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rsm000rsm

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rsm000rsm

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12 comments

  1. DJSHAFT69
    DJSHAFT69
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    I wish I could find a cut NPC named Stanley Ipkiss so Eddie could have a new raider friend. I actually have a mod that adds a few random non-hostile scavvers/raiders to the flooded merchant's little hideout. I renamed one of them Stanley Ipkiss because he was wearing a mask when I discovered him.

    I love you mods. More immersiveness and NPC goodness is always welcome.
    1. rsm000rsm
      rsm000rsm
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      I've been considering a "Recruitable Raiders" mod similar to my Recruitable Minutemen and Recruitable Children of Atom mods to allow for raider-themed settlements without having to join the NW gangs. I have a bunch of these "recruitable npc" mods in mind, actually, but they've taken a back seat to the "Diverse" series. I expect to get back to them eventually, though.
    2. DJSHAFT69
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      I have a mod that lets me recruit most NPCs, so I am careful about using the Recruitment Framework along with my custom settings. I like to leave most of the factions alone, because recruitment gets so buggy with a lot of different mod added settlers.

      Just having the cut content NPCs is good enough for me. I can select most of your NPCs for recruitment, or add the lines with a patch, but it gets buggy after a while. The vanilla framework is wonky as all hell, and even vanilla random NPCs with the recruit tags are glitchy at best.

      I'm trying all of your NPCs that will work without the extra recruitment features, just for mod stability. I got a load of settlers and recruit mods already, but getting some more cut content NPC life is always a plus. I costume a lot of them up and use them as background scenery.
    3. rsm000rsm
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      rlbaxter rewrote his recruit framework earlier this year to eliminate the conflicts it had with other recruitment mods. Now, it can only recruit NPCs that have its custom recruitment keyword.

      If the recruitment mod you're using allows you to recruit my NPCs that I didn't make recruitable, then that mod is likely the cause of the bugginess you're experiencing. My hostile NPCs, as well as the "no recruit" versions of friendly NPCs, don't have the workshopnpc script, workshopparent quest, or workshopnpc faction, all of which are necessary to make an NPC register with a workshop. My recruitable NPCs have them (and the recruit framework keyword, where necessary), so they shouldn't get buggy--unless you're referring to some of them ignoring job assignments, in which case, it isn't a bug. Some aren't flagged for certain jobs by design.

      As for unique, named NPCs, I do the same thing as you. They always get a custom outfit to set them apart from common settlers. I've even started changing their default outfits in fo4edit so that I don't have to do it myself in game. I should do it as a patch, though, so I don't have to redo everything if the parent mod gets an update.
    4. BlazeStryker
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      With the number of raider-themed plots for OG SimSettlements, Recruited Raiders would honestly make sense...
    5. rsm000rsm
      rsm000rsm
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      If my "Recruitable Raider" ideas work out, the ability to recruit them will be gated behind quests and/or other world events as opposed to just placing them in the world where they mill around waiting for your character to find and recruit them.
    6. 363rdChemicalCompany
      363rdChemicalCompany
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      Recruitable raiders would be super interesting.
      And since those locations respawn might get us a pool of lots of extra NPCs

      Also does Eddie lipkis have a unique NPC code to be amenable to SLM?
    7. rsm000rsm
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      Never did figure out how to gate stuff behind quests/world events, so most of my recruitable faction NPCs ideas are dead, including recruitable raiders. I do have one more in the works that doesn't require gating, but I don't know when/if it'll be finished.

      Eddie uses one of the placeholder faces generic raiders use when they aren't connected to the raider face pool. It is very common with legendary raiders, but even some named raiders use it. Malcom from Far Harbor comes to mind, which is why I gave him a new face in Unique Faces. I've just recently been thinking about doing the same for Eddie, especially since I could do it without having to update any of the patches.
  2. Darkcrafterzx
    Darkcrafterzx
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    Will this conflict with this mod Friendly Vanilla Raider Settlements (Outpost Zimonja and Hangman's Alley)? This mod turn some of the raider friendly and as a settler.
    1. rsm000rsm
      rsm000rsm
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      Eddie is hostile, so he will fight that mod's friendly raiders at Hangman's Alley.
    2. BlazeStryker
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      I ran into Eddie just past the inner doors to USAF Listening Post Olivia. I suspect he's one of the guys spawned by Drafigo's Cut Content mod.
    3. rsm000rsm
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      Yup, that's where Drafigo placed him.