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___________________________________________
- AFT -
Amazing Follower Tweaks
[Fallout 4 Edition]
___________________________________________
Jan 05, 2019
Version: 1.23
Written by: Dheu
Email: [email protected]
Use subject: AFT FO4 Version 1.23
QUICK SUMMARY
-------------------------------------------------------------------------------
Multiple follower support, follower appearance sculpting, commentary controls,
personality reshaping, outfit autochange, gear management including Bulk
sell, scrap and transfer to/from player. Follower Locater. Follower Pose Support.
Mobile Camp with optional upgrade quests. AI Tweaks including combat styles,
distance, aggression, caution, trap avoidance. Combat helmet toggling. View
follower info including likes, dislikes, stats, factions, etc.. Tweak follower
settings including Mortality, Carry weight, and even assign a new nickname.
Tell followers to gather loot from surroundings, AutoScrap entire settlements,
have them build a settlement perimiter wall or build the entire settlement for
you. Use AFT on almost any NPC and optionally turn them into a follower or
settler. Last but not least, includes option to save your spouse.
PC ONLY: Save Settlement snapshots to sharable batch file or papyrus code
===============================================================================
Table of Contents:
===============================================================================
I. Feature List
II. DLC Compatibility
A. Automatron
B. Far Harbor
C. Nuka World
III. Installation
A. Requirements
B. Manual
C. Bethesda.net
D. Upgrading
E. Notes
F. Known Issues
G. Trouble Shooting
IV. Usage
A. AFT Activator Overview
B. AFT Activator : Follower Mode
1. Actions
2. Gear
3. Combat AI
4. Info
5. Appearance
6. Settings
7. Tools
8. Select All Followers
C. AFT Activator : All Follower Mode
1. Actions
2. Gear
3. Tools
4. Select Follower
D. AFT Activator : Import/Recruitment Mode
1. Scan
2. Make Follower (Full Import)
3. Make Follower (Leave AI intact)
4. Make Follower (Follow Only. DO NOT MANAGE)
5. Make Settler/UnMake Settler
6. Ignore NPC
E. Global Settings
1. Follower Limit
2. Global Chat Settings
3. Global Combat Settings
4. Global Misc Settings
5. Global Cooldown Settings
6. View Readme
7. Restore Aft Activator
8. Summon Everyone!
9. Prepare for Uninstall
F. AFT Camp
1. AFT Camp Expansion
2. Camp Terminal
3. Camp Terminal : Buildings
4. Camp Terminal : Amenities
5. Camp Terminal : Defenses
6. Camp Terminal : UFO
7. Camp Terminal : Settings
G. Saving your Spouse
1. Where is Vault 81?
2. How do I get in?
3. I'm in, now what?
4. Completing "Hole In the Wall"
5. Maximizing Spouse Interactions
H. Creating Your Own Settlement Snapshots (Batch)
1. Make sure you have the PC Version of AFT
2. Enable Debug Logging
3. Take Snapshot using Settlement Menu
4. Rename and move output file
5. Use console to load
V. Hot Keys
A. The Mod
B. How To/Setup
C. Command Numbers
VI. Advanced Trouble Shooting
VII. Uninstall
VIII. Technical (For developers)
A. Making your custom NPC compatible with AFT
B. AFT as a Soft Dependency
C. AFT as a Hard Dependency
D. AFT Mandatory Resources
E. AFT Optionally Required Resources
F. Recognized Reactions
G. Recognized Effects
H. Recognized Factions
I. Recognized Perks
J. Recognized Keywords
IX. Creating Your Own AFT Prefab option (Papyrus)
A. How do Addons Work Anyway? (For Developers)
B. Prefab Components
C. Step By Step
D. Save and Name Your Mod
E. Package
F. Test
G. Share
X. Version History
XI. Credits
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I. > > > > Feature List:
-------------------------------------------------------------------------------
1) Multiple Follower support
Allows dogmeat + 5 additional followers.
2) Appearance Sculpting
Change the appearance of human and Ghoul followers using the same
sculpting system used to create the player.
Includes additional custom appearance editing tools that let you
scale followers size, change race, eyes or add gender agnostic hair.
3) Commentary Controls
Manage commentary. Filter out negative/positive comments and prevent
followers from all blurting out their comments at once.
Includes support for multiple interjections. During Main Quest
dialogs where companions can interject with their opinion, AFT
allows all followers to say their piece before resuming the
conversation.
4) Personality reshaping
Disable or even flip follower likes and dislikes.
5) Follower Outfits
Create up to 4 outfits: A standard outfit, a combat outfit, a
city outfit, and a camp outfit. They will automatically change as needed.
6) Gear Management
Tell followers to remove all your junk, then have them convert all that
junk to scrap or caps. Then with a single command tell them to give you
everything they aren't using. (Transfers everything not assigned to an
outfit).
