ive yet to able to recruit him for some reason the mod doesnt seem to want to work for me despite testing on other saves with different characters. First time ive ever had a problem with one ur mods as they usually always just work did perhaps change anything with the way ur mods work or should be the same always. It might be something on my end by im not sure
Side Request: Can u make the Children of Atom at the Glowing sea location Recruitable theres a really great settlement mod i have thats at the location but it be genuinely nice if someone ACTUALLY made them recruitable and not "pretend recruitable" lol
Yes i do actually which is why is suprising ive never had a problems with your mods ever before which is why its so surprising to me this is even a issue for me
I just ran a test to make sure I didn't upload the wrong file or something, but everything is working fine. The raider recruited as expected, traveled to Somerville place as ordered, and assigned to a defense post as commanded.
Some questions:
1. Did you visit the location before installing the mod? 2. Was the raider hostile?
*sigh* ok so I did get it to work on a junk new file i recently made for testing nw mods (like within last week and a half) and it worked just fine apparently because it never got anywhere close to the somerville place area so it was still basically "fresh" in that sinc where as before i was old save that still KINDA new but not newish *somewhere in the middle essentially* but definitly not old and on none those it worked even the ones that HAD been around abit but not down in that area so i guess Ill have to make new save to function as apparently my game got real retarded and decided this ONE mod needs a fresh save which kinda sucks but hey i now know it atleast does work. I'll have to use my second method which is to spawn him in using his reference ID. Do you know his EXACT REF ID by chance? it would take me too long to find "raider" in a list on the console commands in a sea listed names called "raiders".
Sidenote: Yes that is exact settlment mod im using for that area :)
I'm guessing you got close enough to the raider's location before installing the mod to load the cell, which likely baked the vanilla raider into your save. One way to test this is to kill the raider, fast travel far away, and wait for a couple of months for the cell to reset. If the raider has respawned, then the vanilla version has baked into your save. If the raider doesn't respawn, then something else is interfering.
Anyway, the raider's FormID is fe001001, but that'll change depending on where the mod falls in your load order. However, the raider's EditorID is "PaintingRaider," so help "paintingraider" 4 in the console should give you the RefID.
As for the Crater of Atom settlement, I thought it converted the residents into settlers, but I guess not. I'll take a look at creating a patch that connects them to the settlement, but I can't guarantee anything will come of it. Connecting them to the settlement as settlers might break the Virgil quest and who knows what else.
Ohhhhh.... i just assumed to do Help "Raider" 4 lol oops. Also thats actually an interesting point i didnt woudl just bake it in regardless. Thanks for that REF Help. Also thanks for looking into the COA and the Crater :D!
By the way, during the test I did a bit ago, I was able to confirm that the raider will use idle dialog, too. Not just combat dialog. During the original testing, I didn't hear any raider dialog except during combat, but this time, I heard the raider complaining about shooting cardboard targets as training. Makes me wonder if the back-and-forth raider banter would fire if there's another raider nearby. I'll have to test that at some point, I think.
Oh thats really cool actually i wanna see if maybe spawning anothe in alongside them on th oldr files might make that happen that thanks for the idea! It also helps that uses the random face pool (which is even better since i have your variations mod for the raiders.... any chance that might happenb with the gunners or RR agents maybe or a brotherhood dude? IE one dude recruitable that uses th random face pool lik this guy. its the little things like this mod that go alonnnnng way and do alot more that most do consider... which is why i like getting creative lol.)
(example being: if i just "REF ID Spawn" or "spawndupe" using that idea u can have them all recruited to one place and then technically have a bunch of EX-Raiders or opposite hav ur own mini gang of sorts. Sure its not the most immersive thing but as a guy who MAKES his own stories in the game away from vanilla FO4 story it coms quite natural for me so its a no brainer ands its quite fun)
As a general rule, I try to limit my recruitment mods to "homeless" NPCs. Likewise, I stay away from NPCs who have quests attached to them, as I don't know how to prevent recruitment until after those quests are complete. As a result, my options are limited, but I'm always on the lookout for new candidates.
