Billy is not included in the Workshop population, and if you assign him a job, it will be unassigned if the player leaves the Slog. I've had the same experience with other mods, but it seems the problem is caused by a missing actor value. I was able to solve the population and allocation issue by using the console command "setav 12723E 1 (added to workshop population)".
I wondered if this was a design to prevent children from working, but it also removed bed allocations, so I had to fix it.
Yeah, kids are not setup for that atm. I decided against trying some workarounds for that atm since for one the mod author for Wasteland Brats said they were working on a wholesale solution for that.
If that is the policy, then I would like to respect the original state. However, doing so would mean that Billy would forget about the bed and would have to wander around at night unless you command him again...
When I recruited Billy's family, it only increased Slog's population by two, so I quickly realized that Billy's actor value was lacking. When you create the special bed added in this mod, Billy will be assigned to it, and at night Billy will sleep in the bed. However, since they are not recognized as residents by the workshop system, they cannot maintain their assignment status and will be unassigned when the Slog is unloaded. I watched for a while, thinking that Billy might use his own bed regardless of his assignment, but he continued his walk without sleeping.
There are no conflicts as far as I can tell from Fo4Edit. If this is just me, I may need to test it in a different environment.
Must admit I don't follow how increasing the population by 1 would make it so that Billy now stay assigned. I assume you confirmed that working though?
One workaround I could do is to have is to the bad re-apply the assignment for Billy to the bed each time it loads.
I had the same issue when recruiting synths and super mutants with the Nomads mod. As a temporary solution, I was told I could fix the allocation issue with a console command. This seems to have worked for Billy as well.
Seems odd that it'd work, but I suppose the engine works in some odd way then. Having some computer issues atm, but will see if I can review things once that gets sorted.
Carol is missing DialogueDoctorsFaction [FACT:0007925A], although I'm not sure it is actually needed. Might be worth adding just to be safe, however.
Also, I think you can remove the "Is Ghost" flag from Billy's ACBS - Configuration since he's set to essential.
In any case, I'll be switching from the other Peabody Settler mod to this one. The extra goodies you've included make them more than just another set of ghouls, so it is worth making the change.
Ah, might have to double-check her factions. Tbh was punching a bit in the dark on that specific one. The rest I was able to confirm.
Also wasn't sure if it'd be a good idea to remove "IsGhost" for the earlier quests so didn't touch in the plugin, but I do remove the ghost flag in my script that runs when you recruit them though.
I've created custom settlers that use all of the doctor dialog once assigned to a clinic, even if they don't have the doctor dialog or doctor vendor factions, so I've always assumed a background script applies those things once assigned. On the other hand, every other NPC doctor has the dialog faction, so maybe there's some extra unique dialog that goes with it.
Regarding Billy's "Is Ghost" flag, if your script removes it, then you're good to go. As an aside, it might be worth adding a note in the description alerting users to the scaling effect if Billy's assigned to an adult object, especially vendor stalls. Another note is how he will still flee during settlement attacks, even if assigned to a defense post. Crop duty for kids is always the safest bet.
Yeah. So this one was a bit of a pain tbh. I just got the player to say "looking for chems" and that's it, no response and it just open. A bit dull. So will have to spend a few to see if I can improve on that.
This is the root of the Far Harbor doctor bug. The "MaleMaine" voice type doesn't have recorded voice lines for doctor dialog, so the DialgueDoctorsFaction isn't applied to Far Harbor settlers. Fortunately, ghouls have that voice support, so adding the faction to Carol should do the trick.
So figured out why I was struggling. Adding new factions to spawned NPCs doesn't really work out that well on ongoing saves.
Was able to add the needed factions with script, but in the end that was behaving weirdly with my new "The Slog Dialogues", so will just create a custom doctor scene that reuses part of the workshop scene. Got half of it working so far!
Cool part with this approach is that I can use personalized greetings!
Oh, I forgot about the midgame installation thing, especially if the cell with the NPC has already loaded.
Anyway, I'm hoping you get everything ironed out. 'Course, now that Peabody House Settlement - with Immersive Repair is available, we might need an alternate version that doesn't send the family to the Slog. :-)
My sentiments exactly. I was thinking this is a great mod to add the peabodys as settlers to the Slog, especially with extra dialog edits! Sounds pretty good! But then Tenhats had to go make his Settlement mod at their house...Doh! Now how do I choose!
If my understanding of how the database works is correct... if you load this mod AFTER Tenhats' mod, the Peabody's records will be from this mod, and ignore what is in Tenhats' mod..
But, you'll have to send the Peabody's to The Slog... which is EXACTLY what I want anyway.
So the thing is though, the Peabodys moving to the Slog is hardcoded essentially, together with the fact that I change the Map Marker from "Peabody House" to "Abandoned House" as they no longer lives there. Which would possibly conflict with the settlement mod as well.
They won't I'm afraid. Since the way I set it up was that the dialogue is linked to them being at The Slog. Heck bunch of the dialogue is based around the new location and how they are settling in at "The Slog". References unique features of the slog (trying to not spoil xD).
New doctor dialogue for Carol is more related to what you did for them, rather than a specific location so could work there I suppose.
Yep. With the expanded settlements mod, I've rebuilt the diner, added stores, a gym, a medical clinic, another barracks, and, the house for the Peabody's.
