simple settler have sounds being muted issues. and some settlers are invisible..so I avoid it.. better settlers is better choice. I posted a request for better settlers at the wasteland wonderglue mod page.
Just a heads up, EncGunner01Template "Gunner" [NPC_:000FD39B] was causing My CKPE to crash on load. I'm not sure why and it didn't seem to cause any issues in game.
I have errors with the most current versions of CKPE I use version b177; if you are on MO2 just uncheck the box for my mod and you will avoid loading my file; it does have the DTG mod records.
Possible bug - All legendary gunners are completely invisible - head and body - and have synth voices. This includes any clothing/armour they may have equipped; it's just a floating gun and the particle effects that accompany legendary spawns
Opened it up in xEdit, seems like all "Traits" entries under the TPTA header for all the legendary gunner IDs are entered as Leveled List NPC pools, rather than individual faces (which appears to be the norm). Had a quick look at all my other NPC mods and none of them are pointing to a LList in that field. Granted, I only have the vaguest sense of what's happening under the hood here, so it's not unlikely I'm just pointing at something completely benign.
This is with just the Main file installed, btw - v1.0. No other Gunner mods installed. 1.10.163
*edit* - Did a bit more testing - so if you spawn legendary gunners through the console, this issue doesn't happen. It's only for the ones the game spawns organically. Also, changing the Traits entry to one of the individual faces completely fixes the issue (though probably eliminates the reason behind pointing to the LList in the first place because that has a pool of faces rather than just one)
Try the DTG GUNNERS - PROJECT BEAUTY (FACEGEN) It's the version I currently use and it's the one I made this mod with; mostly because it has additional complete templates for the enemies; currently I have no way to test legendary enemies other than generating them by console, I don't have characters at high levels.
Just tested - they have bodies now, but there's still no head. All other enemies are fine, it's just the legendary spawns. Also, a good way to test this (and what I've been doing) is to just bum rush to Gunner's Plaza - just south of Milton hospital - and enter the HQ building. There's usually at least one legendary in the back of the building by the marble stairs leading to the 2nd floor and a decent chance for 1 more in the 2nd floor spawns.
16 comments
they're headless while using x-cell.
Better Settlers - https://www.nexusmods.com/fallout4/mods/4772
Hookers of the Commonwealth (HotC) - https://www.nexusmods.com/fallout4/mods/21354
Hookers of the Commonwealth (HotC) - Settlement Edition - https://www.nexusmods.com/fallout4/mods/22074
Commonwealth Captives More Female Captives 1.0.6 - https://www.loverslab.com/files/file/19169-commonwealth-captives-more-female-captives/
You could always just make the facegen for your "specifc" mod list yourself, it's pretty simple, I did it and took 20 minutes in total or so.
Vault-Tec Enhanced FaceGen System
There are no plans to release another settler mod.
Opened it up in xEdit, seems like all "Traits" entries under the TPTA header for all the legendary gunner IDs are entered as Leveled List NPC pools, rather than individual faces (which appears to be the norm). Had a quick look at all my other NPC mods and none of them are pointing to a LList in that field. Granted, I only have the vaguest sense of what's happening under the hood here, so it's not unlikely I'm just pointing at something completely benign.
This is with just the Main file installed, btw - v1.0. No other Gunner mods installed. 1.10.163
*edit* - Did a bit more testing - so if you spawn legendary gunners through the console, this issue doesn't happen. It's only for the ones the game spawns organically. Also, changing the Traits entry to one of the individual faces completely fixes the issue (though probably eliminates the reason behind pointing to the LList in the first place because that has a pool of faces rather than just one)
It's the version I currently use and it's the one I made this mod with; mostly because it has additional complete templates for the enemies; currently I have no way to test legendary enemies other than generating them by console, I don't have characters at high levels.
Also, a good way to test this (and what I've been doing) is to just bum rush to Gunner's Plaza - just south of Milton hospital - and enter the HQ building. There's usually at least one legendary in the back of the building by the marble stairs leading to the 2nd floor and a decent chance for 1 more in the 2nd floor spawns.