With the exception of potential bug fixes, the Diverse Rust Devils main file is complete. Any additional content will be in the form of an "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, just wanted to report that since the update that added descriptors to the legendary varieties I have come across some Rust Devils who were named Legendary but didnt have the star indicating it is a legendary and also didnt drop any legendary loot, in the most recent case it was a Legendary Rust Devil Scum. It seems you added this descriptor feature to the pack/operators/disciples too and it seems to be working fine for them but not for the Rust Devils in particular.
If you allow me to give some feedback i honestly dont think those descriptors are necessary, for instance all the Rust Devil variants are just called Rust Devil and checking what "tier" they are when a legendary shows up can easily be done in VATS, so with that in mind would it be possible to revert the changes made and remove the descriptors for the Rust Devils and the Nuka World gangs just for the sake of consistency or maybe make an optional file without them? As always thanks for the attention and hard work you put into your mods!
I added the descriptors by request, as their lack was conflicting with Community Fixes Merged. But I agree with you that they're unnecessary, and I don't particularly care for them. In fact, I think their lack of descriptors is by design, so there's a good chance I'll remove them in a future update. It'll likely have to wait a few weeks, as I've already updated the Nuka gangs several times in March, so I want to put some space between those updates and the next one. If someone else wants to make a CFM patch thereafter, they're welcome to do so.
Just skimmed through the files, and yeah, the NW gangs have non-legendary versions that use the descriptors, so I'll leave them alone since they're set up for it.
The Rust Devils, on the other hand, don't have non-legendary versions, which suggests they were never supposed to use those descriptors. So, I'll definitely revert the Rust Devils.
I was getting random invisible Rust Devils with this mod (and many, many other mods) installed. This is the only mod in my load order that directly altered Rust Devils, so I really have no clue if it's this mod that caused it. They would be invisible entirely except for their weapon. They were targetable in VATS, but all accuracies were zero. They also had the voice of a Synth model 1 or 2 (crome dome synths). I could kill them, and they'd leave a lootable body, of sorts. The body was also invisible, and I could not target it while in the console. Someone suggested it seemed as if they didn't have any meshes, but I have no clue how that may have happened.
This is the first time I've heard of this with Diverse Rust Devils, but Diverse Coursers had a similar issue, including the invisible bodies and gen 1/2 voices. This means that, when the issue was happening with Diverse Coursers, it wasn't from a broken Courser record, but from something else. In the case of the Rust Devils, if you know your way around fo4edit, delete this record from the mod:
I removed a similar record from the most recent version of Diverse Coursers, which appears to have worked--at least with a fresh game. I wasn't able to replicate the issue, so I don't know if it worked for in-progress games. As such, removing the record above from Diverse Rust Devils may or may not work midgame, but it should work on a new game. I'll make the change myself in a future update, so thanks for bringing it to my attention.
Oh, and I had just about all (if not literally all) of your "diverse' line of mods installed at that time, and I had the issue only with Rust Devils (in case that helps).
It does help, actually. It further confirms that the record noted above is, in fact, the culprit, as I either removed or didn't modify the equivalent records for the other Diverse mods. I'll go back through all of them just to be sure, though, especially since I want them to be as squared away as possible before I produce the AiO.
I had the same issue as Nexhex mentioned, for some reason, Legendary Rust Devils found in random encounters would always be invisible to me, if you spawned them via the console they wouldnt be invisible but at random encounters at least 1 of the Rust Devil would be
It was usually the Legendary variants for me too. I think I did see one non-Legendary one time though. It happened a total of 3 or 4 times for me, iirc.
If it is only happening with legendary Rust Devils, deleting the record listed earlier might not do anything at all. It may be necessary to delete DLC01_EncRaider01Template "Legendary Rust Devil" [NPC_:01001E52] from the mod instead, as that's the base template used by legendary Rust Devils.
Having the same issue with legendary rust devils being invisible and using synth gen 1-2 voices. My problem is that for some odd reason I can't get FO4Edit to read my mods no matter what I do. All the records are there as well as plugins.txt file. So I don't know what's going on with it. So I can't edit the file to rectify the issue.
The planned update for Diverse Rust Devils was supposed to be the last one before the AiO, but I think I'll bump it up on the schedule. I posted the Coursers update this morning, and plan to post the Forged update either later tonight or tomorrow morning. The Covenant Security update is slated for the weekend, so I may as well toss in the Rust Devil update as well since the bug fix is the only thing it needs.
That'll leave the two Settler entries to update, which I want to post before the end of the month so I can release the AiO in early August, hopefully on August 1, but we'll see.
I'm not entirely sure. I've already posted the final versions of Minutemen and Gunners. I'm working on Raiders now, which I hope to post later this week. In fact, I plan to rework most of the older entries to bring them in line with my current face building methods, so everything up to and including "Diverse Scavengers" will receive significant upgrades. The DC Security, Pillars, Coursers, Forged, and Covenant Security entries will receive much smaller updates, such that I should be able to finalize all of them over the course of a week or so. Diverse Settlers will get a fairly large update consisting of all ghouls, as I didn't add many to the existing pool. Far Harbor settlers may get a small change, as I'd like to add some more outfits to the Immersion and QoL pack's outfit list, but overall, that one is already in its final form. Rust Devils is in its final form, too.
