With the exception of potential bug fixes, the Diverse Settlers main file is in its final form. Additional content will be updates to the "Immersion Pack" and/or compatibility patches. If you have any requests or recommendations for such content, feel free to post your suggestions below.
Hey there, was the voice type used by npcs like Doc Anderson and The Scribe (both old people voices) removed? I had some npcs with looks that matched those voices types and they now have changed to other voice types.
The male/female "Old" voice type doesn't fully support settler dialog, so I removed it to eliminate silent voices. This only applies to generic workshop settlers, though. Unique and/or named settler types aren't touched by this mod, so the voice swap won't affect them.
A similar change was made to Diverse Scavengers, as it turns out that the male/female "Even Tone" voice type doesn't fully support scavenger dialog.
Yeah, I made a lot of "elderly" settlers specifically for the "Old" voice type, so I was disappointed to later discover it doesn't have recorded voice lines for all settler dialog options. That's likely why none of the vanilla settlers don't use that voice type, even though some of them look the part.
The face gen from that page still works with the current version of Diverse Settlers, but it wasn't updated to account for the face data errors that were fixed in Diverse Settlers v4 and v5. Therefore, the mismatched body/face colors will persist no matter what Diverse Settlers version you use with that face gen file.
I doubt I'll do anything with "Youth of the Commonwealth," although I've considered making my own "young adult settlers" mod. It just isn't a priority right now.
Unfortunately, there are a number of issues with creating such a mod, not the least of which is voices. None of the settler voice types are particularly suitable for young adults. There was a mod in development that was going to offer a host of new voice types (including youthful voices), but I don't know what became of it. If it returns, I'll take another look at a young adult settlers mod.
Hey first of all thank you for the mod, loving all these varied but vanilla friendly faces in my settlements but I ran into a bit of a problem (not caused by this mod). After the creation club quest from "Capital Wasteland Mercenaries", it introduced npcs from its own small face pool into summonable settler, problem is they have ugly faces and spawn very often in settlements. Do you know how to disable them in xedit? I was thinking about changing the leveled npc records but not sure what exactly to edit/remove.
Someone else asked me to make a "Diverse" pack for "Capital Wasteland Mercenaries," to which I have agreed. I don't yet have a timetable for it, though.
The faces you're seeing are from the LCharWorkshopGuard face pool, many of which are odd, as if they're incomplete or the Bethdev assigned to make them wasn't especially good at creating faces. They are vanilla faces, though.
Anyway, I told the person who made the request that I would create a new face pool for Talon Company (they're using Gunner faces for some reason), but I'd hook the Good Fighters into the main settler pool to provide more variety. That could change, though. I may end up making new face pools for both groups, but I'll decide that when I start working on it.
I see, I thought if they used vanilla faces then would be affected by this mod, but I keep using recycleactor on them somehow only getting those few good fighter faces, anyway I am so happy you have plans to fix this although it is paid cc content, it is quite annoying almost every time settler spawn it is the good fighters repeated faces instead of faces from mods like yours. (for now I just send them somewhere and start massacring lol)
That mod isn't calling directly on the LCharWorkshopGuard face pool; rather, the author copied the faces from that face pool into the Good Fighter face pool. The faces can still show up in Commonwealth settlements 'cause they're still part of the vanilla pool. However, if they're spawning at Commonwealth settlements with the "Good Fighter" name, then something's not right. That would mean the Good Fighter face pool is overriding the vanilla face pools, which it shouldn't be doing, and may not be something I can fix.
Thank you for further explanation, no they don't spawn with "Good Fighter" name but simply "settler". However they do spawn very often like one out of two settlers, I am guessing not a bug (the only mods I used affecting npcs are yours ) because after the cc quest they will start spawning as settler with those cc outfits and as you said only using their limited face pool so makes it harder to get faces from this mod.
When I crack it open in fo4edit, I don't see anything that would make the Good Fighter face pool override the vanilla settler pool, so my guess is that there's a vanilla bug causing the game to latch on to that group of faces, or the mod itself is injecting those faces in some way that gives them priority. I can't do anything if the game is latching on to those faces, but if the mod is giving those faces priority, I can get around that by pointing their templates to the vanilla face pool rather than the Good Fighter face pool. I'll make a note of it so I don't forget when I make a Diverse version for it.
