I already thought about Lobotomites before reading this comment and have already some ideas as to where Tunnelers might spawn.
But Marked Men have an complete different problem than the radiation, like the Enclave Marked Men don't like others and unlike Lobotomites it would not be that an single on was wandering off, so they would need to replace instead of integrate and while trying the same with the Enclave still left in the code I found out that there are some difference in LL, encounter and variant LL: Encounter LL are what all my other integration mods are using so far, but many NPCs (like the various Raiders) spawn directly from variant LL that have the probability of renaming the entities spawned from them so I ended up with 'Viper Gunslinger' that behaved and were equiped like 'Enclave Soldiers', including being members of the enclave faction but not the viper faction, and ended up attacking directly placed Vipers and Viper Guarddogs. (I expected them to execute 'Wastland scum', I just didn't expect the Enclave trying to pull an Alpha-Legion while in full Power Armor)
While Lobotomites being renamed is fine (They might remember there past live) it is not so for Marked Men that are very obvious wearing NCR or Legion armor to be named 'Jackal Gangmember' or something similar.
Well I found out after writing the comment that the varLL works slightly different than I thought, through it is still the same problem. Essential: -varLL uses multiple NPCs entries -an different NPC is using the varLL as templet to draw its look and stats from(and might override them) -the game then places that NPC
Meaning if I do not find out how to add my own spawnpoints through script most NPCs are not gonna work as I hope, Creatures mostly spawn directly from LL still, with some exceptions like the dogs of raiders.
Legacy Reborn Texture Pack - link might come from an combination of mods overriding each other (layered to fill the gaps so to speak) if it's not just that.
Not in the esm, maybe it's mesh and/or texture are inside the bsa, idk, but there is no code left for me to work with, so no espless version unless I would do an exclusively TTW mod that I don't have much desire to do.
No I did not, this just adds them into the Mojave.
I don't know if you can actually change in-game scripts through scriptrunners, so they would be slightly less dangerous.
Just view this as the Courier now knowing how to effectively kill Ghosts at first try.
edit: I actually didn't thought of that script then making the mod.
edit: Found an workaround for the script to work but also found out that having the 'Ghost Hunter' perk essentialy disables the script anyway, through good for people that only ever use God and never get to ask Dog to teach them the perk
15 comments
But Marked Men have an complete different problem than the radiation, like the Enclave Marked Men don't like others and unlike Lobotomites it would not be that an single on was wandering off, so they would need to replace instead of integrate and while trying the same with the Enclave still left in the code I found out that there are some difference in LL, encounter and variant LL:
Encounter LL are what all my other integration mods are using so far, but many NPCs (like the various Raiders) spawn directly from variant LL that have the probability of renaming the entities spawned from them so I ended up with 'Viper Gunslinger' that behaved and were equiped like 'Enclave Soldiers', including being members of the enclave faction but not the viper faction, and ended up attacking directly placed Vipers and Viper Guarddogs. (I expected them to execute 'Wastland scum', I just didn't expect the Enclave trying to pull an Alpha-Legion while in full Power Armor)
While Lobotomites being renamed is fine (They might remember there past live) it is not so for Marked Men that are very obvious wearing NCR or Legion armor to be named 'Jackal Gangmember' or something similar.
Essential:
-varLL uses multiple NPCs entries
-an different NPC is using the varLL as templet to draw its look and stats from(and might override them)
-the game then places that NPC
Meaning if I do not find out how to add my own spawnpoints through script most NPCs are not gonna work as I hope, Creatures mostly spawn directly from LL still, with some exceptions like the dogs of raiders.
might come from an combination of mods overriding each other (layered to fill the gaps so to speak) if it's not just that.
No I did not, this just adds them into the Mojave.
I don't know if you can actually change in-game scripts through scriptrunners, so they would be slightly less dangerous.
Just view this as the Courier now knowing how to effectively kill Ghosts at first try.
edit: I actually didn't thought of that script then making the mod.
edit: Found an workaround for the script to work but also found out that having the 'Ghost Hunter' perk essentialy disables the script anyway, through good for people that only ever use God and never get to ask Dog to teach them the perk