7) Follower Locater
Includes "Locate Follower" function to select any NPC that AFT manages
and have AFT guide you to them with a quest objective locater.
8) Pose Followers
POSE non-active followers in an assortment of animations from dancing to
praying to add ambiance camp or settlement.
9) Camp Support
Includes mobile camp that can act as traveling home-base. An excellent
feature for people who like to avoid fast travel and embrace a more
immersive play style. AFT Camp includes script-backed furniture that
goes beyond the capabilities of normal settlements. For example, a
memory lounger that will take you back to the pre-war world.
Includes option to Sync up your Camp workbenches with any locally
detected settlement.
10) AI Tweaks
Assign Combat Styles such as Ninja, Boomstick and Sniper or
use AFT's advanced AI management to Dynamically change archetype
based on follower load-out and distance to their enemies.
And it doesn't end there. Toggling Power Armor helmets on and off
for combat, ignore traps, set preferred follower distance and
caution levels. Maybe you want your followers to stay out of the
fight so you can do all the fighting. Or have Danse scout ahead
of the player like dogmeat to draw enemy fire.
Followers with Stimpaks and Repair kits will also heal each other
and help each other out. You can create a "medic" type Follower
by simply loading them up with stimpaks.
11) NPC Info
View detailed information about your followers including attributes,
traits, perks, factions, race, home as well as personality traits
(reactions) and relationship info for those NPCs that support it.
NOTE : This feature can also be used from the IMPORT menu on any
non-hostile NPC for pre-import evaluation.
By Default, Info reveals synths. This can be disabled if you desire.
12) Tweak Settings (all are optional)
- Customize S.P.E.C.I.A.L stats and gain new stats to distribute
as followers level up.
- Unlimited Ammo - Turn off Follower ammo depletion
- Sync Weapon Draw
- Follower Mortality : Optionally make followers mortal.
- Catch-up on Weapon draw : Have followers teleport to your side anytime
you draw your weapon.
- Synch PowerArmor Usage : Followers can be configured to enter/exit
powerarmor with player.
- No PA Damage - Turn off Follower Power Armor damage
- Home Assignment : Tell a follower to hang out at AFT Camp, go to a
Settlement or go back to their original home. You can also tell them
To make your current location their home.
- Track Kills - Optional Kill count tracker
- Pack Mule : A convenience setting to increase Follower base carry
capacity to 2000.
- Ignore Friendly Fire : In Fallout 4, by default Companions ignore
friendly fire. This setting allows you to turn that off if you
wish for more realistic responses to being shot.
- No Collision : Instead of having to wait for followers to back up
and get out of your way, just walk through them.
13) Clear Settlement
The worst thing about starting a new game is getting to a settlement and
realizing you need to spend 20 minutes re-scrapping everything. Now you
can just tell your followers to do it for you with a single command and
be done in seconds.
14) Followers Build Prefab Settlements
For a price, you can also tell your follower to build the settlement for
you. Prefabs include options for building a parameter fence only and
options to build the entire settlement. Sanctuary is Free. The others
will cost you.
15) Additional Outfits for Nick
With all the Gen2 body parts laying about, ever wonder why Nick doesn't
just grab some space parts and fix himself up? AFT adds some Nick-
compatible outfits in case you want to change his look and fix his
hand in the process.
16) Save your Spouse
Your spouse was shot in the head, but then immediately frozen. If you
visit your spouse with Curie before the power in Vault 111 runs out (at
the end of Act I hint, hint), you can save them.
See below for more details on what to expect.
17) Settlement Export/Import: (PC Only)
Export a settlement snapshot as a batch file and share it with others or
transfer to another game locally. (Requires console access to load).
You can also export a settlement snapshot to papyrus in order to quickly
build an AFT Prefab ADDON. (See section X below). The later route is more
work, but offers a way to get your settlement onto XBOX.
-------------------------------------------------------------------------------
II. > > > > DLC Compatibility
-------------------------------------------------------------------------------
AFT Includes DLC companion support.
A. Automatron :
While technically the DLC lets you install the M-SAT on any Robot, only
install it on Ada.
B. Nuka World :
All companions will work fine in Nuka World however the DLC only provides
additional commentary for Porter Gage. Advise including him in your
load-out while in Nuka world (once available).
C. Far Harbor
All companions will work fine in Far Harbor however the DLC only provides
additional commentary for Nick Valentine and Old Longfellow. Advise
including at least one of those companions in your load-out while in Far
Harbor.
-------------------------------------------------------------------------------
III. > > > > Installation
-------------------------------------------------------------------------------
A. Requirements
This mod was compiled against Fallout 4 patch 1.10.120.0.1 To minimize
the possibility of bugs, it is advised that users have the same patch or
newer. The mod may work with older versions of the game, but may be
be less stable. To see what version you have, hit ESC within the game
and look in the bottom left corner of the System:Save/Load screen.
This Mod does NOT require any DLC.