Interesting, I checked my mods again nothing else would alter settlements or settler spawns (maybe unofficial patch idk?) but I remember my previous playthroughs the same thing always happened, once finished the cc quest and injected good fighter settlers they spawn one out of 2-3 vanilla settlers, hopefully your method will fix this :)
Technically, a settler/settlement mod isn't necessary to affect the face pool. The face pool used by settlers isn't exclusive to them. The game uses it whenever it needs to generate a generic face that isn't part of a group/faction that already has its own face pool. That's part of the reason why I made it so large.
That said, it sounds like "Capital Wasteland Mercenaries" is giving priority to the Good Fighter faces. "Diverse Settlers" contains twelve nested face pools, each containing 100 faces. The faces you're seeing are in two of them (a male pool and a female pool), so mathematically speaking, they shouldn't appear nearly so often. Overall, there's a 1 in 1200 chance that any given face will spawn. There's definitely something else afoot with the Good Fighter pool.
I am pretty sure those "settlers" added by Capital Wasteland Mercenaries always used their own exclusive face pool, never from this mod or mod like better settlers, maybe they are special kind of settler forced to spawn that way? Because they also always spawn with aqua pura and the new outfits from that creation mod. It's not like a direct conflict with your mod since vanilla settlers are getting new cool faces but those CC settler just never benefit from it, for now I just deleted the leveled npc entries and enjoy your mod. *Edit: removing the entries did nothing they still spawn, maybe need a new game.
I took another look at it, but I'm not seeing what would give priority to Good Fighter faces appearing in settlements, but I did find that the new outfits aren't injected into the vanilla settler leveled lists. Instead, they're attached to the Good Fighter faces, which means the only way they can appear in game is when one of those Good Fighter faces spawns. Getting "Capital Wasteland Mercenaries" to play nice with the Diverse series is going to be complicated, I think.
This is a bandaid for the problem, and it may not even work, but open each of the following NPC (Actor) records, scroll down to TPTA - Template Actors, and change all of the "Traits" entries as follows:
ccBGSFO4117_LvlGoodFighterFemale -- Change "Traits" to LCharWorkshopNPCFemale. ccBGSFO4117_LvlGoodFighterFemaleEvenToned01 -- Change "Traits" to LCharWorkshopNPCFemale. ccBGSFO4117_LvlGoodFighterFemaleEvenToned02 -- Change "Traits" to LCharWorkshopNPCFemale.
ccBGSFO4117_LvlGoodFighterMale -- Change "Traits" to LCharWorkshopNPCMale. ccBGSFO4117_LvlGoodFighterMaleEvenToned01 -- Change "Traits" to LCharWorkshopNPCMale. ccBGSFO4117_LvlGoodFighterMaleEvenToned02 -- Change "Traits" to LCharWorkshopNPCMale.
Frankly, the Good Fighter NPC (Actor) records are a mess, so while those changes should work, there are no guarantees.
Tested with these, unfortunately does not work as it still spawn half of the good fighter faces, also the ccBGSFO4117_LvlGoodFighterFemaleEvenToned02 does not even have a "Traits" entry. Anway thanks for the idea, guess I have to kill them for now.
The more I look at that mod, the more it looks unsuitable as a "Diverse" candidate. None of the NPC (Actor) records point to the Good Fighter face pool via the "Traits" entry, which is how virtually every other random spawn NPC in the game gets their face/body data. Some point to the Good Fighter face pool with AI Data in the TPTA - Template Actors section. Maybe that's where you have to make the changes noted in my previous message.
Sadly that didn't work either, do you know how to entirely remove them all/stop their spawn? I thought deleting the NPC leveled list entries would work because I don't see it using script injection, but somehow they still keep spawning.
