With the exception of bug fixes, the Diverse Wasteland main file is in its finished state. Any additional content will be for the Immersion Pack and/or compatibility patches. If you have any requests or recommendations for such content, feel free to post your suggestions below. I will list them in the "Patch Requests" section at the bottom of this sticky and may be fulfilled by anyone willing, as there is no guarantee I will make them myself.
Diverse Wasteland - Retro Fashion Overhaul: Requires the Diverse Wasteland Immersion Pack (v8 or higher) and Retro Fashion Overhaul by MaGlas. Adds several hats, suits, coats, and trouser outfits to the Triggermen and Goodneighbor Guard outfit lists. Adds the five workwear outfits to the settler leveled lists. Upon installing Retro Fashion, disable/delete the world distribution .esp as it will interfere with this compatibility patch. Doing so makes RobCo patcher unnecessary, too.
Soooooo cool that your 'diverse serie' is now compatible with Sim Settlement 2.
I tried Diverse settlers about a year ago and I was very happy with the result but sad it wasn't compatible with SS2 (you personally answered me about that at that time).
Glad you like it. Once i figured out how SS2 handles settler (and other) face pools, I was able to create the necessary patches. I don't use SS2, so I'm assuming the patches work since no SS2 players have come along to say otherwise.
While the current WATM patch works fine, I'm thinking about remaking it, partly to bring it in line with the naming conventions I use with the other Diverse series patches, but also because I think there's room for improvement within the patch itself. It isn't a priority at the moment, though, so consider this just a heads up for when/if it happens.
I'm an SS2 player. I've been using Diverse Wasteland for a long time. I'm running the latest version. I use the SS2 + WF patch (but not the WF standalone patch). I use the WATMM + Immersion patch. I am on NG and have KC's latest facegen. Besides SS2 I am using Takahashi's Unique Settler add-on for 3DNPC (which only adds a limited set of new UNIQUE settlers). DiverseWasteland.esp is loading early (538 in my load order). Your patches are load near the end (>1400 in my load order).
I have suspected for a long time that something is amiss with settlers.
I am pretty sure I see some of your faces sometimes -- which is to say, I am pretty familiar with the very limited base face pool and sometimes (rarely) I see settlers that are not from that pool.
I think I am getting your height scaling.
I think I am getting your outfit swaps.
BUT, PROBLEM : by far the overwhelming majority of my settlers come from the VANILLA base pool.
If I "recycleactor" I will ALWAYS get a face from the vanilla base pool. I never seem to get one of yours.
I am looking for hints as to how I can troubleshoot this problem. Many thanks.
Update : I may be having some "recycleactor" success by moving the SS2 patch after all the plugins for your AR2 and Mercenary installments.
If by "Mercenary installments" you mean Diverse Capital Wasteland Mercenaries, then that is almost certainly the culprit. The original CC mod uses a script to inject Good Fighters into the settler face pool in a manner I was unable to identify, so I couldn't disable it. There is no telling how that script is interacting with WSFW, which handles settlers in a different way. Moving the DW/WSFW/SS2 patch after the Mercenaries stuff is the only thing I could recommend, which you've already done. Still no guarantee that'll work, though, due to the Good Fighter script.
To determine if you're getting the height scaling, go to one of your high pop settlements and ring the recruitment bell. With all of the settlers gathered together, the height scaling is quite obvious. That'll tell you the mod is working, but then again, the mod is working if they run to the bell, too.
The only reason I said "I think" I am getting your height scaling is that I coulda accidentally installed a mod that gave me somebody else's height scaling. I am getting height scaling -- I just wanted to be precise that I am only 99.9% sure it's yours. ;)
So, update ... I think this is a load order thing, but I don't have a sample size to be sure yet. Naturally, not every mod can be moved to the end of the load order. Not every mod can be last, as much as that's any easy instruction. But, this may be one eensy patch (SS2 + WF) where that's really the case, and since it's eensy, then actually feasible.
One question you might answer for me very explicitly: Will console recycleactor always pull from your pool, or does it somehow bypass it?
One question you might answer for me very explicitly: Will console recycleactor always pull from your pool, or does it somehow bypass it?
I would assume that recycleactor (or disable/enable) spawns from the pools appropriate to the NPC in question. So, settlers from the settler pool, raiders from the raider pool, and so forth.