B. Manual (Downloaded from NexusMods)
This is probably the safest method as it ensures full control over when
you upgrade (or don't upgrade) to the latest version of the mod. Users
wishing to make use of the Settlement Export capability should be sure
to get the version with that capability enabled (All versions available
at NexusMods, but not versions downloaded from Bethesda).
1) If you do not already have it, get 7-zip : www.7-zip.org
** Do not use WinRar to open/extract .7z files. It can corrupt them.
2) Once 7-zip is installed, open the .7z file downloaded from NexusMods
Typically you need only double click the file:
AmazingFollowerTweaksFO4_v1_23.7z
3) Within the 7-zip window, select the menu options:
"Help" -> "About 7-zip"
Ensure you have version 9.20 or greater/newer. If you do not, return to
step 1 and get the latest version.
4) The 7-zip window will show 3 files:
/Data
readme_aft_1_23.txt
unlockcurie.txt
Make sure ALL items are hi-lighted. To hi-light all entries quickly,
hit CTRL + A
5) Hit Extract and then [...] to browse to the location of your fallout4
installation.
Most people will find it in one of these two locations:
Computer -> C:\Program Files (x86)\steam\steamapps\common\Fallout 4
or
Computer -> C:\Program Files\steam\steamapps\common\Fallout 4
After you click on and hi-light "Fallout 4", click [OK] and then [OK]
once more
6) If you previously had AFT installed, you will be prompted to confirm
file overwrite for four files:
/Data/AmazingFollowerTweaks - Main.bsa
/Data/AmazingFollowerTweaks.esp
/Data/unlockcurie.txt
/unlockcurie.txt
Click [Yes] to each file as it comes up
If you did not have AFT previously, skip this step.
7) When you start up Fallout 4, go to Mods (Hit Home to skip the login)
and make sure AmazingFollowerTweaks mod is checked. Move the mod to
the BOTTOM of your load order.
8) For what to expect after starting a new game or loading a save game,
see Usage below.
C. Installing from Bethesda.net
As far as I know, Bethesda.net does not offer download options. Instead
you open the game and browse Mods from within the game.
Simply type "Amazing Follower Tweaks" in the mod search box and
install from there. Make sure you place it at the bottom of your load
order. Bethesda.net does not come with the unlockcurie support
support script.
D. Upgrading
When upgrading AFT, you simply update the mod files. If you are using
Nexus, just clobber the existing files with the new files.
E. Notes
This mod makes heavy use of scripts. Should you decide to uninstall the
mod, do not simply deactivate the mod. Follow the uninstall directions
below in section VII.
*** IF USING AN ALTERNATE START MOD ***
My advice to anyone using an alt start mod is to wait and not enable
AFT until after you:
1) Have a pipboy
2) Have Completed the Main Quest "Out of Time" (Rescue the minute men in
Concord)
That will allow AFT to initialize immediately and hopefully prevent any
initialization bugs an alt-start mod may introduce.
F. Known Issues
- Loading a Prefab and/or Clearing a Settlement can crash your game if done
from a settlement where you have children actively harvesting plants or
sleeping in beds. Use caution when the settlement has children.
(Warwick Homestead, Nordagen Beach, Somverville Place)
- Do not assign ring to managed follower outfits. The ring slot is used to
bump the AI and can fail if an outfit includes a ring. (leaving them
naked or wearing the wrong clothes)
- The sculpt command is fragile. It lets you do something the game never
intended to let users do. So here are some pointers to avoid issues:
-- Only use from a safe location where you wont get attacked.
-- Make sure you are standing up when you use it.
-- It is best to holster your weapon before you activate.
-- After activating Sculpt from Pipboy, position yourself
and activate it a second time from dialog.
-- Once the dialog activation is started, don't move and
be patient.
-- Once you are finished sculpting, wait until the sculpt
finalizes (normally 3 to 10 seconds). Don't fast travel
or do anything that would cause a loading screen for at
least 10 seconds.
-- In the case of Curie:
--- Some of the longer hair styles may have issues with
Curie.
--- On PC, you need to travel to another Worldspace to
cause her model to reload and the changes to take
effect. Typically you must fast travel into/outof
Diamond City. Sometimes telling her to enter/exit
PA will also reload her model.
--- On XBOX, Curie will become invisible after the edits.
You need to save your game, then shutdown Fallout 4
and reload for the edits to take effect. This will
also work on PC (but is more work).
-- If you change Codsworth to human, he will have blood around
his neck. You must change his face with sculpt (even if you
just change it back) for the blood stains to go away.
-- Nick is not compatible with the human race. However AFT allows
you to make him human so that you can activate sculpt on
his floating head and change his hair color. (Sculpt is
incompatible with the Gen2 Synth Race). After changing his
hair color, you should change his race back to Gen2
If you later assigned hair to nick using the PARTS menu,
the hair will maintain the color assigned when using the
sculpt command.