I couldn't find anything else in the NPC (Actor) records that accounts for Good Fighter faces turning up among regular settler spawns, so my last guess they're being injected via the quest itself. Specifically, within the "Quest" tab is an entry called "The Good Fight." That's the only other place I can think of that would have the commands to add the Good Fighter faces to spawn with regular settlers. I'm looking through it right now, but I haven't found anything yet. There's a lot to go through, though.
You are probably right given those settlers are added after progressing the "good fight" quest, but I also couldn't find anything that looks like npc injector script. While is it cool to have mercs from the capital to be settlers, the creator obviously didn't care much for settlements full of clone troopers.
I'm not seeing where the outfits are injected into the leveled lists either, but if they're only worn by Good Fighters who spawn as settlers, the outfits don't need to be in the leveled lists.
Unfortunately, no, I didn't. However, it occurred to me that Diverse Settlers might be the culprit in a roundabout way. In order to make sure that all of the LCharWorkshopGuard faces would get used by settlers, I moved it into LCharWorkshopNPC so that the game would access with the same frequency as the other nested face lists. That may be having some unintended consequences with "Capital Wasteland Mercenaries," although I'm not entirely convinced of that. Still, the more I think about LCharWorkshopGuard sitting within LCharWorkshopNPC as a nested list, the more I think I should return it to a standalone list and simply create new nested lists that contain the same faces. I don't know if it'll fix the Good Fighter spawns, but it might. I'll post the update either tonight or tomorrow.
Just posted the update. Don't know if it'll solve the Good Fighter issue you're having, so you'll have to let me know. Good Fighter spawns might be baked into your save already, though, so if the update does work, you might not know it unless you revert to an earlier save or start a new play through.
Tested on old save and also on new save, out of 111 went straight to finish the CC quest and spawn some settlers. Unfortunately, the issue still persists, also removing the NPC leveled list entry records from the CC mod only makes the quest fighters naked, the settler added after the quest still spawn normally and with gear (that means they are script injected?). Best workaround I can think of is to avoid doing the quest and integrate the outfits with mods, since I tested those ugly new settlers only spawn after you done that quest.
That's unfortunate. But on the bright side, the changes I made to Diverse Settlers needed to be made anyway. Now, there will be less to do when I finalize it in preparation for the AiO.
That being said, the injection probably works through the WorkshopParent script since that's what the game uses to spawn settlers (among other things). I don't know how to access it with fo4edit, though. Not sure if fo4edit can access it at all, really.
Just thought of something that might work. Open the six records I noted earlier and delete the VNAM - Virtual Machine Adapter entry from all of them. That's where all of the settler data is located, and all of the Good Fighters draw from those six records. Test with a new save to be sure. With the VNAM stuff gone, they aren't connected to the workshopParent script anymore.
I assume you mean VMAD - Virtual Machine Adapter entry, I deleted it from the six records. New save, coc there to kill and finished the quest and spawn settlers with console, sadly they still appeared. However, I tried setstage 1000 instead of actually doing that quest, that way they don't spawn.
Last test(s) until I have time to look at fully rebuilding NPC (Actor) records and face pools.
First, go to the Leveled NPC tab and change the names of the Good Fighter face pools by adding the letter "x" to the end of each. Essentially, ccBGSFO4117_LCharWorkshopNPCMaleX and ccBGSFO4117_LCharWorkshopNPCFemaleX. If the Good Fighter faces still overwhelm the settler spawns, then go back to the Leveled NPC tab and delete the face pools entirely. Without face pools, they shouldn't be able to spawn as settlers, but this shouldn't prevent the faces from appearing in the quest since most (if not all) of them are placed NPCs rather than randomly spawned NPCs.
Your first screen shot is correct, but if it didn't work, that's okay.
For the second test, go back to the Leveled NPC tab. You'll see three face pool entries; namely, one for gunners (used by Talon Company) and two for the Good Fighters (one male and one female). You don't have to open the Good Fighter records and mess around with their contents. Just delete them from the Leveled NPC tab. Theoretically, without the face pools, they can't spawn as settlers, but this could simply result in invisible setters.
Those are the entries within the face pools. I'm talking about deleting the entire face pool record. I don't think it would matter, though. Deleting those entries would've had the same effect, I think.
