
Clone BE184, give all these clones the new faces you want, put these clones in a "Leveled NPC" LVLN type list, name it LCharCourserFaces or something like that, and then simply slot it into the aforementioned Traits section of 1628EE LvlSynthCourser and it should work. It should have 1628EF there by default, just replace that.
I was looking at LCharSynthCourser [LVLN:001628EF] as a means to increase the courser face pool by creating a bunch of new courser faces and then adding them to that list.
EncSynthCourser01Template, along with EncSynthCourser02 through 08 are identical for some reason. Why bother making seven more entries if they're going to look just like the first one? I suppose I could replace 02 through 08 with new faces as I did with the Gunner duplicates.
02 through 08(and 01 for that matter) are each higher level than the last, it's used in the same way as Raider, Raider Scum, Raider Psycho, Raider Veteran, etc. They have the same face because they were never meant to govern faces. If you've encountered this in other face mods that would be why.
Typically Bethesda's way of doing things is keeping the face pool and stat pool separated. The stat pool will all have identical faces, but various stats and names; the face pool will have identical stats and names, but different faces.
For Gunners for example you have EncGunner01 through 09, same faces, but each higher level and with different stats. These form the stat pool.
The face pool for gunners comes from EncGunnerFaceF01 through F04 and EncGunnerFaceM01 through M09. These should have the same stats but different faces. Any duplicate face in there, as you encountered, were errors or oversights on their part.
Looks like this one won't work with Gender Ratios for now, since Bethesda didn't create gender-specific pools for the BoS. I whipped up a quick compatibility plugin with your faces separated out between the LCharBoSTraitsSoldierMale01 and LCharBoSTraitsSoldierFemale01 records from Gender Ratios. I'm not 100% certain it will work since it's using forms from an ESL-flagged master, but will update once I have a chance to playtest.
The NW raiders aren't separated either, for future reference. Same for Trappers and Triggermen, but they're supposed to be all male, so it doesn't matter. However, I did find an unused Trapper female in the files, but she doesn't have voice files (as far as I know), so best case scenario is that I'll repurpose her face/body data elsewhere. Probably as a FH settler.
Speaking of "Gender Ratios," I was looking at it again and I just can't figure out how it works. All of its lists are blank, so I don't know how to make a patch for it. If you want to publish your patches on your own page, be my guest. I'd rather see working patches on someone else's page than attempt to Forrest Gump my way through the process.
That's where its Papyrus script comes in. Basically, since nested leveled lists work as though the lists inside a list are expanded (recursively), and can include duplicate records (the chances are simply weighted by the number of times a given record appears in the list), the script adds zero or more copies of the two gendered lists corresponding to each pool to the ungendered list.
Let's say you choose 75% female raiders: the script will add one copy of the male raider list and three copies of the female raider list to the ungendered raider list. Then when a ref in the game calls for an ungendered raider, there's a 25% chance it will pick the male list record and then fill the ref with an NPC templated from the male list, or a 75% chance it will pick one of the female list copies and then fill the ref from that instead.
As for the patch, it's pretty straightforward. The plugin has both Diverse BoS and Gender Ratios as masters, and includes an overridden copy of the female and male leveled BoS lists from Gender Ratios, but replaces all the entries with your female and male actor templates. For increased user friendliness, it also forwards a copy of Gender Ratios' empty override of the vanilla ungendered BoS list so that it won't matter whether Diverse BoS or Gender Ratios is first in the load order.
Once I'm done testing, I'll upload a copy and give you a heads up. Thanks!
A bit curious. I was hoping to ask this question before. Are your diverse mods compatible with RookieOwl's Prettier faces? According to their mod's descriptions, they merely added new faces that are prettier. Your mods seem to do the same thing but I wonder if they are compatible anyway? :)
EDIT: Just checked you make compatible patches! RookieOwl's has BOS prettier mod, I was wondering if this mod is already compatible or needs a patch? Finally, RookieOwl updated their Prettier Raider faces to add new faces (for bosses?). I was wondering if your old raider patch would still work with the newer version of prettier raider? Thanks!
I think you're prob best placed to try both mods and tell everyone what you find. But I'll add in any postapocalyptia almost no women (especially Raiders) could look as pretty as RookieOwl makes them. The BoS at least would be washed & presentable with regular haircuts (of a limited military range), but gunners should look a bit scruffier, and most raiders are unwashed druggies & cannibals.
Yeah, I still have to make the patch for BoS. Even mentioned it in another thread and forgot anyway. I'll check the "Prettier Raider Faces" update. If it only changes raider bosses, the current patch should be fine since raider bosses don't use the face pool (they have dedicated faces).
@streetyson: Agreed about the Gunners. I approached them with the notion that some lean into the organization's military side, so have military-style haircuts. Others leaned into the mercenary side, so are less strict about their hair. The BoS is all about military decorum, though, so I kept to haircuts that match the aesthetic. I thought about doing the clean face/body thing for them, but field units seldom have regular access to showers, so I went with a mix of clean and dirty BoS members.
Funny you should ask, as I was just looking at my "to do" list to see what's next.
For the "Diverse" series, I still have Trappers, Triggermen, Disciples/Operators/Pack, Scavengers, and Settlers. Probably in that order, too, followed by the AiO. It may look like the "Diverse" series is almost done, but it isn't. The last three are big. I'll likely split up the NW gangs into individual entries just to lighten the load a bit. I have two other scavenger-related projects in development that I want to release around the same time as "Diverse Scavengers" since there will be compatibility patches between them for thematic reasons. "Diverse Settlers" is just massive and will have a face pool that, most likely, will be larger than all of the other "Diverse" face pools combined. The AiO will be even bigger, as it'll have some exclusive content.