G. Trouble Shooting
First Steps:
1) Ensure AFT is at the Bottom of your Load Order
2) Ensure the file <installdir>/Data/Scripts/followersscript.pex
does not exist. install directory for most user is:
C:\Program Files\steam\steamapps\common\Fallout 4
3) Visit the mods home page at nexusmods and check the forum that
tracks known incompatible mods. Make sure you are not using one
of the mods listed.
4) TGM (God Mode) stops player combat events. When activated mid-combat,
it makes the game think the player is forever in combat, which can
break things like outfits, auto-relax and even idle chatter. For those
who use TGM, go to 3rd person view, open console, click on the player
and use the command "IsInCombat". If it says the player is in combat
when they are not, you need to disable TGM and get into a fight to
fix the state.
Second Steps:
If the above steps do not fix the issue, then confirm the following:
1) Does your version of Fallout 4 match the version AFT was
compiled against?
You can get the version of Fallout 4 from the bottom left corner
of the Settings screen (You have to load a save game first)
AFT Version 1.05 : FO4 Patch 1.10.26
AFT Version 1.06-1.14 : FO4 Patch 1.10.40
AFT Version 1.15-1.16 : FO4 Patch 1.10.64
AFT Version 1.17-1.19 : FO4 Patch 1.10.89
AFT Version 1.20-1.22 : FO4 Patch 1.10.114
AFT Version 1.23+ : FO4 Patch 1.10.120.0.1
2) Did you clean your Cache?
Steam -> Library -> (All Games) Fallout 4 -> Properties
-> Local Files -> Verify Integrity of Game Cache
3) AFT Master Controller not appearing
If you are starting a new game, the AFT items will not appear in your
inventory until you emerge from Vault 111 (AFT delays initialization
until the quest Out of Time begins).
Some Alt-Start mods do not start the quest Out of Time, which can
cause AFT to not initialize properly. If you use an ALT START mod, you
should leave AFT disabled until you do something within your play-through
to start/finished the quest Out of Time (such as talking to Codsworth and
then rescuing the MinuteMen in Concord.)
#4 below can also cause the AFT Master Control to now show up.
4) Were you using another multi-follower mod before AFT?
Follower mods all tend to change the same core game resources. So if
you are loading a save game that previously was exposed to a different
Follower Mod, you may encounter issues that appear to be related to AFT
but are in fact due to a lingering mod conflict. It is possible for
mods to hold onto resources even after they are uninstalled.
To fix these issues, you have to revert to a save that only had the
previous Follower Mod. (You may have to disable AFT/Re-enable the
previous Follower mod). Follow the previous mods uninstall instructions
(Similar to the instructions this mod provides). If you used a Follower
mod that has no uninstall instructions, your only option may be
starting a new game or reverting back to a save from before installing
the other follower mod.
Mod Conflict Diagnosis:
-----------------------
Issue these two console commands. If either method reports an error, then
there is a mod conflict (possibly baked into your save game).
cqf Followers GetStandardLoiterCoolDownTime
cqf Followers GetInfatuatedFollowers
Users can attempt to force initialize AFT with the following command:
Some users have reported this command can correct a rare issue where
the prefabs do not properly initialize.
cqf TweakMonitorPlayer InitializeAft
-------------------------------------------------------------------------------
IV. > > > > Usage
-------------------------------------------------------------------------------
New Game:
If you start a new game, your first sign that AFT is installed will be some
new commentary regarding your spouse in (future) Vault 111. Specifically,
if you take your spouses wedding ring, the player will mention that they
are not a doctor but that they will return (implying they realize the
spouse could be saved).
Upon exiting Vault 111, AFT will initialize, a thank you will appear and
you will find 2 new items in your inventory: The AFT Readme, the
AFT Activator and the AFT Settings holotape. The AFT Activator will
automatically be assigned to Quick Slot 3.
** Sometimes the police baton will override the AFT favorite assignment.
If this happens, you will need to manually assign the favorite by
hi-lighting the AFT Activator and hit the Fav key (Normally Q).
Loading an Existing Save Game:
If you load a save game where you have already exited Vault 111, AFT will
immediately begin initializing. During initialization, a progress bar will
appear as a flashing notification in the upper left corner. Once
initialization is complete, a thank you message will appear and you will
find 2 new items in your inventory: The AFT Activator and the AFT Settings
holotape. You will also find that the AFT Activator has already been
assigned to Quick Slot 3.
Managing Followers with AFT:
You don't have to do anything special to manage one of the games original
companions with AFT. Just talk to them and ask them to follow you when the
time comes.
AFT also allows you to import NPCs who were not originally companion
options. To do this, you use a special item called the AFT Activator
on an NPC and select how you wish to import them. More on that below.
Terminology :
Managed Follower : Any NPC that is being managed by AFT. AFT can manage up
to 32 NPCs. For example, AFT can be used to LOCATE
anyone it manages.
