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  1. Chronosgames
    Chronosgames
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    I have the Airship Player Home mod and set the visitor count to 10, and there are no settlers. Where are they? Or at least how long until they spawn? I went to Sanctuary and there were a bunch, I recruited a few and they are there, but I can’t tell if they’re the only ones there.
    1. z80dev
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      From the description: "No visitors will be generated for unpopulated or Player Only settlements." I assume that mod doesn't allow settlers.
    2. Chronosgames
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      Alright! Thanks, they are starting to appear though, I think I just need to recruit them. Appreciate the quick response!
    3. z80dev
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      The general rule is it needs to be a full workshop, (not the ones like unmodded Home Plate), with at least one exisiting settler before visitors will appear. Populated interiors are controllable with the holotape.
      I didn't think it made sense to send a bunch of visitors to settlements with no one there or to the small player-only workshops you can download off Nexus. Didn't want to spawn 10 visitors in a small interior apartment ;)
    4. Chronosgames
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      Update: you were right, after sending (recruiting) a single settler, and setting to auto, they spawned in all over the place. Appreciate your help!
  2. hang50
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    Cool mod . but does an X in the box mean yes or no.
    1. z80dev
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      Those are supposed to be checkboxes so an 'X' means the option is selected.
    2. hang50
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      Thank you. i forgot to mention i already use a random body mod. how would that work.
    3. z80dev
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      One way to find out... It may add morphs together. If you have any problems just select the "Base" body for Visitors and then this will only modify vanilla "body triangle" values.
    4. hang50
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       Thanks i kind of thought that. come back to a settlement be like walking into a hot air balloon show lol. no issues really, have seen a few raiders with xxxxx large boobas . I think oh well i hope you don't fall down.
  3. ninalyn
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    I want you to know I turned on the Wild Settlements option without knowing what it was, just to see, and immediately damn near peed myself when my settlement suddenly shook and I got a deathclaw roar and I was like "s#*! I'M LOW ON AMMO" and then. It was a visitor. 

    Anyway, Covenant has the best security in the Commonwealth now, no SAFE test required.
    1. z80dev
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      Lol, I was actually on the fence about including things like Deathclaws but it's too fun not to. I figured as long as they are locked behind the "Wild Settlements" option it'd be okay. I decided against Behemoths, tho.
  4. Raddogg43
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    Hey, I use your mod on Xbox and it's really well I love it ! 

    But since I made the last update yesterday, I have an issue that I can't change the settings on the holotape and all my visitors are simply gone but not the one I recruted.
    Do you have some advices to resolve that ?
    1. z80dev
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      Just got off Discord with Absterge and it was my fault. I left a LooksMenu (Edit: F4SE) data structure in there that caused the script not to load on XBox. He should be updating shortly.
    2. Raddogg43
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      Okay thanks !
  5. RJG3263827
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    Is it possible to set it so, once recruited, we can (if we have a mod like Rename Anything (NG)) to be able to actually rename the settlers. 

    I "recruited" a rad chicken, and it's running around with the name "Recruited Settler".

    Same for the Minutemen, and others. it would be nice to rename them, or at least have them say "Rad Chicken", "Minutemen", "Cat", etc. etc.
    1. z80dev
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      I tried it with the old-gen version and it works but since it's name is already overridden you have to reset it by calling "setname" with no parameters first. Then call it with your new name. I can also change the default names to be more descriptive. It's a new feature and I didn't notice calling something like a cat a "Recruited Settler" would not be ideal because I've been using "What's my Name". No problem, will be in next version.
    2. RJG3263827
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      you have to reset it by calling "setname" with no parameters first. Then call it with your new name.

      Thank you! That works. Only issue now is my "Minuteman" just say "huh" and not call me General. :P
    3. z80dev
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      Minuteman specific dialog will also be in the next version. In this case it uses it's own faction and I wanted to make sure it doesn't conflict with the other visitors. I'm now at the point to where I think the major features are done and am now adding tweaks/improvements like this.
  6. dosfox
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    Thanks very much for all the updates. Very nice to see MCM and blacklisting options. The "auto" number of Visitors now works really well.

    If it is not too much trouble, could you consider an option to prevent Visitors wearing power armor or face-covering headwear (helmets, masks, etc)? Both items seem kind of unfriendly for a visitor to wear, and also interfere with some of the other idles available in my settlements.

    BTW, any more progress with the "invisible furniture" bug?

    Thanks again for all the quality work you've been doing with this mod, it has brought so much more "life" into my settlements !
    1. z80dev
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      I assume you mean prevent them from stealing power armor? They shouldn't spawn with it anymore - if they do let me know! It stays persistent if they leave it so I took that out. As for not stealing it: Yes, I should be able to do that. Looks like there is a simple keyword for it. People get annoyed at settlers stealing PA anyways :P As for other gear, that's part of the leveled lists and I don't mess with any of that. You'll have what other NPCs normally get. If I change it then I break what other people may have added with their own mods. I'd have to go and manually unequip armor slots I guess and I don't want to do that.