That patch is still on my "to do" list, but it isn't the priority it once was. The issue is the Better Settlers FOMOD and the number of variations it offers. I'd have to make a patch for each variation and, to be honest, I'm not particularly motivated to do that.
That being said, I still want to make addons for the Diverse series mods that make use of various appearance mods (e.g., hairstyles, tattoos, eye colors, etc.) to create even more variety. At that point, I don't know that I'll bother making a Better Settlers patch, although anyone else who wants to make it (even now) is welcome to do so.
I'll take a look and see what can be carried over to a future update. Don't expect resolution to all of the conflicts, though, especially where the immersion pack is concerned. Many of the changes therein are intentional and, naturally, will conflict with other mods that don't feature those changes.
Took another look, and I'll likely add "Legendary Rust Devil" to 01001e53 and 01001e65 since both records are only used by legendary Rust Devils. The four other records you listed don't conflict with UFO4P, so they're good to go.
Looks like Nexus deleted my changelog entry. Same for Diverse Settlers. Both were showing when I updated earlier this morning. In a nutshell, there was a face pool error going all the way back to v1 that allowed the faces from LCharWorkshopGuard to spawn at twice the normal rate in response to a recruitment beacon. I thought I removed the duplicate references in the v2 update, but just last night, I realized they were still there. Three patches were updated to account for the fix, too.
That's because Next Gen broke face gen, so now, any mod that adds new NPCs (or edits the face data of vanilla NPCs) will cause stuttering unless a new face gen file is made for it. You can find a face gen file for Diverse Wasteland at Diverse series FaceGen data, but it is woefully out of date. I suppose it is better than nothing until someone else comes along who is willing create and maintain a new file.
I can do that. :O I was about to ask about FaceGen because this mod alone out of the 1.6k mods in my list makes VEFS take hours. lol If you'd like, I can give you the patch to host here.
Hi, I am having FPS lag when approching cities or places with people after installing this mod. I installed it mid-save, dose it need a new save? Or maybe it is the next gen causing the issue?
It is a Next Gen issue. As I mentioned to someone else just a few days ago:
That's because Next Gen broke face gen, so now, any mod that adds new NPCs (or edits the face data of vanilla NPCs) will cause stuttering unless a new face gen file is made for it. You can find a face gen file for Diverse Wasteland at Diverse series FaceGen data, but it is woefully out of date. I suppose it is better than nothing until someone else comes along who is willing create and maintain a new file.
I'd make face gen files myself, but the CK and my machine don't get along, so I'll have to wait for someone else to volunteer.
Couldn't the VAFS system by DoubleYouC alleviate this pain? I did see that you need CK to run it completely (not the lite version), but I would relate to you, I couldn't get CK to run on my machine. I am probably doing something wrong, but regardless, it didn't like me.
VEFS makes it easier to generate face gen, but the point is moot if I can't get the CK to run in a stable fashion.
As an aside, VEFS Lite merely applies the "Is CharGen Face Preset" to NPC records that don't have it, so it wouldn't fix the performance issues associated with missing face gen data.
I was curious, do these factions and settlers pull from the leveled lists of clothing and outfits, or does it use vanilla outfits? I seen some notes of some outfits being integrated in the description, but wanted to double check. However, if a patch is being made, will be made, or being contemplated to be made for better settlers, then this would be an answered question.
The main files for the Diverse series mods are mostly just extra faces added to the face pools, along with some bug fixes and other minor tweaks to keep things consistent across the board. Call it "vanilla plus."
The immersion packs are where the customization comes into play. Some of this customization is built into the immersion packs (i.e., the stuff detailed in the immersion pack description), while other stuff is added via patch (i.e., the "Completed Patches" list in the sticky post above). The built-in stuff is vanilla, while the patched-in stuff comes from other mods.
As for Better Settlers, I haven't ruled out a direct patch between it and the appropriate Diverse series mods, but it isn't a priority right now for various reasons, the most important of which is that I'm still developing and improving the Diverse series.
So, the settlers will draw from leveled lists of clothing and armor of other mods and this just changes faces, unless I use customization packs, or the customization packs add to variety in addition to other mods? I don't mean to sound confusing or dense, just seeking clarification because I can be dense.
If you were to use the main Diverse Wasteland file by itself, you could use other armor/outfit mods without issue because the main Diverse file doesn't touch armor/outfit leveled lists.