Active Follower : An NPC that actively follows the player around in the
game. AFT supports up to 5 active followers. 6 if you
include Dogmeat.
A. AFT Activator : Overview
The AFT Activator is a small device that appears in your inventory in the
AID category. It is a usable inventory item, so it can be assigned to a
quick slot. The AFT Activator is auto-assigned to slot 3 during
initialization. You can choose to assign it elsewhere if you wish (or
not assign it at all).
When used, the activator will raise your PipBoy and you will see one of
three menus appear depending on what was under the cross-hair when the
activator was activated.
If the cross-hair is on a Managed NPC, you will see all AFT commands and
options with the followers name at the top of the screen.
----------------------
[FOLLOWER NAME]:
----------------------
> Actions
> Gear
> Combat AI
> Info
> Appearance
> Settings
> Tools
----------------------
> Select ALL Followers
> Cancel
----------------------
If the cross-hair is on an unmanaged but eligible NPC, you will see import
options and an option to scan the NPC for more information.
----------------------
IMPORT:
----------------------
> Scan NPC
> Make Follower (Full Import)
> Make Follower (Leave AI intact)
> Make Follower (Follow only. DO NOT MANAGE)
> Make Settler
> Ignored NPC
> Cancel
----------------------
If the cross-hair had no target, you will see a list of commands that
affect ALL Active Followers (Equivalent to selecting everyone). Not all
menu options will appear in this mode of operation.
----------------------
ALL FOLLOWER MODE:
----------------------
> Actions
> Gear
> Tools
----------------------
> Select Follower
> Cancel
----------------------
NOTES:
- The activator will not work on NPCs who are in combat.
- Using the activator on an Active Follower will randomly result in
Follower commentary. Selecting Additional commands may result in even
more commentary. This provides immersion but also introduces delays.
Users who prefer a more responsive interface can disable follower
commentary associated with the activator from the followers chat
settings
- Should you lose the activator, you can use the Aft Settings Holotape
to spawn another one.
B. AFT Activator : Follower Mode
We start follower mod by placing the cross hair on someone who is already
following us (and activate the AFT Activator. The following Menu will
appear:
----------------------
[FOLLOWER NAME]:
----------------------
> Actions
> Gear
> Combat AI
> Info
> Appearance
> Settings
> Tools
----------------------
> Select ALL Followers
> Cancel
----------------------
1) Actions
A list of commands you can issue to the Follower(s). Many of these
commands mirror the options you see when you talk to Companions.
--------------------------
Actions
--------------------------
Gather Loose Items
Get Behind Me
Command Mode
Wait Here
Hangout Here
Come with Me
Follow Me
Enter Power Armor
Exit Power Armor
Fetch my Power Armor
Setup Camp
Teardown Camp
Dismiss
--------------------------
DETAILS:
a) Gather Loose Items
The Follower searches around the player (Radius = 1.5X the size of
AFT CAMP) and gather up any items they see. In Follower Mode, the
Follower you order to Gather Items receives the items.
Progress messages will be shown (normally less than 5 seconds)
with a summary of discovered items as well as items ignored because
they were owned or containers that were locked.
NOTE : Gather Loose Items is a time saving convenience method
and ignores followers carry weight limits. If you are
opposed to followers carrying more than their limit
allows, then don't use this method.
b) Get Behind Me
Causes the follower you are speaking with to teleport behind you.
while no clip support may allow you to pass through them, they
may still choose to stand somewhere that is in the way. For example,
if you need to pick a lock or hit a button they are standing in front
of.
c) Command Mode
The follower will enter command mode. Usefull for imported NPCs
that may not normally support command mode. Also supports remote
access. If used from ALL FOLLOWER MODE or as a hotkey, this
command places the previously commanded actor back into command
mode. Activating a second time toggles command mode off.
d) Wait Here
Appears if the follower is an Active Follower currently in Follow
mode. Selecting will cause follower to enter Wait mode.
e) Hangout Here
Appears if the follower is an Active Follower currently in Follow
mode. Selecting will cause follower to enter Wait mode and Sandbox.
Hangout Mode is also more persistant that Wait mode. If the player
fast travels or causes a loading screen, the follower will not catch
up until summoned using Summon All Followers.
f) Come with Me
Appears on followers you dismissed. That is, they are managed, but
not active. Causes the previously dismissed Follower to begin
following you once again.
For many imported followers, this is the only way to make them follow
you once dismissed.
If you are at the maximum active follower limit, another follower
will automatically be dismissed.
g) Follow Me
Appears if an Active follower is in WAIT or HANGOUT Mode. Causes
them to begin following you again.
h) Enter Power Armor
Appears if Follower is not wearing Power Armor but has one assigned.
Causes the NPC to enter their PA. They will run up to it if it is
nearby or the PA will be teleported to them if it is not.
POWER ARMOR ASSIGNEMENT:
To assign a PowerArmor to a follower simply have them enter a
power armor. Assignment occurs when they enter.
