File information

Last updated

Original upload

Created by

Anthanael_Xx

Uploaded by

Anthanael

Virus scan

Safe to use

62 comments

  1. Korkil
    Korkil
    • premium
    • 0 kudos
    Hi there! Interesting mod and I'd like to try it out but I wonder...does this work with mods that deals with NPC AI like Real AI and Better Locational Damage (with the Chemfluence mod added)?
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      It should work with Better Locational Damage and Chemfluence, as for Real.AI it should work too but I'm less sure, you can try it anyways without having game breaking problems don't worry
  2. Finalwish8
    Finalwish8
    • member
    • 1 kudos
    NPCs don't hide from radiation storms, or radiation rain?
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      no they never have I think, but it's a nice idea, I will look if I can make something like that work
  3. F4NGonNexus
    F4NGonNexus
    • premium
    • 1 kudos
    I think this might be important, I just ran into this today after updating to the current version...
    Thanks for any help!

    LOOT:
    "This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves. "

    FO4E:

    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [FE 000] FO4E - NPCs.esp
    [00:00] DmndMarketNPCTravelToSearchMarker13x2 [PACK:FE00041F]
    [00:00]     PACK -> ObjectID 00541F is invalid for a light module.
    [00:00] DmndMarketNPCPatrolNearSearchMarker15x1 [PACK:FE000420]
    [00:00]     PACK -> ObjectID 005420 is invalid for a light module.
    [00:00] DmndMarketNPCTravelToDiamondCity16x2 [PACK:FE000421]
    [00:00]     PACK -> ObjectID 005421 is invalid for a light module.
    [00:00] DmndMarketNPCTalkPackage18x2 [PACK:FE000422]
    [00:00]     PACK -> ObjectID 005422 is invalid for a light module.
    [00:00] BnkrHillNPCSandboxPackage7x5 [PACK:FE0004E3]
    [00:00]     PACK -> ObjectID 0044E3 is invalid for a light module.
    [00:00] BnkrHillNPCEatPackage12x1 [PACK:FE0004E4]
    [00:00]     PACK -> ObjectID 0044E4 is invalid for a light module.
    [00:00] BnkrHillNPCSandboxPackage13x7 [PACK:FE0004E5]
    [00:00]     PACK -> ObjectID 0044E5 is invalid for a light module.
    [00:00] BnkrHillNPCEatPackage20x1 [PACK:FE0004E6]
    [00:00]     PACK -> ObjectID 0044E6 is invalid for a light module.
    [00:00] BnkrHillNPCSandboxPackage8x4 [PACK:FE000C80]
    [00:00]     PACK -> ObjectID 004C80 is invalid for a light module.
    [00:00] BnkrHillNPCSandboxPackage13x6 [PACK:FE000C81]
    [00:00]     PACK -> ObjectID 004C81 is invalid for a light module.
    [00:00] BnkrHillNPCEatPackage19x1 [PACK:FE000C82]
    [00:00]     PACK -> ObjectID 004C82 is invalid for a light module.
    [00:00] BnkrHillNPCSandboxPackage20x3 [PACK:FE000C83]
    [00:00]     PACK -> ObjectID 004C83 is invalid for a light module.
    [00:00] BnkrHillSleepNoLock23x9 [PACK:FE000C84]
    [00:00]     PACK -> ObjectID 004C84 is invalid for a light module.

    Error saving FO4E - NPCs.esp.save.2024_07_15_23_46_47: Record DmndMarketNPCTalkPackage18x2 [PACK:FE000422] has invalid ObjectID 005422 for a light module. You will not be able to save this file with ESL flag active
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      That's weird, the file is not supposed to be flagged as an ESL, I will look into that, thank you for pointing it
  4. DarkRapture
    DarkRapture
    • supporter
    • 0 kudos
    Is it safe to upgrade from 1.5.0 to 2.0.0 mid playthrough or should I stay where I am?
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      It's absolutely safe, you can upgrade and download my mods no matter where you are in your playthrough without any crash or bugs 
    2. DarkRapture
      DarkRapture
      • supporter
      • 0 kudos
      Sweet, thank you!
  5. vimesUK
    vimesUK
    • supporter
    • 3 kudos
    Thanks for creating this, seems most useful and detailed. Well done.

    I use two mods that seems to affect NPC's...........

    NPCs Travel at Fallout 4 Nexus - Mods and community (nexusmods.com)

    Protected Unique NPC's at Fallout 4 Nexus - Mods and community (nexusmods.com)

    as well as the noted Diamond City expansion mods noted already.