Also, I still have three "Cut Content" NPCs to finish up, plus the "Cut Content NPCs - AiO" to close it out.
And of course, I have some other odds and ends mixed in with all of that. No spoilers, but these odds and ends should appeal to folks who are already using a lot of my mods.
I'm currently using Better Settlers. I guess your Settlers mode would need a patch for that? Furthermore, if that AIO comes, can I delete all your individual diverse mods from active savegame files and put your AIO in? Or, is that risky?
Yes, "Better Settlers" (and similar mods that add settler faces) will need a patch to work with "Diverse Settlers," and I may end up making one, but I'm currently undecided. If I do make a patch, it'll be for the base version of Better Settlers only.
I don't think replacing the standalone versions with the AiO mid game will break anything, but it might reset recruited settlers to their default gear, so you'll want to make sure you have a hard save in place before making the switch.
42 comments
Completed Patches
None at present.
Patch Requests
A Bit Prettier Brotherhood of Steel Faces
I don't have an xbox, so I can't port it over, but I left permissions open for anyone else who wants to do it.
That said, I do agree with you about the lack of generic Courser faces (there are nine, I think, but they seem to be level dependent, so you only see the variations if you're watching for them over the course of a long play through). If I can figure out how to create a face pool for them without breaking something else, I'll make a "Diverse Coursers" mod. As well, I'd like to do the same for the runaway synths you reclaim through the SRB and/or rescue through the Railroad. Another possibility is adding variety to the synth production facility so that it doesn't look like it is churning out clonetroopers.
Clone BE184, give all these clones the new faces you want, put these clones in a "Leveled NPC" LVLN type list, name it LCharCourserFaces or something like that, and then simply slot it into the aforementioned Traits section of 1628EE LvlSynthCourser and it should work. It should have 1628EF there by default, just replace that.
EncSynthCourser01Template, along with EncSynthCourser02 through 08 are identical for some reason. Why bother making seven more entries if they're going to look just like the first one? I suppose I could replace 02 through 08 with new faces as I did with the Gunner duplicates.
Typically Bethesda's way of doing things is keeping the face pool and stat pool separated. The stat pool will all have identical faces, but various stats and names; the face pool will have identical stats and names, but different faces.
For Gunners for example you have EncGunner01 through 09, same faces, but each higher level and with different stats. These form the stat pool.
The face pool for gunners comes from EncGunnerFaceF01 through F04 and EncGunnerFaceM01 through M09. These should have the same stats but different faces. Any duplicate face in there, as you encountered, were errors or oversights on their part.
Speaking of "Gender Ratios," I was looking at it again and I just can't figure out how it works. All of its lists are blank, so I don't know how to make a patch for it. If you want to publish your patches on your own page, be my guest. I'd rather see working patches on someone else's page than attempt to Forrest Gump my way through the process.
Let's say you choose 75% female raiders: the script will add one copy of the male raider list and three copies of the female raider list to the ungendered raider list. Then when a ref in the game calls for an ungendered raider, there's a 25% chance it will pick the male list record and then fill the ref with an NPC templated from the male list, or a 75% chance it will pick one of the female list copies and then fill the ref from that instead.
As for the patch, it's pretty straightforward. The plugin has both Diverse BoS and Gender Ratios as masters, and includes an overridden copy of the female and male leveled BoS lists from Gender Ratios, but replaces all the entries with your female and male actor templates. For increased user friendliness, it also forwards a copy of Gender Ratios' empty override of the vanilla ungendered BoS list so that it won't matter whether Diverse BoS or Gender Ratios is first in the load order.
Once I'm done testing, I'll upload a copy and give you a heads up. Thanks!
Are your diverse mods compatible with RookieOwl's Prettier faces? According to their mod's descriptions, they merely added new faces that are prettier. Your mods seem to do the same thing but I wonder if they are compatible anyway? :)
EDIT: Just checked you make compatible patches! RookieOwl's has BOS prettier mod, I was wondering if this mod is already compatible or needs a patch? Finally, RookieOwl updated their Prettier Raider faces to add new faces (for bosses?). I was wondering if your old raider patch would still work with the newer version of prettier raider? Thanks!
@streetyson: Agreed about the Gunners. I approached them with the notion that some lean into the organization's military side, so have military-style haircuts. Others leaned into the mercenary side, so are less strict about their hair. The BoS is all about military decorum, though, so I kept to haircuts that match the aesthetic. I thought about doing the clean face/body thing for them, but field units seldom have regular access to showers, so I went with a mix of clean and dirty BoS members.
The changelog claims;
"- Replaced 5 unique bosses.
- Made some changes to "Legendary Raider" faces"
So a patch might not be needed after all.
Patch for "Prettier BoS Faces" is up.
For the "Diverse" series, I still have Trappers, Triggermen, Disciples/Operators/Pack, Scavengers, and Settlers. Probably in that order, too, followed by the AiO. It may look like the "Diverse" series is almost done, but it isn't. The last three are big. I'll likely split up the NW gangs into individual entries just to lighten the load a bit. I have two other scavenger-related projects in development that I want to release around the same time as "Diverse Scavengers" since there will be compatibility patches between them for thematic reasons. "Diverse Settlers" is just massive and will have a face pool that, most likely, will be larger than all of the other "Diverse" face pools combined. The AiO will be even bigger, as it'll have some exclusive content.
Also, I still have three "Cut Content" NPCs to finish up, plus the "Cut Content NPCs - AiO" to close it out.
And of course, I have some other odds and ends mixed in with all of that. No spoilers, but these odds and ends should appeal to folks who are already using a lot of my mods.
I don't think replacing the standalone versions with the AiO mid game will break anything, but it might reset recruited settlers to their default gear, so you'll want to make sure you have a hard save in place before making the switch.