      RE: The invisible furniture - no progress made. Either the people helping testing don't experience it anymore or I wore them out with testing it... I can't reproduce it anymore myself.
    2. dosfox
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      The only power armor i am seeing at the moment is on Railroad Visitors (PA equipped by Improved Railroad). Several updates ago there were BoS Visitors in PA, but not recently.  I appreciate the difficulty of tangling with leveled lists and hope the PA problem is not related to them.

      RE: The invisible furniture - unfortunately i see the problem frequently. I use a mod that generates multiple concurrent random animations, and can tell you for sure that the bug can occur anywhere in the commonwealth or DLCs, in internal or external cells. It occurs if vanilla or mod-added furniture is disabled, deleted, scrapped, or sometimes even just moved. Not just furniture is affected, e.g. i have seen animations occur on the invisible floor of a disable;markfordeleted cabin in Sunshine Tidings. The invisible furniture is NOT reported in either AAF of NAF guis even though animations are assigned to it. I would be more than happy to test any fixes you might come up with!
    3. z80dev
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      Ah, so your using a mod that adds PA to the leveled lists. This is actually a pretty common thing for mods to do - add PA to various factions - and I should handle it. This isn't technically a bug. I just don't like these NPCs leaving anything behind. Doing headgear like your other request wouldn't be difficult if I'm going to be going through their armor slots anyways but I'm worried about messing up anything other then eyewear and masks. Hair stuff being in the hat slot, etc... Never can tell with mods so don't want to mess with it. I'm not just dealing with base game NPCs or my own NPCs but every mod that modifies them on Nexus so don't want to just go removing stuff.
      Edit: As for Power Armor, not inheriting inventory from the template actor and instead duplicating what's in the base game seems to keep them from getting the PA Frame too so I'll probably just do that.

      As for the invisible furniture bug, I'm sorry you encounter it so frequently. It's definitely a base game bug and I doubt it will ever be fully solved. I even went to extreme lengths to try to work around it in my own mod: I caught the event when NPCs sit down, disabled collision, and snapped them to the furniture they were trying to use. Didn't do anything. All I can do is try to minimize situations it can occur in my own stuff.
  7. BlazeStryker
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    Currently, when I highlight visitors, the options are recruit and telepathy (the latter being due to my using Fallout Who Regenerated)

    I cannot just talk to a visitor without recruiting said visitor.  I don't know if that's a bug as I had FWR all along.
    1. z80dev
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      This replaces the main (Talk) option with Recruit because I use "What's my name" and that uses the secondary option. Lots of mods do. Since they are chatty on their own I figured that Talk was the better option to replace.

      Edit: I may look at switching to allowing using "Move" from Workshop Mode instead if people really miss the Talk option. I'd have to see when the event to transfer them arrives and if I get it beforehand so I can set them up. Edit 2: Nah, this doesn't add them as permanent actors. I like the way I'm currently doing it and adding them myself manually.
    2. rsm000rsm
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      You could add an on/off toggle for your recruit activator the way QuickTrade does, thereby allowing your mod to be used with other mods that also use the secondary activator.
    3. z80dev
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      That is true, and straightforward to implement. Honestly didn't think about just letting people turn it on or off ;)
    4. NuckNuck4
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      thanks for your mod, +1 for a switch on/off on the recruit :)
    5. z80dev
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      Next version will have a "Recruit Button Type:" "Primary/Secondary/Disabled" option. Already mostly done but I don't want to do another upload for it after just releasing a hotfix.
  8. ninalyn
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    How do we recruit settlers? I've currently got a Triggerman I'd like to keep, it amuses me.
    1. z80dev
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      You should get a Recruit option just by highlighting them.
    2. ninalyn
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      Hm. I'm going to try reinstalling. I (theoretically) have What's Your Name, but it's currently disabled because it doesn't play nicely with a different mod I have, so that shouldn't be the issue.

      EDIT: That solved it! Must have not installed right the first time.
  9. softbanker
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    So far I am really enjoying the mod, best way to raise your settlement population to max without the need to wait around for many days. A word of caution if you wanna do it this way. Some visitors don't have any dialogue or voice line. Don't have them man any of your stores, bars or the salon chair / facial reconstruction chair coz they tend to not stay put, mostly will wonder around doing other stuff. Upon testing, the best way to use them is to do scavenging, guard duties or supply lines, they will STILL do random stuff but not as noticeable when manning a store/ bar. 
    1. z80dev
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      Interesting find, I'll investigate this further. Also, did you ever resolve the "Repair" message issue? I still have that bug report open ;)

