Do I understand correctly: when this mod works together with the mod “Bunker Hill - Living Township - Overhaul”, there should be no problems? Probably only sandboxe the cat and dogs? Added. OK. I realized to do - this mod activate only after capturing Banker Hill.
If you're just using the main version of Population Boom, the new NPCs are mortal, so settlement attacks can thin the population over time. If you're using one of the settler patches, you can move most of the new NPCs to other settlements if Bunker Hill is too crowded for your liking.
I recommend Appletree Bakery for this setup as those fruit trees count very nicely in food values, particularly apples and pears (both of which can be found in an orchard just southwest of Vault 111), making it easier to feed those extra settlers.
I haven't ruled out adding the necessary resources in a future update, but since the CK doesn't play nice with my machine, I'd have to do it with fo4edit, which will be tedious, so I'm not in a rush.
Niceee, this would be a nice addition, also is it okay to request a new unique named brahmin or maybe a radstag? Over all this great, thanks for this mod 🩷
I gave the Bunker Hill brahmin a name in my We Have Names series. He's called "Meatheads" there. The problem with animals is that I can't get their names to show up in game except in VATS. I've been trying to figure out that issue for a long time.
Also, speaking of radstags, for a while now, I've been thinking about a patch or add-on to the Creation Club mod with the quantum radstag that'll let recruit more than one. While the quest is pedestrian and the guns are wonky, I love the radstag and want more of them. I want to build a dedicated settlement with a quantum radstag herd.
Ohhhh right, the quantum one, they're very cute to have on a settlement too bad we only get one, you mind considering Albino and the baby ones? I like it being white, also the small one that looks like a baby radstag, I forgot what it's called
Oh, I'm just going to see if there's a way to make it respawn at the quantum pool so you can just go back and adopt another one when it appears. I've never been able to figure out animal recruitment, so I leave that to rlbaxter.
Hellooo again, so this is not related to this mod but I encountered a bug in one of the quest in Automation called "Rogue Robots" this quest always have 2 settlers during this radiant quest where the 2 settlers when save are recruitable thou only 1 of them go the settlement that they told them, and the other one acts like they are part of the settlement even they're not recruited, do you mind checking this if that's okay, maybe making the 2 of them fixed and properly recruitable while being unique with other settlers
I think that's normal where recruiting one member of a linked group will recruit all of them. I seem to recall Larannkiar's Recruit Random Encounter Settlers and Farmers mod doing it, too.
Similarly, I remember at least one occasion where I could recruit one of the rescued farmers, but not the other. When I returned later, the farmer was still there, so I tried to recruit him again and it worked. So, there might be a delay with the recruit prompt for the second NPC in these situations.
In any case, those encounters use the same recruitment through rescue dialog that I use for some of my recruitment mods, and as I've mentioned in all of them, I don't know how to change the properties, so there's nothing I can do with the Rogue Robot rescues either.
You're welcome. I'll probably shift around their start positions a little bit, as all of them kinda explode out of the same starting position along with the four vanilla caravan workers. You just can't see it when you first arrive due to that initial interaction with Kessler. Figuring out the dog sandbox is the first order of business, though. I mean, in the real world, dogs are curious about cows, but these two take it a little too far. Doghouses help with the settler version, thankfully.
It is a near guarantee that I'll give Goodneighbor and Diamond City the same treatment, but as I mentioned in another comment, when will be determined my how well this one is received. The better it does, the sooner I'll get to the others.
If they are flagged Unique then it should work fine. There are some exceptions ot this in the game ( like piper and Miss Abernathy) but there are patches available for those.
I do all of my face building with fo4edit, so I never encounter whatever it is that obstructs looks menu. I'm reasonably sure I used Piper as a donor face for a couple of Diverse faces.
Thanks, and yes, I expect to make more. In fact, I attempted to make these "Population Boom" mods more than a year ago as a follow up series to my We Have Names series. I just didn't know enough at the time to make it happen. Or maybe it was because I started with Diamond City, which is the biggest and most complicated location on my list of Population Boom candidates.
Anyway, Diamond City, Goodneighbor, and Bunker Hill were always the main targets for the series, so I expect to cover all three eventually. Turnaround for DC and GN will depend on how well this BH one is received, though. If it bombs, it may be a while before I find the motivation to do the next one. On the other hand, if all three do well, I'll add Far Harbor (the town) and Nuka World to the mix. Beyond that, I haven't decided. There are a handful of other spots that could benefit from this series, but I'm not entirely sold on them as being worth the effort. Time will tell.
The dogs' fondness for the brahmin pen could be logicked as guarding the beasts. But doubling the population seems a lot in an otherwise spartan place so I wondered if you'd consider Lite versions - 2 caravaners, 2 residents, cat, one dog (though guess anyone into FOedit could do it themselves). Either way, thanks for yet another mod.
The dogs actually open the gate and go into the pen, and then start rolling around, playing with teddy bears, and doing other dog stuff. The whole time, the resident brahman is like, "WTF?", while any of the vendor brahmin that show up start jostling for space. I tried giving them the standard workshop dog sandbox package, and that kept them out of the brahmin pen, but it also allowed them to leave the settlement and travel surprisingly far, so that didn't work. I tried the standard defaulteditorlocationsandbox, too, but that just made them stand in place. So, I'm now leaning toward creating a "custom" sandbox based on the workshop dog sandbox, but with a much more limited range. I don't know if it'll work since it sure did seem like they were ignoring the range on the vanilla dog sandbox, but we'll see.
I considered reducing the humans by half, but while testing, I didn't find it all that crowded. Considering no one, even the vanilla residents, use that back road section, the place could actually support more people. In any case, as noted in the description, the settler versions allow users to reduce the population by moving out the extras. And folks who don't want to use a settler version just for that, well, they're mortal in the main version, so settlement attacks and the Battle of Bunker Hill quest will surely thin the herd.
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KC's Population Boom FaceGen Patches
Added. OK. I realized to do - this mod activate only after capturing Banker Hill.
Similarly, I remember at least one occasion where I could recruit one of the rescued farmers, but not the other. When I returned later, the farmer was still there, so I tried to recruit him again and it worked. So, there might be a delay with the recruit prompt for the second NPC in these situations.
In any case, those encounters use the same recruitment through rescue dialog that I use for some of my recruitment mods, and as I've mentioned in all of them, I don't know how to change the properties, so there's nothing I can do with the Rogue Robot rescues either.
I didn't know that the dogs would actually go into the doghouses.
Are these new (human) NPCs unique coded and subject to showlooksmenu alterations?
There are some exceptions ot this in the game ( like piper and Miss Abernathy) but there are patches available for those.
Download now :)
Update: Works fine with SLMing the uniques.
Thank you for for your mod
Anyway, Diamond City, Goodneighbor, and Bunker Hill were always the main targets for the series, so I expect to cover all three eventually. Turnaround for DC and GN will depend on how well this BH one is received, though. If it bombs, it may be a while before I find the motivation to do the next one. On the other hand, if all three do well, I'll add Far Harbor (the town) and Nuka World to the mix. Beyond that, I haven't decided. There are a handful of other spots that could benefit from this series, but I'm not entirely sold on them as being worth the effort. Time will tell.
I considered reducing the humans by half, but while testing, I didn't find it all that crowded. Considering no one, even the vanilla residents, use that back road section, the place could actually support more people. In any case, as noted in the description, the settler versions allow users to reduce the population by moving out the extras. And folks who don't want to use a settler version just for that, well, they're mortal in the main version, so settlement attacks and the Battle of Bunker Hill quest will surely thin the herd.