I removed the diving boards to accomplish this...
I wish I could make it into a permanent mod, so I don't have to always transfer it with TSB.
I was thinking about starting to use SS2, but I'm a bit gun shy on it, since there are several mods that don't like it at all, and I don't see those mod authors making patches...
I plan on re-starting my Nora since I had level list issues (I love weapons and armor, I just wish level lists injections could be an option at install. I don't want Gunners or Raiders having "my" Select Rapid Machine Gun!). So I butchered mods to get rid of the LL injections and Quests... I hope it works.
Hi, sorry if this is a stupid question but, how do you get the extra audio? Did you find the original actors on Cameo or something, or get other actors to immitate their voice, or is it an AI thing?
Very cool! I wasn't even aware of the other mod, but this version makes more sense, given both the parents' explanation of Ghouls to Billy, plus Wiseman's explanation to the Sole Survivor of his vision for the Slog. Combining the two seems natural, especially given the ongoing Gunner threat in Quincy.
I'm looking forward to downloading this and giving it a go.
This was always such a sick and twisted quest. I mean the level of wrong that it is on so many levels is just...ugh.
However this, and the other mod, redeem this quest that you can at least pat yourself on the back and say "better late than never" even if it still feels a bit wrong deep down.
The changes, over the other mod, in this mod feels like it's a little more redeeming. Now they have the perfect place to be a family without a lot of the crap out in the commonwealth.
"Welcome to your new home. Vault...I mean...The slog."
I love this idea. I always feel guilty just leaving like that and end up rebuilding their home for them even though the boy will be forever miserable. I hope he's happier at the Slog.
38 comments
I've had the same experience with other mods, but it seems the problem is caused by a missing actor value.
I was able to solve the population and allocation issue by using the console command "setav 12723E 1 (added to workshop population)".
I wondered if this was a design to prevent children from working, but it also removed bed allocations, so I had to fix it.
However, doing so would mean that Billy would forget about the bed and would have to wander around at night unless you command him again...
When you create the special bed added in this mod, Billy will be assigned to it, and at night Billy will sleep in the bed.
However, since they are not recognized as residents by the workshop system, they cannot maintain their assignment status and will be unassigned when the Slog is unloaded.
I watched for a while, thinking that Billy might use his own bed regardless of his assignment, but he continued his walk without sleeping.
There are no conflicts as far as I can tell from Fo4Edit. If this is just me, I may need to test it in a different environment.
One workaround I could do is to have is to the bad re-apply the assignment for Billy to the bed each time it loads.
Also, I think you can remove the "Is Ghost" flag from Billy's ACBS - Configuration since he's set to essential.
In any case, I'll be switching from the other Peabody Settler mod to this one. The extra goodies you've included make them more than just another set of ghouls, so it is worth making the change.
Also wasn't sure if it'd be a good idea to remove "IsGhost" for the earlier quests so didn't touch in the plugin, but I do remove the ghost flag in my script that runs when you recruit them though.
Regarding Billy's "Is Ghost" flag, if your script removes it, then you're good to go. As an aside, it might be worth adding a note in the description alerting users to the scaling effect if Billy's assigned to an adult object, especially vendor stalls. Another note is how he will still flee during settlement attacks, even if assigned to a defense post. Crop duty for kids is always the safest bet.
Was able to add the needed factions with script, but in the end that was behaving weirdly with my new "The Slog Dialogues", so will just create a custom doctor scene that reuses part of the workshop scene. Got half of it working so far!
Cool part with this approach is that I can use personalized greetings!
Anyway, I'm hoping you get everything ironed out. 'Course, now that Peabody House Settlement - with Immersive Repair is available, we might need an alternate version that doesn't send the family to the Slog. :-)
Your work is absolutely appreciated!!!!!!
Maybe bring the slog to the Peabodys? lol
But, you'll have to send the Peabody's to The Slog... which is EXACTLY what I want anyway.
That is the way I see it in FO4Edit (xEdit).
I'm not as well versed in how the FO4 database works... hopefully it all works. 😁
I love this idea, but also just installed Tenhats Peabody Settlement mod...
Any idea if they'll both work together.
My plan was to send the Peabody's to The Slog in a house i built there (Thank you Snappy!), but LOVE the extra dialog options you introduced here...
New doctor dialogue for Carol is more related to what you did for them, rather than a specific location so could work there I suppose.
Not sure if that makes a difference?
I removed the diving boards to accomplish this...
I wish I could make it into a permanent mod, so I don't have to always transfer it with TSB.
If Creation Kit worked like the Settlement Workshop, I'd have about 80 mods out!
😅😂🤣🤣
I plan on re-starting my Nora since I had level list issues (I love weapons and armor, I just wish level lists injections could be an option at install. I don't want Gunners or Raiders having "my" Select Rapid Machine Gun!). So I butchered mods to get rid of the LL injections and Quests... I hope it works.
I'm looking forward to downloading this and giving it a go.
However this, and the other mod, redeem this quest that you can at least pat yourself on the back and say "better late than never" even if it still feels a bit wrong deep down.
The changes, over the other mod, in this mod feels like it's a little more redeeming. Now they have the perfect place to be a family without a lot of the crap out in the commonwealth.
"Welcome to your new home. Vault...I mean...The slog."