For those unfamiliar with the process, Start Command-Mode by
"grabbing" the follower from a distance. On PC, you use the [e]
key by default. This will cause the target hair to show context
sensitive information based on what the target hair is hovering
over. Hover over a PowerArmor and tell the Follower to Enter.
This assigns the PowerArmor to the Follower. It will remain
assigned until another NPC or the player enters the PowerArmor.
The easiest way to un-assign PowerArmor is to have the player
enter a followers PA.
i) Exit Power Armor
Appears if NPC is wearing PowerArmor. Causes them to exit.
j) Fetch My PowerArmor
Causes the players PowerArmor to teleport to the follower, as if the
follower fetched it.
k) Setup Camp
Appears if Camp is not already setup. The command scans the
terrain around you and builds camp based on characteristics.
Construction can take up to a minute depending on what you have
enabled and purchased.
l) Teardown Camp
Appears if Camp is currently setup. If you issue the command in
the vicinity of camp, camp will immediately begin to fade. Teardown
can take up to two minutes depending on the complexity of your camp
and what you have purchased/enabled.
If you issue Teardown when you are away from camp, a 24 hour delay
penalty is added. (1 game day). This is to simulate the amount of
time it would take your follower to return to camp, tear it down
and return to you. Activating Teardown a second time while the
penalty window is active will tell you how much time is left
before camp is available. You can cancel the penalty by returning
to camp and issuing the command from camp itself.
NOTES :
Special things happen the first time you setup camp. See the Aft
Camp section below for more details.
m) Dismiss
Appears on Active Followers and will cause them to stop following
the player and return to their assigned Home. Since AFT has a
dedicated home assignment menu, dismissed followers will not
prompt you for a home location.
2) Gear
Use this menu to configure outfits or issue commands for bulk inventory
management.
----------------------
Gear
----------------------
Trade
> Outfits
Dedupe
Dejunk
Sell Unused/All Gear
Unequip All
> More
----------------------
DETAILS:
a) Trade
Opens up the followers inventory.
b) Outfits
----------------------
Outfits
----------------------
[X] Set/Use Standard Outfit
[ ] Set/Use Combat Outfit
[ ] Set/Use City Outfit
[ ] Set/Use Camp Outfit
[ ] Set/Use Home Outfit
[ ] Set/Use Swim Outfit
[ ] Force Combat Outfit Weapon
Clear All Outfits
Unmanage
----------------------
Standard Outfit:
The default outfit that gets used when no other conditions apply.
If you only setup 1 outfit, this is the one to setup.
Combat Outfit:
Equipped when combat begins. Unequipped when combat ends if the
environment matches another configured outfit (standard). Setting a
Combat+Standard outfit is an easy way to cause auto-toggling of
gear that you only want during combat. Whether it is simply a
helmet toggle or a full wardrobe change.
NOTE: If you setup a combat outfit, AFT will force the follower
to use that weapon assigned to the outfit. If you do not
want this behavior, skip the combat outfit and only create
a standard outfit.
City Outfit:
Equipped when entering settlements and cities. When leaving a
settlement/city, the Outfit will be removed if the environment
matches another configured outfit.
Camp Outfit:
Equipped when approaching AFT Camp. When leaving camp, the Outfit
will be removed if the environment matches another configured
outfit.
Home Outfit:
Equipped when within the Location or Anchor that marks the
Followers HOME (set via Settings -> Set Home). This outfit
will trump all but combat outfits. So if you setup camp
within a settlement and set Home to be AFT Camp, you will
use the Home outfit over the Settlement or Camp outfits.
Swim Outfit:
Equipped when the player is swimming. You must be swimming for
a minimum of 3 seconds before the outfit(s) will activate. Once
swimming, you must be on dry land for at least 5 seconds before
the outfit(s) will deactivate.
[ ] SET/Use [TYPE] OUTFIT:
When you "Set" an outfit, the trade menu will open allowing you to
make adjustments. When the trade menu closes, AFT takes a snapshot
of what the follower is wearing, assigning it to the outfit.
Toggling an outfit OFF will disable/clear the outfit but will also
equip the outfit in the process. Users can use a quick toggle
Off/On to make updates or just get a glimpse of what is assigned.
Force Combat Outfit Weapon:
Toggle indicates if AFT should force the follower to use the weapon
assigned to the combat outfit when combat begins. When toggled, the
combat outfit weapon is equipped with flags indicating the game should
not allow the NPC to unequip it. When not toggled, the weapon is
still equipped, but the follower is free to switch weapon mid-combat.
(unceck this box and don't assign a weapon to the combat outfit if you
want the AI to handle weapon selection at all times)
CLEAR ALL OUTFITS:
Unsets all outfits assigned to the selected NPC (SELECTED
MODE) or all Active Followers (ALL FOLLOWERS MODE). Unlike
other toggles, this will not restore any outfits. Followers
will keep wearing what they have on and simply stop reacting
to outfit change events.