That said, it is still too early in the finalizing process to give an exact date, although part of me wants to post on July 6, as that's the date on which I posted my very first mod. Of course, if the AiO is ready to go way before then, I'll post it right away, but if it is within a week or so of that date, I'll wait. Serendipity, and all that.
Yep, the AiO will have height scaling for everyone. I didn't want to make immersion packs for the standalone entries (except for settlers) if the only thing in them is height scaling. I'll go back and make immersion packs for the standalone entries if I find any logical inclusions beyond height scaling, though.
Yeah, the AiO is going to be a monster. Although I'm not 100% certain, there's a good chance the Diverse AiO will contain more unique faces than the base game and DLCs combined.
The Diverse AiO will have an "Immersion and QoL" pack that'll cover the whole thing rather than just the settler entries. So, there will be height scaling across the board, additions/expansions to outfit leveled lists, and the like.
As for future "Diverse" entries, if I can get permission to do so, I'll make standalone Diverse packs for other mods in the same manner as "Diverse Enclave - America Rising 2."
Overall, with the exception of some smaller stuff that's already in the pipeline, most releases over the next several weeks will be updates to my existing mod catalog. And just as an FYI, keep an eye on the updates for the Diverse series. For the most part, I'll be updating them in the same order as I posted them, so when the more recent entries get updated, the AiO will drop not long thereafter.
Thanks. That's the last of the "core" Diverse mods. Now begins the task of updating and refining them in preparation for the AiO. I just hope that light at the end of the tunnel isn't a train.
I love the look of the smudge makeup. I imagine that they coat their faces the blood (oil) of their fallen allies, so as to become one with the machine. lol
The smudge paint, along with the dirt/grime skin layers, was the closest thing I could find to represent the oil/grease/carbon residue inside the robot parts they're using as armor. There are probably texture/overlay mods that would do a better job of recreating what I had in mind, but since the Diverse series is, first and foremost, built around vanilla assets, I have to use what the game gives me. In the future, perhaps, I'll patch in various hair, makeup, tattoo, and similar mods to bring more variety to the series.
As an aside, this is the final entry to the core "Diverse" series. Any future entries I make will be for third party mods akin to "Diverse Enclave - America Rising 2."
I still have some small stuff to release over the next few weeks, but my next big release will be the Diverse AiO, so my primary focus will be updating and finalizing the individual Diverse entries in preparation for it.
The only one that will almost definitely be harmed is "Recruitable Minutemen" since it uses a custom script. Hopefully, an updated F4SE will solve any issue, but if not, I'll have to wait for the person who provided the script to fix it for me.
Others that may be affected are the ones that rely rl_recruit_framework for recruitment since the framework has some custom script stuff going on. I expect rlbaxter to fix it in short order, though.
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If you allow me to give some feedback i honestly dont think those descriptors are necessary, for instance all the Rust Devil variants are just called Rust Devil and checking what "tier" they are when a legendary shows up can easily be done in VATS, so with that in mind would it be possible to revert the changes made and remove the descriptors for the Rust Devils and the Nuka World gangs just for the sake of consistency or maybe make an optional file without them? As always thanks for the attention and hard work you put into your mods!
The Rust Devils, on the other hand, don't have non-legendary versions, which suggests they were never supposed to use those descriptors. So, I'll definitely revert the Rust Devils.
Have you ever heard of anything like this?
DLC01EncBotRaider01Template "Rust Devil" [NPC_:010008D8]
I removed a similar record from the most recent version of Diverse Coursers, which appears to have worked--at least with a fresh game. I wasn't able to replicate the issue, so I don't know if it worked for in-progress games. As such, removing the record above from Diverse Rust Devils may or may not work midgame, but it should work on a new game. I'll make the change myself in a future update, so thanks for bringing it to my attention.
Oh, and I had just about all (if not literally all) of your "diverse' line of mods installed at that time, and I had the issue only with Rust Devils (in case that helps).
That'll leave the two Settler entries to update, which I want to post before the end of the month so I can release the AiO in early August, hopefully on August 1, but we'll see.
That said, it is still too early in the finalizing process to give an exact date, although part of me wants to post on July 6, as that's the date on which I posted my very first mod. Of course, if the AiO is ready to go way before then, I'll post it right away, but if it is within a week or so of that date, I'll wait. Serendipity, and all that.
can you do a immersion pack for diverse minutemen? mainly the height thing.
nevermind i saw a previous comment saying they're ALL getting one with the aio. can't wait.are there any more plans besides compatibility patches after this?
The Diverse AiO will have an "Immersion and QoL" pack that'll cover the whole thing rather than just the settler entries. So, there will be height scaling across the board, additions/expansions to outfit leveled lists, and the like.
As for future "Diverse" entries, if I can get permission to do so, I'll make standalone Diverse packs for other mods in the same manner as "Diverse Enclave - America Rising 2."
Overall, with the exception of some smaller stuff that's already in the pipeline, most releases over the next several weeks will be updates to my existing mod catalog. And just as an FYI, keep an eye on the updates for the Diverse series. For the most part, I'll be updating them in the same order as I posted them, so when the more recent entries get updated, the AiO will drop not long thereafter.
As an aside, this is the final entry to the core "Diverse" series. Any future entries I make will be for third party mods akin to "Diverse Enclave - America Rising 2."
Nice! So I should expect an AiO in the near future?
Never mind, just read the other postOthers that may be affected are the ones that rely rl_recruit_framework for recruitment since the framework has some custom script stuff going on. I expect rlbaxter to fix it in short order, though.