    Do you see any issues associated those and then including this mod with a game already running..? I am a level 11 character, already been to Drumlin diner.

    Using Lea as an example, is she meant to have any dialogue part from Yeah or Uh...? Or able to trade with..?

    Thanks
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      there should be no issue with other mods or atleast not with the ones you listed here don't worry. As for the dialogue part, it's something that takes a lot of time in modding and I currently don't know enough about it to add it to my mod but it's one of my goals, so  yeah Lea and all  other added NPCs will say nothing except Yeah and Uh for some time
    2. vimesUK
      vimesUK
      • supporter
      • 3 kudos
      Many thanks for your reply. 
      Not a problem with the speech, just needed to know that the concern wasn't related to my other mods. 
  6. mrmeow6969
    mrmeow6969
    • member
    • 7 kudos
    Is this compatible with Diamond City Expansion or any other mod that edits Diamond City?
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      Yes Absolutely
  7. TV78
    TV78
    • supporter
    • 29 kudos
    Lea is one of the most realistic-looking custom NPCs I've seen, I'm impressed. 
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      thanks, she is the one I spent the most time on making her look realistic so I'm happy to see people noticing it !
  8. 10controlado
    10controlado
    • member
    • 0 kudos
    Does this mod change anything about the game's language/text? It's because I play in PTBR and I know very little English, so I'm wondering if this mod only changes the NPCs or also changes and adds new texts?
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      it doesn't change anything at the moment since my npcs are duplicated on the template of bethesda's npcs it uses the original texts so you won't have any problem.
      However I plan to add some texts but if I do I will make sure to have traductions for the most languages I know or at least have the basics of so :
      - French
      - English
      - Spanish
      - Italian
      - Portuguese/Brazilian

      so no worries for you my friend
  9. macrocosm144
    macrocosm144
    • premium
    • 21 kudos
    Thanks for the esp version, the esl version was throwing errors when trying to generate dyndolod texgen for LOD generation, saying the npc records had invalid objectId for a light plugin. Just a heads up in case thats an issue or not.
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      I don't know it might depends on the mods you have, the esl version seems to work for some and not for others but I'm not really sure why
    2. zadovf
      zadovf
      • member
      • 1 kudos
      Loot says this mod has formid's out of esl range and will cause irreversible damage to save games. You know, better to make esp, then compact formids & then mark it as esl-flagged than make esl in the first place. The only thing remaining is absent facegen data

      UPD: your esp is esplified so i'm not sure why you posted esl version at all. ESPL>ESL.
    3. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      so you would recommend me  to only keep the ESPL ?
    4. zadovf
      zadovf
      • member
      • 1 kudos
      Yes
    5. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      okay I will do that for the next updates
    6. macrocosm144
      macrocosm144
      • premium
      • 21 kudos
      Yeah thats nice that we can flag an esp as esl, get the best of both worlds with that & no need for esl file.
  10. penrobin
    penrobin
    • member
    • 3 kudos
    I know you have your own fine Drumlin Diner improvement mods, but I'm confident this NPC would fit in nicely with Better Drumlin Diner, which has about 2 or three extra beds in the surrounding buildings. I suppose the trick would be to get her to sleep in one of them.

    Anyways, I support your endevours.
    1. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      yes, it's just that I'm searching for a way too make everything as anchored in the world as possible, and I'm currently in the creation kit adding beds and shacks for everyone, now as you said the trick is to make them sleep in those, this part I still haven't figured out 
    2. penrobin
      penrobin
      • member
      • 3 kudos
      Well, I just jumped out of the game to let you know Lea is sleeping in one of the cots provided by Better Drumlin Diner. Kudos both to you and 4estGimp (and InstantHero).
    3. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      Are you sure that you have the latest version of the mod, it's written in her code that she can only sleep on 'militaryNPCbed' that you can only find in her shack or one the bunker near drumlin dîner, but I'll check anyways thanks
    4. penrobin
      penrobin
      • member
      • 3 kudos
      Have posted pics of Leah and Hubert doing their thing at Better Drumlin Diner. 
    5. Anthanael
      Anthanael
      • supporter
      • 34 kudos
      I just saw them, thanks for the pics, I love the jacket retexture for hubert is it a mod ?
    6. penrobin
      penrobin
      • member
      • 3 kudos
      I believe Hubert is wearing something from Elianora's new Armour Compendium manifest using an addon that distributes outfits beyond just settlers. Trudy isn't wearing her usual garb either.