Fallout 4

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rsm000rsm

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rsm000rsm

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21 comments

  1. rsm000rsm
    rsm000rsm
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    Sticky
    With the exception of bug fixes, Diverse Far Harbor Settlers is in its final form, so if there are any patches I should consider, post your suggestions here. Please limit such requests to those that are specific to Far Harbor settlers, as mods that affect multiple groups and factions are better served if patched with the upcoming Diverse AiO.

    That said, my free time for modding will be severely limited for the next several months, likely remaining so until late in the year. Therefore, if anyone else wants to fulfill any patch requests that arise, feel free to do so. Just be sure to post a link here so I can maintain a list of completed patches.
  2. vaultbait
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    Not sure what can be done about it, if anything, but the Nexus API is showing that DIverseSettlersFHImmersionQoL is an update to Diverse Settlers - Far Harbor, so Vortex perpetually claims there's a new version of this available. Mainly just wanted to acknowledge that it's mistaken, in case anyone else comes looking.

    And thanks as always for your great additions to Fallout 4!
    1. rsm000rsm
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      I may have to reupload the QoL pack. When I first uploaded it, for some reason it replaced the main file. Afterward, I had to restore the main file to its proper place and switch the QoL pack to optional. Apparently, this caused something to go wonky with Nexus. I'll see if I can fix it.
    2. rsm000rsm
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      Checked and resaved the files here on Nexus. Then downloaded and installed both. Then had Vortex check for updates. Neither are showing updates available. If you're still getting the update notice, you may need to download and install them again to register the aforementioned resaves.
    3. AmericanHappy
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      Hi there - saw your response so did exactly what you said to do, but Vortex is still saying to download an updated file. I installed both mods fresh today (5/6/24), fyi.
    4. rsm000rsm
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      That's really strange. It isn't doing it for me. I'll see if I can figure out what's going on, but as long as the mod is working, I wouldn't worry about it too much. I'm considering a small change to the main file, which will carry over to the Immersion pack, too, so hopefully that'll fix things if/when it happens.
    5. AmericanHappy
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      Thank you for the response and thank you also for your hard work on this, and other, mods. I very sincerely appreciate it!
    6. MorranShiin
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      Just to verify that it's happening to more people, it's also showing as an update for me (and, similarly, Cut Content - The Fisherman is flagged as needing an update, I assume with the recruit patch).

      Love the mods and thanks for doing updates!
    7. rsm000rsm
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      That's the first I've heard about the Fisherman, although I agree, it is probably the recruit patch. I have a lot of mods that claim to require updates even though they really don't; rather, the mod authors have posted variants or patches, while the main file remains unchanged, but Nexus and/or Vortex tells me there's an update. That's probably what's going on here. As noted, though, Far Harbor Settlers will likely get a small update in the not-too-distant future. Hopefully, that'll resolve the issue.
  3. Darkcrafterzx
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    Woooww you really did it, Thank you for this. Any update on what next?
    1. rsm000rsm
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      The last "Face Fixes" mod on my list is slated for Monday. The final entry for the "Diverse" series is scheduled for Friday, provided I can finish it in time. Any future "Diverse" installments will be for third party mods, such as the face pack I made for "America Rising."
    2. Darkcrafterzx
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      Thanks for telling me that.
      So i have another idea, but its a creation club, and its called "Capital Wasteland Mercenaries"
      Maybe be a diverse and Fix Face mod if possible and last is maybe a recruitable NPCs in that said creation club ( Maybe a recruitable Talon Mercs and Good Fighters NPCs)
    3. rsm000rsm
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      I don't actually have that piece of cc content, mainly due to the price, as it is never offered as a freebie nor even goes on sale. I watched a review video about it a while back and I like it, so I'm sure I'll pick it up at some point. Speaking of which, I thought anyone who survives the big fight could be recruited? I'll have to rewatch the video to be sure, though.

      In any case, there is this mod, if you're unaware: Choochoo1 and Yagisan's GNR plaza workshop.

      As for making a Diverse pack for Talon Co. and the Good Fighters, I'll certainly look into it if I end up buying it. I've had Diverse pack requests for FSD, SS2, and at least one other big mod that escapes me at the moment, but I'll need to get permission for those. I'll have to look at the Creation Club stuff I have and see if anything else might qualify for a Face Fix or Diverse entry.
    4. rsm000rsm
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      Just wanted to let you know that "Capital Wasteland Mercenaries" went on sale (FINALLY), so I grabbed it, and it is a very good candidate for a dedicated "Diverse" mod, and would look something like this:

      Currently, Talon Company uses the Gunner face pool (along with all of the duplicate faces), so I'd eliminate their reliance on Gunner faces and make a new face pool from scratch. Face count would be not only large enough to reduce the chances of duplicate faces during quest, but also to accommodate that settlement mod linked above, which I assume spawns more Talon Company members for settlement attacks.

      The Good Fighters use the vanilla LCharWorkshopGuard face pool I mentioned in the "Diverse Settlers" description, which is quite small. Here, I'd just expand the Good Fighter face pool to include all of the vanilla settler faces, which would more than triple what the quest currently uses. In fact, I could include a patch that hooks it into "Diverse Settlers" to increase the face pool even more.

      In any case, I'd say there's a pretty good chance I'll make "Diverse Capital Wasteland Mercenaries" at some point, but don't have a timetable for it.
    5. Darkcrafterzx
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      That would be great! Thanks again. And how about the recruitable thing? just curious
    6. rsm000rsm
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      I knew I forgot something, so I'll have to get back to you on the recruitable part. I thought the video I watched a while back said the Good Fighter survivors are recruitable, but maybe the video was for a different Creation Club mod. Could've been Gunners vs. Minutemen, now that I think of it. I know for sure that Minutemen survivors from that quest can be recruited.

      In any case, if the Good Fighters can't be recruited outright, I'll look into to making them recruitable in some fashion.
    7. Darkcrafterzx
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      Thanks for replying, can't wait for it
  4. zadovf
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    Hi! Any chance to see facegen data for your mods? Thank you
    1. rsm000rsm
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      My testing indicates that face-gen data isn't necessary, as I'm not creating custom face morphs or applying custom textures to the faces. In fact, I've been able to spawn in 200+ unique faces at a single location without any stuttering. For reference, the screen shots for Diverse Settlers contain 100 faces, and I didn't experience any stuttering while mingling with them to get the pics.

      That said, if someone wants to create face-gen data for any of my face mods, they're welcome to do so, provided my mods remain required downloads.
  5. NovemberPerfected
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    Your mods are a must have in any play through. Diversity is very needed in Bethesda games to make the games feel more alive and you're one of the creators doing that. Thanks
    1. rsm000rsm
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      Glad you like them.