UnManage Outfits
The presence of this command indicates AFT is managing your
followers outfit.
When AFT is managing your followers outfits, not only does it
change outfits in different environments, but it also removes
the followers default weapon from the outfit. This gives you
more control over what weapon your follower uses in combat.
Selecting "Unmanage Outfits" will Clear All Outfits (if any
are set), attempt to restore their original outfit and
re-enable the default weapon.
c) Dedupe
The purpose is to safely offload excess gear onto a follower
when you get weighted down. The command scans the players
inventory for a list of common items and removes duplicates,
transferring them to the follower. It also removes ALL Junk.
The idea is that unique and quest items are unlikely to be
found in pairs. So removing duplicates and junk is probably
safe and shouldn't break quests or inadvertently remove
something you want to keep.
The scan list excludes a number of items such as Fusion Cores,
Stimpaks, lock picks, ammo and other rare or valuable stackables.
This command ignores the follower's Carry Limits.
d) Dejunk
Transfers all items considered "Junk" from the players inventory to
the followers inventory. Junk is anything that can be broken
down into more basic raw materials.
This command ignores the follower's Carry Limits making it easy to
bring large amounts of junk with you to support settlement
renovations.
e) Sell Unused/All Gear
This command will convert a followers inventory into caps. The
only items that will remain are those assigned to an outfit. If no
outfits are assigned, it will appear as Sell ALL Gear.
Background : The idea behind the command is that you are basically
sending your follower on an errand to sell their gear where ever
they can at a reduced price. As a result, You wont get as many
caps, but you also don't have to spend hours/days running around
the commonwealth looking for buyers (With caps to spend).
When issued from ALL FOLLOWERS MODE, you will first receive a
confirmation prompt.
f) Unequip All
The command is pretty self explanatory. A few notes:
- If the follower is in PowerArmor, they will exit the PowerArmor,
unequip all and then Re-enter the PowerArmor to avoid PowerArmor
related glitches.
- Following the command, only PLAYABLE items will be visible in
the followers inventory. If the follower was wearing unplayable
items, you may not be able to re-equip them. AFT includes fixes
for some NPCs such as Nick Valentine. Other NPCs such as Deacon
may need new clothes (and a wig). Saving is recommended before
using the command.
G) More
Various commands to help manage inventory and junk in bulk:
----------------------
More
----------------------
Convert Junk to Scrap
Give me your junk
Give me your scrap
Give me unused Gear
----------------------
CONVERT JUNK TO SCRAP:
This command instructs a follower to convert all the junk in their
possession into scrap. You might do this to lighten the load or
just to keep tabs on how much of each type of scrap you have
collected.
Since followers can have massive accumulations of junk, a progress
bar is provided while the operation is underway.
GIVE ME YOUR JUNK:
Transfers all the JUNK to the player (this includes scrap).
GIVE ME YOUR SCRAP
Transfers only raw scrap to the player. Does NOT transfer
non-scrapped Junk.
GIVE ME UNUSED GEAR
Transfers any items that are not assigned to a follower outfit to
the player.
NOTES:
- If an outfit has a weapon, the ammo that the weapon uses is also
considered part of the outfit even if the ammo wasn't equipped
when the outfit was created.
- If you setup any outfit for Nick Valentine, AFT adds an assortment
of Nick-Compatible accessories and outfits to Nicks inventory that
you can see and use to optionally change his look and appearance.
- Any items assigned to an outfit are protected from Bulk inventory
commands. For example, if you say "Give me unused Gear", you will
get everything the follower has... except items assigned to one of
the outfits.
- Outfits do not have to be different. If nothing else, each outfit
provides an opportunity to flag an additional weapon as being
protected from bulk commands. Many users for example want their
followers to have a primary, secondary and backup melee weapon
to account for ammo depletion.
3) Combat AI
Follower Specific options for Combat:
----------------------
Combat AI
----------------------
> Combat Style
> Aggression
> Flee Settings
> Player Distance
[ ] PA Helmet Toggle
[ ] Ignore Friendly Hits
> Global Settings
----------------------
DETAILS:
a) Combat Style
Choose a combat style for your follower to match the
archetype you have in mind for the follower. When you
set a combat style, stats will automatically be
redistributed to match the style.
----------------------
Combat Style
----------------------
(*) Default
( ) Gunslinger
( ) Bruiser
( ) Commando
( ) Boomstick
( ) Ninja
( ) Sniper
( ) Dynamic
----------------------
Default:
Combat AI is not enforced and falls through to whatever
AI is normally configured. This is useful if you use
AFT with other combat AI enhancing mods.
Gunslinger:
Holds ground (doesn't close distance or back
off). Looks for cover and keeps on shooting with a gun.
Bruiser:
Prefers closing the distance and fighting hand to hand.
Will use melee weapons if they have one that can do more
damage than their hands. Only uses ranged weapons when
they can't seem to reach the enemy.