To clean them up, you'd have to go into their records and remove the dirt/grime layers from their faces. All 1400+ of them. One at a time. Needless to say, making a clean face version isn't high on my priority list.
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A similar change was made to Diverse Scavengers, as it turns out that the male/female "Even Tone" voice type doesn't fully support scavenger dialog.
Any chance you'll also do youth of the commonwealth?
The faces you're seeing are from the LCharWorkshopGuard face pool, many of which are odd, as if they're incomplete or the Bethdev assigned to make them wasn't especially good at creating faces. They are vanilla faces, though.
Anyway, I told the person who made the request that I would create a new face pool for Talon Company (they're using Gunner faces for some reason), but I'd hook the Good Fighters into the main settler pool to provide more variety. That could change, though. I may end up making new face pools for both groups, but I'll decide that when I start working on it.
On the other hand, if you're using Choochoo1 and Yagisan's GNR plaza workshop, and that's where they keep spawning, it is likely because the authors set up the settlement to only spawn from the Good Fighters face pool similar to how Atom Cats Garage Settlement - with Immersive Repair has an option to only spawn Atom Cat settlers.
That said, it sounds like "Capital Wasteland Mercenaries" is giving priority to the Good Fighter faces. "Diverse Settlers" contains twelve nested face pools, each containing 100 faces. The faces you're seeing are in two of them (a male pool and a female pool), so mathematically speaking, they shouldn't appear nearly so often. Overall, there's a 1 in 1200 chance that any given face will spawn. There's definitely something else afoot with the Good Fighter pool.
ccBGSFO4117_LvlGoodFighterFemale -- Change "Traits" to LCharWorkshopNPCFemale.
ccBGSFO4117_LvlGoodFighterFemaleEvenToned01 -- Change "Traits" to LCharWorkshopNPCFemale.
ccBGSFO4117_LvlGoodFighterFemaleEvenToned02 -- Change "Traits" to LCharWorkshopNPCFemale.
ccBGSFO4117_LvlGoodFighterMale -- Change "Traits" to LCharWorkshopNPCMale.
ccBGSFO4117_LvlGoodFighterMaleEvenToned01 -- Change "Traits" to LCharWorkshopNPCMale.
ccBGSFO4117_LvlGoodFighterMaleEvenToned02 -- Change "Traits" to LCharWorkshopNPCMale.
Frankly, the Good Fighter NPC (Actor) records are a mess, so while those changes should work, there are no guarantees.
That being said, the injection probably works through the WorkshopParent script since that's what the game uses to spawn settlers (among other things). I don't know how to access it with fo4edit, though. Not sure if fo4edit can access it at all, really.
Last test(s) until I have time to look at fully rebuilding NPC (Actor) records and face pools.
First, go to the Leveled NPC tab and change the names of the Good Fighter face pools by adding the letter "x" to the end of each. Essentially, ccBGSFO4117_LCharWorkshopNPCMaleX and ccBGSFO4117_LCharWorkshopNPCFemaleX. If the Good Fighter faces still overwhelm the settler spawns, then go back to the Leveled NPC tab and delete the face pools entirely. Without face pools, they shouldn't be able to spawn as settlers, but this shouldn't prevent the faces from appearing in the quest since most (if not all) of them are placed NPCs rather than randomly spawned NPCs.
I couldn't find a "name" in leveled NPC tab, do you mean changing the EDID like this?
Then deleting faces do you mean in the Non-Player Character (Actor) tab like this? (removing the head parts)
For the second test, go back to the Leveled NPC tab. You'll see three face pool entries; namely, one for gunners (used by Talon Company) and two for the Good Fighters (one male and one female). You don't have to open the Good Fighter records and mess around with their contents. Just delete them from the Leveled NPC tab. Theoretically, without the face pools, they can't spawn as settlers, but this could simply result in invisible setters.
To clean them up, you'd have to go into their records and remove the dirt/grime layers from their faces. All 1400+ of them. One at a time. Needless to say, making a clean face version isn't high on my priority list.