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?
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
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.
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.
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.
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
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).
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
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.
So there's a mod that let you recruits the NPCs in the drumlin Diner Recruitable NPCs by rlbaxter - (https://www.nexusmods.com/fallout4/mods/57526) Maybe there's also an option to recruit the new NPCs in that area?
it would be nice to know a list of items this mod has in it, because as far as i can see in the description is that one NPC being added at drumlin diner.
oh ok, i just thought maybe you forgot the rest of the stuff, well this is nice to know, i just got a settlement mod for this location so i could add in NPC's to the location, which is really nice.
I am glad you made sure the NPCs had unique IDs. I enjoy using SLM to change their appearance especially the females of course :D The game as a whole needs more unique coded NPCs both male and female in all reasonable locations , so we can make the wasteland look good in a plausible way.
PS: When the is the 2nd extra NPC, the male, supposed to show up at Drumlin Diner? The girl is there but no extra male so far.
Yes, my goal was to make every new NPC highly customisable first in the creation kit (AI Packages etc...) and also for players it took me a bit of time to figure how all of that works but I think I've got it all now and I'm gonna start adding more unique NPCs. If you have an area where you'd like to see more population the just tell me and I'll add more
You could make a heavy package for say just one location to start. Kinda what zed140 did with his "living series", except he also built up the town ( which many of us dont need as much anymore as transfer settlement blueprints are now so widely used. Still he did a great job and I still use many of his builds)
Problem his packs had, was not all his NPCs are unique and so not alterable and among some that are there are a good [percentage of ghouls and due to their voices even if I change them via SLM they will still sound like ghouls. So no ghouls please.
Just take as example Sunshine Tidings, it would be well suited since it is one of the few Locations already partially built up in the Vanilla game. If you made a packet of say 20 or even 30 unique coded NPCs that inject in that location to start that would be great. You dont have do the extra work to give them quests or witty lines, but just be looks changable functioning settlers.
This will allow players to build up their settlements quickly and be quite popular among users I suspect.
I have spent entire afternoons and evenings Populating settlements via spawning the men from console , had needed multiple save, spawn, reload , Check, reload, respawn, cycles per dude since I am taking only the ones whose looks I liked (tough fighter looking dudes, and non ghouls, Far Harbor settlers often were among the most suited in looks but all had only Island chatter to offer) and then traveling the commonwealths raider and mutant outposts to rescue pretty girls via Commonwealth captives and take them to my new settlement.
This shortcut would enable a lot of folks to fill thier settlement in a snap.
It would be even better if during install you can gave option package 50/50 men and women, all men or all women. To support different playstyles.
For example sometimes I like a location to be all males ( i have my gender select mod for radio tower spawning settlers, which goes to 80% males) because I can easily and quickly fill up the females via "Commonwealth Captives" or "settler builder" real quick to then have a nice and large population. As more and more players field better and better rigs the old NPC limits become less meaningful. On one playthrough I had 2 settlements over 60 NPCs. that's a lot of tax income from the plethora of stores I built.
That way my dudes are tough fighters (since Better Settlers acts on them to boost their levels) to man the gates and the walls, and my girls may be only at the game default lvel 2 but they are all young and pretty and pick the fruit and vegetables safely tucked in the middle of the settlement (as I also have a mod that makes all settlers mortal, so I felt it was appropiate to protect them like that)
This is just one example of a playthrough style that would greatly benefit from NPC packs for a settlement, especially with male/female unbalance options. :)
PS: 3rd rail, and taphouse could do with extra NPCs too. Also with a sex unbalance option if possible, version could have slight different names like Taphousepack1.0, Taphousenpcpack1.1 (all female), Taphhousenpcpack1.2 (for only male additions) As many of those locations are male heavy I suspect your female only packs will be the most popular but its worth it to do all versions IMO. With the bar based packs you dont need many to change/improve the flavor of a given location, 5 NPCs would probably be plenty for a bar locaation) Ill be happy to send some donations your way too. :) PS2: Settler builder works great for the female population for me. Why not the men? Easy I need "Better Settlers" to "hook" the NPC because I want my males all act as militia full or part time so I cant have the vanilla default level 2 for them. and with better settlers its level 25 or 40. I cant have my men be at level 2 (from Settler builder) and guard the settlement , no matter what gear I give them they will die quickly. (and die they will, since all my settlers are set to mortal). For the girls I dont mind or even prefer them low level, since low level stands for low experience and there fore youth and therefor good looks. I dont need the men to be good looking (on the contrary) but the girls for me ( and I suspect most players) should be hotties. and I can easily make any female NPC a hottie via SLM since I have many nice presets stored.
yes but the thing is that these mods are not really meant for settlement but more to give the world a more living feeling, if I add NPCs to sunshine tiding I will probably do between 2 and 6 people, like a group of survivalists and not NPCs ready to integrate a settlement (even though they would still be unique coded don't worry).
Also your idea of having options to choose the percentage of male/females is not what I want to do, my NPCs are meant to be really unique, with routines, faces, names, backgrounds and everything, so having a version withh only males or only females would unbalance my idea and have me do a lot of work.