      Edit: Already found one thing in my own code that can be causing them to leave their post: I wasn't disabling the custom Visitor animation when recruited. I'll change this in my next update. If you have a specific faction you remember is a problem with a specific base game store let me know and I can test. Also note mods like Settlers go Shopping will cause them to leave their post.
    2. softbanker
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      I turned off tutorial, that seems to work hehehe. Yes I have the settlers go shopping and settlers at hairdresser. It can even make rad chickens go shopping. I think the visitor's animation is what makes them distinguishable from a regular settler and its fine that way. Now with the store, I think BoS,  CoA and Nuka raiders are fine as it is. Minutemen on the other hand loves to do stuff, especially guard duties even though you have him/ her gather salvage, noticable when a settlement has a default guard spots like The Castle. Others like common raiders and other non voiced visitors, when hired also act like Shelly if you have Recruit Shelly Tiller as Settler. Shelly is a weird settler, if you have 3 salvage station and some stores that are unmanned, and you make her man a store or any of the station, she will alternate manning each. I think Shelly is the best example on how visitors behave when recruited. Forgot to mention, what I love most of your mod is when you recruit a visitor, they will automatically man the first vacant available job. 
    3. z80dev
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      Thank you for the very detailed response! It is definitely useful info. Regretfully I am also definitely shutting off the custom animation once recruited - it's an oversight that it stays on now. Custom dialog could stay but I really shouldn't be having assigned NPCs doing random flavor animations. Once recruited I want them to be as close to normal settlers as possible. Fun stuff is for Visitors, once they settle down they become boring ;)

      NPCs not staying at their stations is an interesting issue. Settlers go Shopping will definitely do it. It's kindof what the mod does: Make settlers leave their station and go shopping. I use it too and love all of Larann's mods but have to disable it when testing this. Voice lines seem to be a common factor but I think are tangentially related rather than the cause. I've seen many modded unvoiced NPCs work fine with assignment.

      Under the hood WorkshopNPCs have flags that say if they are Workers (Farmers), Scavvers, or Guards but these should all be unset at first. There is also a special flag for if an NPCs prefers to be a Guard. This is primarily used for auto-assignment to guarding vs farming. One thing I encountered on my own was originally I was going to make these all expert merchants like the Vault-Tec Rep and Wandering Scribe. I had their special lockers set up and everything. But they *really* didn't like staying at anything other than their specialty. So there is something going in settler packages that deserves more looking into.

      RE: the repair messages: I asked 2 other people if they experienced it and they didn't so I'm just going to put that down as the game being wonky. If someone else experiences it feel free to post a new report.
  10. 363rdChemicalCompany
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    I have a question about hostile fation visitors like raiders.

    When I used another mod beofre to recruit a raider to a minuteman settlment once he left my "companion to play" faction and I assigned him to settlement the settlers immdeitly started shooting at him.

    Can we recruit hostile visitors like raiders without shootouts?
    or only to non faction settlements that i create if I dont join the minutemen?
    1. z80dev
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      All Visitors are aligned with the settlers and player, both before and after recruitment.
      Edit: To give a little more detail on this for those into FO4 factions, the Visitors have their original Faction allegiances replaced by PlayerFaction, PlayerAllyFaction, REFarmerFaction, WorkshopNPCFaction, and the various Workshop vendor factions. Basically the same as a settler.
    2. 363rdChemicalCompany
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      Gotcha. Thank you

      I did notice one thing though.
      I used AFT to check the Nuka World Raiders levels ( those were the first to show up)
      I was lookign forward to recruiting those and trappers as well, for my settlements due to their elevated levels in the game.
      But these NW raiders are only level 1. 
      They look tough, but will fold like a wet napkin in any fight.

      I dont remember what it was in NW but they were something like level 16 or 20, same as trappers.

      An way we can get  a patch to resore their levels?
    3. z80dev
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      Normal visitors are all weak by design. Like I mentioned in an earlier comment this is because I didn't want them to affect gameplay too much. I didn't want each settlement to be defended by a half dozen strong, allied NPCs each time you visit. They are disposable set decoration. If they get shot you'll get new ones the next time you visit.

      Once recruited I can adjust their levels to something closer to what you'd see in the base game, tho. That's a good point.
    4. Krowten1
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      @z80dev you are absolutely right. These people should be disposable set decoration. Nothing more. Simply something to make things more immersive not recruiting a free army. You had the right idea in keeping them WEAK. 
    5. z80dev
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      Just checked and it doesn't look like you can set levels through Papyrus anyways... I'm finding Papyrus is *very* limited. I'll probably just upgrade them to normal settler stats and leave it at that.
    6. 363rdChemicalCompany
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      Normal settler stats of Level 2 or Normal settler stats of their faction ID?
    7. z80dev
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      Normal settler level since it doesn't look like I can change it, lol. It does look like it's Level 2 and protected (which I also don't do but should and will once recruited). I can at least do that.
    8. 363rdChemicalCompany
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      Thank you for all your hard work!

      Perhaps if I enable Better Settlers, then they will take that mods settlers levels ( which is 40 or 50 depending on user choice, I generally do enable full mortality for them though).
      I'll let you know how it goes, but first I gotta fix a Separate issue
    9. z80dev
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      I don't think it will. These aren't drawn from the normal settler pool. I can perhaps make a separate version (Edit: patch with overrides) once all the other stuff is finished but it would have to be a separate download and not done via Papyrus and a holotape AFAIK. I really don't like the idea of them *always* being high-level either.
    10. 363rdChemicalCompany
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      Its your mod and your vision, I am respectfully just submitting an idea and am grateful for all your hard work.
    11. z80dev
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      Once I am done mucking around NPC records I can provide an optional patch.