If you use the Diverse immersion pack, though, a compatibility patch might be needed for some armor/outfit mods since the immersion pack customizes some armor/outfit leveled lists. The immersion pack description notes which armor/outfit lists have been customized, so any other mod that alters the same lists would require a patch if you want both to play nice. Otherwise, whichever one loads second will take precedence.
364 comments
KC's Diverse Series FaceGen Patches
Completed Patches
Patch Requests
Better Settlers
Classic Ghouls Redux
Lots More Settlers and Enemies
4estGimp - Raider Overhaul ONE
Unique NPCs - An Overhaul of the Commonwealth
Better Locational Damage
I tried Diverse settlers about a year ago and I was very happy with the result but sad it wasn't compatible with SS2 (you personally answered me about that at that time).
Thank you a billion times !
PS : cool that there is also a patch for WATM !!!
While the current WATM patch works fine, I'm thinking about remaking it, partly to bring it in line with the naming conventions I use with the other Diverse series patches, but also because I think there's room for improvement within the patch itself. It isn't a priority at the moment, though, so consider this just a heads up for when/if it happens.
I am looking for hints as to how I can troubleshoot this problem. Many thanks.
Update : I may be having some "recycleactor" success by moving the SS2 patch after all the plugins for your AR2 and Mercenary installments.
To determine if you're getting the height scaling, go to one of your high pop settlements and ring the recruitment bell. With all of the settlers gathered together, the height scaling is quite obvious. That'll tell you the mod is working, but then again, the mod is working if they run to the bell, too.
The only reason I said "I think" I am getting your height scaling is that I coulda accidentally installed a mod that gave me somebody else's height scaling. I am getting height scaling -- I just wanted to be precise that I am only 99.9% sure it's yours. ;)
So, update ... I think this is a load order thing, but I don't have a sample size to be sure yet. Naturally, not every mod can be moved to the end of the load order. Not every mod can be last, as much as that's any easy instruction. But, this may be one eensy patch (SS2 + WF) where that's really the case, and since it's eensy, then actually feasible.
One question you might answer for me very explicitly: Will console recycleactor always pull from your pool, or does it somehow bypass it?
I would assume that recycleactor (or disable/enable) spawns from the pools appropriate to the NPC in question. So, settlers from the settler pool, raiders from the raider pool, and so forth.
That being said, I still want to make addons for the Diverse series mods that make use of various appearance mods (e.g., hairstyles, tattoos, eye colors, etc.) to create even more variety. At that point, I don't know that I'll bother making a Better Settlers patch, although anyone else who wants to make it (even now) is welcome to do so.
Can you forward CFM's changes into this? UFO4P also has a few that need patching. Here are more that aren't in the picture:
000AD3A2, 0011334B, 0011334C, 001D2439, 00215CD2, 002404B5, 00249AE1, 00249AE7, 00249AE8, 00249AE9, 0024A022, 01001E53, 01001E65, 01001E72, 01001EA6, 01001EE8, 01001EEA
Have you removed the "Is CharGen Face Preset" flag from this all-in-one esp?
If you'd like, I can give you the patch to host here.
Maybe host as a new mod on your own profile.
I'd make face gen files myself, but the CK and my machine don't get along, so I'll have to wait for someone else to volunteer.
As an aside, VEFS Lite merely applies the "Is CharGen Face Preset" to NPC records that don't have it, so it wouldn't fix the performance issues associated with missing face gen data.
However, if a patch is being made, will be made, or being contemplated
to be made for better settlers, then this would be an answered question.
The immersion packs are where the customization comes into play. Some of this customization is built into the immersion packs (i.e., the stuff detailed in the immersion pack description), while other stuff is added via patch (i.e., the "Completed Patches" list in the sticky post above). The built-in stuff is vanilla, while the patched-in stuff comes from other mods.
As for Better Settlers, I haven't ruled out a direct patch between it and the appropriate Diverse series mods, but it isn't a priority right now for various reasons, the most important of which is that I'm still developing and improving the Diverse series.
If you were to use the main Diverse Wasteland file by itself, you could use other armor/outfit mods without issue because the main Diverse file doesn't touch armor/outfit leveled lists.
If you use the Diverse immersion pack, though, a compatibility patch might be needed for some armor/outfit mods since the immersion pack customizes some armor/outfit leveled lists. The immersion pack description notes which armor/outfit lists have been customized, so any other mod that alters the same lists would require a patch if you want both to play nice. Otherwise, whichever one loads second will take precedence.