Hey, Hubert, in addition to a customer, could also be Patrick's buddy or maybe "sponsor" (come to help him off jet) - the logic helped by both wearing the same jacket. Not to alter the quest you're working on but just to give added reasons to find him hanging around Drumlin Diner.
it is a very good idea, I hadn't thought about it, but Hubert is based on a chracter that is always here to help people in need so that would make sense for him to do that, I'll try to figure how to make it work
FO4edit says mod is clean. But it lacks an esl flag which I'd guess a mod like this can use. On my mods I followed this reddit to do it. Cheers. But note regardless of that, she doesn't seem to have much if any sandbox routine/mobility - she just stays leaning against the doorway.
I'll flag the esl as soon as I can, probably before tonight, thank you for that tip. The routines part is because I'm still experiencing with the basic routines that bethesda made but I still haven't found one that suits, I'll probably change that before thonight too
Just note if still developing the mod, you may need to keep a non esl-flagged version for working on some things and then add the esl flag last (after any other changes) each time before publishing. My previous reddit link was just an end-user's easy hack but (in case you haven't seen it) there's an in-depth Nexus modder's guide on it all here.
yes, i had seen the reddit link and in it was referenced the modder's guide you just sent me so I already followed this one and I have both an esp and esl version of the mod
48 comments
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
UPD: your esp is esplified so i'm not sure why you posted esl version at all. ESPL>ESL.
Anyways, I support your endevours.
Recruitable NPCs by rlbaxter - (https://www.nexusmods.com/fallout4/mods/57526)
Maybe there's also an option to recruit the new NPCs in that area?
https://www.nexusmods.com/fallout4/mods/79970?tab=logs
The game as a whole needs more unique coded NPCs both male and female in all reasonable locations , so we can make the wasteland look good in a plausible way.
PS: When the is the 2nd extra NPC, the male, supposed to show up at Drumlin Diner?
The girl is there but no extra male so far.
Kinda what zed140 did with his "living series", except he also built up the town ( which many of us dont need as much anymore as transfer settlement blueprints are now so widely used. Still he did a great job and I still use many of his builds)
Problem his packs had, was not all his NPCs are unique and so not alterable and among some that are there are a good [percentage of ghouls and due to their voices even if I change them via SLM they will still sound like ghouls. So no ghouls please.
Just take as example Sunshine Tidings, it would be well suited since it is one of the few Locations already partially built up in the Vanilla game.
If you made a packet of say 20 or even 30 unique coded NPCs that inject in that location to start that would be great.
You dont have do the extra work to give them quests or witty lines, but just be looks changable functioning settlers.
This will allow players to build up their settlements quickly and be quite popular among users I suspect.
I have spent entire afternoons and evenings Populating settlements via spawning the men from console , had needed multiple save, spawn, reload , Check, reload, respawn, cycles per dude since I am taking only the ones whose looks I liked (tough fighter looking dudes, and non ghouls, Far Harbor settlers often were among the most suited in looks but all had only Island chatter to offer) and then traveling the commonwealths raider and mutant outposts to rescue pretty girls via Commonwealth captives and take them to my new settlement.
This shortcut would enable a lot of folks to fill thier settlement in a snap.
It would be even better if during install you can gave option package 50/50 men and women, all men or all women.
To support different playstyles.
For example sometimes I like a location to be all males ( i have my gender select mod for radio tower spawning settlers, which goes to 80% males) because I can easily and quickly fill up the females via "Commonwealth Captives" or "settler builder" real quick to then have a nice and large population.
As more and more players field better and better rigs the old NPC limits become less meaningful.
On one playthrough I had 2 settlements over 60 NPCs. that's a lot of tax income from the plethora of stores I built.
That way my dudes are tough fighters (since Better Settlers acts on them to boost their levels) to man the gates and the walls, and my girls may be only at the game default lvel 2 but they are all young and pretty and pick the fruit and vegetables safely tucked in the middle of the settlement (as I also have a mod that makes all settlers mortal, so I felt it was appropiate to protect them like that)
This is just one example of a playthrough style that would greatly benefit from NPC packs for a settlement, especially with male/female unbalance options. :)
PS: 3rd rail, and taphouse could do with extra NPCs too.
Also with a sex unbalance option if possible, version could have slight different names like Taphousepack1.0, Taphousenpcpack1.1 (all female), Taphhousenpcpack1.2 (for only male additions)
As many of those locations are male heavy I suspect your female only packs will be the most popular but its worth it to do all versions IMO. With the bar based packs you dont need many to change/improve the flavor of a given location, 5 NPCs would probably be plenty for a bar locaation)
Ill be happy to send some donations your way too. :)
PS2: Settler builder works great for the female population for me. Why not the men? Easy I need "Better Settlers" to "hook" the NPC because I want my males all act as militia full or part time so I cant have the vanilla default level 2 for them. and with better settlers its level 25 or 40.
I cant have my men be at level 2 (from Settler builder) and guard the settlement , no matter what gear I give them they will die quickly. (and die they will, since all my settlers are set to mortal).
For the girls I dont mind or even prefer them low level, since low level stands for low experience and there fore youth and therefor good looks. I dont need the men to be good looking (on the contrary) but the girls for me ( and I suspect most players) should be hotties. and I can easily make any female NPC a hottie via SLM since I have many nice presets stored.
Also your idea of having options to choose the percentage of male/females is not what I want to do, my NPCs are meant to be really unique, with routines, faces, names, backgrounds and everything, so having a version withh only males or only females would unbalance my idea and have me do a lot of work.
I am grateful for your mods as it is.
Pursue your vision