UPDATE - 1/15/24: - Fixed issue of guards attacking companions and crew members. - Fixed issue of guards not having their own categories. Guards are now organized properly in categories. - Fixed issue of guards wandering around aimlessly, guards now stay in place (except for robots and Terrormorphs)! - Fixed naming scheme, all NPC's now have proper names instead of just "Human". - Brand new faction NPC's added. Disciples, Strikers, Freestar Rangers, Security variants (Ryujin, Slayton, etc. Security belongs to Guard Faction), Terrormorph variants, Random Syndicate, Shaw Gang, Starborn, Random Settlers! More robots for each faction, etc.
This will be the final update for this mod until further notice.
4/2/2024: Since the latest patch broke the previous latest version of the mod, this is a remade lite version of the mod with fewer guards. The humanoid guards do not have weapons, due to Bethesda breaking being able to place down NPC's with containers. You will need to use either console commands or SKK's Follower Manager to add weapons to each placed guard, or any mod that allows you to open an NPC's inventory. It has been tested and works with SKK's Stalkers and Followers. Download it here. Alternatively, you will need to downgrade your version of the game. There is no way around this or way to fix it currently. Do not use both GuardsLite and Guards together, pick GuardsLite if you're on the latest patch. Guards if you're using an older version of the game.
yoola, comunidadad, hay alguna posibilidad de mod o comando que haga que tus seguidores vayan siempre armados, me refiero a que te sigan con las armas en la mano y no las bajen cuando lo haces tu, gracias de antemano y los leo
Just came across this mod and looking forward to seeing it in CK as this mod would be amazing for my mega base on Toliman ll. Backup would be amazing lol.
Creation Kit is now here, is there any chance to rework this awesome mod so that my Outpost can safely work again without being killed by the Guards. Or is there already a similar mod?
Try what you can, this is one of the best mods for the Outpost. Only then does an Outpost really come to life. There are some, including me, who are waiting for this mod to become final. Thanks for your work.
Hi! Should I run the game on V1.10.31 or do I need to upgrade to one of the newer versions? 🤔 I'm not updating yet, because I'm waiting for the DerreTech mod to be complete again.... But I'd like to hear your answer in the meantime. 😉
The base mod doesn't work anymore beyond any update post April. Only the light version works, and this will require another mod or console commands to give the guards weapons..
I honestly don't know. Could have something to do with the aggression properties. Looks like I have to go back to the drawing board and re do this mod over from the ground up thanks to Bethesda and it's patches..
This was working perfectly for me up until the most recent patch. Someone else described the same problem- only terrormorphs can be built. I haven’t changed a thing since the patch, any thoughts?
I'm using many mods I used before and everything is working fine with the new patch. It's obviously something on your end / or a mod you're using that's breaking all other mods. Logically, there is no reason the new update would break anything on this mod because it's all custom Form ID's. If only Terrormorph's are showing up for you, that means there is a mod you're using that breaks / conflicts with the Defense menu. Someone mentioned the same about my outpost mod, but because he has some other mod that messes up the decorations menu. Do a test, disable all other mods besides this one, if it's still broken report back.
Supposedly Bethesda broke npc containers in this patch the maker of starborn supervisor and starborn protector mod mentioned it I will say I myself know nothing about modding this game I am just mentioning what I saw in that mods description and comments
My Starborn Protectors were working 100% FINE until latest update. I use only my own work. And my mod has completely new form id's etc.
So, after the latest update, and after 5 hours of trying to find why my NPC's are "floating". Issue was solved with removing LLI_weapons AND removing "Container" from NPC's that had containers in them. With that being said, Bethesda DID mess the mod.
If on 1.9 version NPC with containers could be spawned, and on 1.10 it cannot be created, update is the only source of problem. Nothing was changed in the meantime.
I honestly wouldn't even bother updating the game in the first place. Most of the time Bethesda updates and adds more issues / glitches. And yes I can confirm the latest patch does indeed break the mod.. Nice job Bethesda.
Problem - First I love the mod. However, when I created guards within 5 minutes one was attacked by a damn bug. I was shocked to see the man killed in like 2 hits although he unloaded on the creature. Can you set the guards to protected or essential? Robots can be repaired but guards die. This makes me sad. Protected or essential would please me. Thank you for being awesome.
What level are you and what guards were you using specifically? Most of the guards are scaled to the player's level. Were they the patrolling variants or the stationary ones? I killed some at level 200+ and it took a very long time to take them out even with high tier weapons. I suppose I can try adding some essential variants in the next update.
Hi, awesome mod. I've been having quite some fun on my new Outpost by seeing the guards absorbing bullets for me!
I have a few questions.
Does your mod keep on managing the guards after they are deployed as an Outpost object? If it does, what happens when the guard dies?
While it is alive, I can remove it in the Outpost edit mode, I have not checked yet about when it is dead, if I should do the same thing or if it auto removes itself from the Outpost.
Adding some context as to why I am asking those questions, yesterday I was playing a bit and forced an attack on my new outpost by using some SKK mods (SKK Outpost Attack Manager and SKK Stalkers and Followers) and I had a big problem. I won't call this an issue or a bug, as I am not sure what happens when the guard dies.