If you're looking for non-vanilla settlers (e.g., raiders, CoA, robots, etc.), give Nomads a look. It is made by the same author who made the recruit framework. It is a fantastic mod and has become a staple in my load order.
I've a question, is it possible to get Vault 81 Resident encounter as a settler? It's a really rare encounter that you have to kill all raiders and he'll run away to Vault 81. I've just encountered this one today around an intersection next to Irish Pride's. He kinda dislike an experiment in Vault 81 too when you try to talk to him. Your Runaway Farmer as Settler mod works great that I've an idea about this one.
Yes, I've already made "Recruit V81 Prisoner." I just haven't yet posted the mod as I have a couple of other things ahead of it in the queue. At present, I have it scheduled for release on Feb. 17,
Finallyyy! Thanks for this, also can I ask regarding the Norwegian Ghouls, did you find a workaround about them that retain their voices even after recruiting like this, since the raider also retain the voice while in combat
Im glad to see this guy getting some love! They always felt so unique out there just painting alone by them selves, always felt like it was a shame that they always just ended up getting gunned down all the time.
It is too bad the painting animation belongs to the statue rather than the raider. Would be nice to see him/her painting something in a settlement. Maybe Funtime for Settlers Activity Markers (Mats - Rugs) attached the painting marker to one of the rugs.
I recruitedd raiders as settlers before via ATF alas the other settlers would attack them.
You made his new faction records as "settler" then? :)
PS: I always felt sorry for that guy having to massacre him as he spawns right outside Somerville which in my game is usually a strategic Minuteman base protecting the southwest flank of the commonwealth from the creatures and SMs that might spill over from the Glowing Sea.
Not exactly. The raider's NPC (Actor) record is still mostly that of a raider, but his/her faction affiliation is "WorkshopNPCFaction" instead of "RaiderFaction." So, he/she will still spawn with raider gear, use raider voice lines, possess raider perks, and so forth, but won't be hostile to settlers and other friendly NPCs.
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Some questions:
1. Did you visit the location before installing the mod?
2. Was the raider hostile?
As for the Crater of Atom settlement, are you using this one: XV-Versus and Yagisan's Crater of Atom Settlement.
Sidenote: Yes that is exact settlment mod im using for that area :)
Anyway, the raider's FormID is fe001001, but that'll change depending on where the mod falls in your load order. However, the raider's EditorID is "PaintingRaider," so help "paintingraider" 4 in the console should give you the RefID.
As for the Crater of Atom settlement, I thought it converted the residents into settlers, but I guess not. I'll take a look at creating a patch that connects them to the settlement, but I can't guarantee anything will come of it. Connecting them to the settlement as settlers might break the Virgil quest and who knows what else.
By the way, during the test I did a bit ago, I was able to confirm that the raider will use idle dialog, too. Not just combat dialog. During the original testing, I didn't hear any raider dialog except during combat, but this time, I heard the raider complaining about shooting cardboard targets as training. Makes me wonder if the back-and-forth raider banter would fire if there's another raider nearby. I'll have to test that at some point, I think.
If you're looking for non-vanilla settlers (e.g., raiders, CoA, robots, etc.), give Nomads a look. It is made by the same author who made the recruit framework. It is a fantastic mod and has become a staple in my load order.
I've a question, is it possible to get Vault 81 Resident encounter as a settler? It's a really rare encounter that you have to kill all raiders and he'll run away to Vault 81. I've just encountered this one today around an intersection next to Irish Pride's. He kinda dislike an experiment in Vault 81 too when you try to talk to him. Your Runaway Farmer as Settler mod works great that I've an idea about this one.
You made his new faction records as "settler" then? :)
PS: I always felt sorry for that guy having to massacre him as he spawns right outside Somerville which in my game is usually a strategic Minuteman base protecting the southwest flank of the commonwealth from the creatures and SMs that might spill over from the Glowing Sea.