So, what happened there was that I had plenty of guards from this mod (both static and patrols) moving around and some hired mercs from SKKs mod when I forced one attack. I did a quicksave before the attacks, but by mistake I did quicksave again during the attacks. I died several times, so I did some quickloads and managed to finally defeat the dozens of enemies I configured to attack the outpost. After that I went looting and did loot both enemies and hired mercs from SKK and guards from your mod. There were heavy losses.
The thing is, after I done that, I had dozens of corpses all around my settlement, so I went to SKKs outpost mod and used a feature in there, which searches for all the dead Actors in a certain range, opens up it's inventory so you can loot it, and then disables the corpse, so the game can get rid of it. It did it to all the dead enemies, mercs and this mod guards. Once it was finished, I QuickSaved again and jumped to New Atlantis. Once I was there I remembered I wanted to add something else to the outpost first, so I quick loaded to do it and the boom. The game crashed.
I opened the game again and tried to load it again and it happened again. So I went and loaded a previous save that already had your mod and SKKs and it loaded properly, but the quick save kept on exploding.
I tried disabling both SKKs mods (I know I should no do it, but I did it for tests purposes) and the game kept on crashing. But when I re-enabled those and disabled this mod, the quick save loaded properly.
That's why I am asking about the guards management. If they are kept by your mod, ofc it would crash if you try to access them and they were disabled.
If that is the case, it might be worth writing it somewhere to give the players awareness that those corpses removal mods may brake the game if they remove the ones from this mod. And it actually was only possible to notice when I loaded the game again. It might not happen for hours had I not done so. And it might still be broken.
I use SKK's Outpost Attack mod but never had an issue. I usually save right before starting an attack though as a failsafe. I've never used the corpse removal feature from that. I would have to examine and replicate exactly what you did there to see what might be causing that issue. I'm surprised the corpse removal works with the guards from my mod. And yes, adding any outpost stuff and disabling the mod can cause crashes, including the guards, as they rely on reading from the .esm for new Form ID's.
59 comments
- Fixed issue of guards attacking companions and crew members.
- Fixed issue of guards not having their own categories. Guards are now organized properly in categories.
- Fixed issue of guards wandering around aimlessly, guards now stay in place (except for robots and Terrormorphs)!
- Fixed naming scheme, all NPC's now have proper names instead of just "Human".
- Brand new faction NPC's added. Disciples, Strikers, Freestar Rangers, Security variants (Ryujin, Slayton, etc. Security belongs to Guard Faction), Terrormorph variants, Random Syndicate, Shaw Gang, Starborn, Random Settlers! More robots for each faction, etc.
This will be the final update for this mod until further notice.
There's no reason why the new update would break the mod..
So, after the latest update, and after 5 hours of trying to find why my NPC's are "floating". Issue was solved with removing LLI_weapons AND removing "Container" from NPC's that had containers in them. With that being said, Bethesda DID mess the mod.
If on 1.9 version NPC with containers could be spawned, and on 1.10 it cannot be created, update is the only source of problem. Nothing was changed in the meantime.
I have a few questions.
Does your mod keep on managing the guards after they are deployed as an Outpost object?
If it does, what happens when the guard dies?
While it is alive, I can remove it in the Outpost edit mode, I have not checked yet about when it is dead, if I should do the same thing or if it auto removes itself from the Outpost.
Adding some context as to why I am asking those questions, yesterday I was playing a bit and forced an attack on my new outpost by using some SKK mods (SKK Outpost Attack Manager and SKK Stalkers and Followers) and I had a big problem. I won't call this an issue or a bug, as I am not sure what happens when the guard dies.
So, what happened there was that I had plenty of guards from this mod (both static and patrols) moving around and some hired mercs from SKKs mod when I forced one attack. I did a quicksave before the attacks, but by mistake I did quicksave again during the attacks. I died several times, so I did some quickloads and managed to finally defeat the dozens of enemies I configured to attack the outpost.
After that I went looting and did loot both enemies and hired mercs from SKK and guards from your mod. There were heavy losses.
The thing is, after I done that, I had dozens of corpses all around my settlement, so I went to SKKs outpost mod and used a feature in there, which searches for all the dead Actors in a certain range, opens up it's inventory so you can loot it, and then disables the corpse, so the game can get rid of it. It did it to all the dead enemies, mercs and this mod guards.
Once it was finished, I QuickSaved again and jumped to New Atlantis. Once I was there I remembered I wanted to add something else to the outpost first, so I quick loaded to do it and the boom. The game crashed.
I opened the game again and tried to load it again and it happened again. So I went and loaded a previous save that already had your mod and SKKs and it loaded properly, but the quick save kept on exploding.
I tried disabling both SKKs mods (I know I should no do it, but I did it for tests purposes) and the game kept on crashing. But when I re-enabled those and disabled this mod, the quick save loaded properly.
That's why I am asking about the guards management. If they are kept by your mod, ofc it would crash if you try to access them and they were disabled.
If that is the case, it might be worth writing it somewhere to give the players awareness that those corpses removal mods may brake the game if they remove the ones from this mod. And it actually was only possible to notice when I loaded the game again. It might not happen for hours had I not done so. And it might still be broken.
SameOldBard