Commando:
Holds ground (doesn't close distance or back
off). Generally also doesn't seek cover because of the
spin up time of large weapons. This is a good style for
followers in power armor.
Boomstick:
Prefers closing the distance but then fights with guns
looks for cover. IE: Useful for followers who use shotguns
like Hancock.
Ninja:
Closes the distance, but then prefers melee weapons. Will
also use hands or guns if they can do more damage. Excellent
close-combat defense. Trained to use special moves more
often.
Sniper:
Will back off to increase distance, then seek cover to avoid
detection. Will almost exclusively use guns.
Dynamic:
Advanced AFT AI. Based on weapons and distance to enemy,
switches combat style to optimal settings. You could think
of this like the coarser setting. Evenly distributes stats
to remain versatile.
b) Aggression
----------------------
Style
----------------------
[*] Aggressive
[ ] Defensive
[ ] Auto
----------------------
AGGRESSIVE:
Sets follower aggression to "Aggressive". Aggressive Followers
attack enemies on sight. (Even if the player is sneaking and
hasn't been detected yet).
DEFENSIVE:
Sets follower aggression to "Unaggressive". Unaggressive Followers
will not attack anyone unless they are directly attacked first.
AUTO:
Sets follower aggression to "Aggressive" however follower
automatically changes to Defensive when they player begins
sneaking.
** NOTE : Activating Info (reading a book) ends sneak mode, so
INFO will not show Unaggressive when sneaking.
c) Flee Settings
These settings determine when a follower decides to run from combat.
The decision is based on a combination of Follower Health and Enemy
Difficulty.
----------------------
Caution
----------------------
[ ] Coward
[ ] Cautious
[ ] Average
[ ] Brave
[*] Foolhardy
----------------------
Coward - Will run at first sign of combat.
Cautious - Fight if Enemy is easy and health > 75%. Otherwise run.
Average - Fight until health gets below 50%
Brave - Fight until health gets below 25%
Foolhardy - Fight to the death.
NOTE: By default followers are made Foolhardy since they can't
die. However if you set mortality to enable follower death,
Caution automatically changes to Cautious.
d) Player Distance
Player Distance does not force distance during combat, but rather
affects distance outside combat. This will affect how close the follower
is to the player when combat begins
----------------------
Player Distance
----------------------
[X] Scout Ahead
( ) Near
(*) Medium
( ) Far
----------------------
[X] SCOUT Ahead
Should the follower attempt to stay in front of the player? In this
mode, Near/Med/Far determine how far ahead of the player. Dogmeat
uses scout ahead by default. However AFT allows you to enable or
disable this behavior on any companions you want.
NEAR: ( about 8 feet away)
Sets the follower AI to remain close to the player when exploring.
This setting affects proximity of NPC to Player when combat begins.
Distance during combat is actually determined by the Combat AI Style.
MEDIUM: ( about 16 feet away)
Sets the follower AI to remain moderately close to the player
when exploring. This setting affects proximity of NPC to Player
when combat begins. Distance during combat is actually determined
by the Combat AI Style.
This is the games default distance.
FAR: ( about 32 feet away).
Sets the follower AI to keep their distance from the player when
exploring. This setting affects proximity of NPC to Player when
combat begins. Distance during combat is actually determined
by the Combat AI Style.
e) [ ] PA Helmet Toggle
Toggled on to have the follower automatically un-equip the helmet of
their PowerArmor when outside combat and put it back on when combat
begins.
When traveling with multiple followers wearing PowerArmor, I found
this necessary as it was hard to tell who was who without being able
to see their faces.
f) [ ] Ignore Friendly Hits
Determines if follower will react to friendly fire. By default,
Followers have this option checked. However if you want a more
immersive experience, you can uncheck the value.
When unchecked, if you hit a follower a certain number of times,
they will automatically dismiss themselves and turn hostile. When
this happens, you must distance yourself from them and wait 24
hours (game time) before approaching them again.
g) > Global Settings
Takes you to the Global Combat Settings window. See below for
more detail.
4) Info
Scan followers to learn things about them. You can generate a full
report (ALL) or generate a report for a specific area using the menu
options:
----------------------
Info
----------------------
All
Stats
Relationship
Reactions
AI
Traits
Effects
Perks
Factions
Keywords
----------------------
a) All
Scans for everything and returns a "book" that contains all known
information regarding the NPC. The scan normally takes 5 to 10 secs.
b) Stats
Scans for SPECIAL attributes (Strength, Perception, Endurance,
Charisma, Intelligence, Agility and Luck) as well as Resistances and
overall health. Also reveals kill count of each follower.
c) Relationship
Relationship:
A single term that summarizes your current relationship with the
follower:
Hate, Disdain, Neutral, Friend, Admiration, Confidant,
Infatuated, In Love
Romance Option:
Indicates if the follower Can be romanced
Is Romanced:
Indicates if follower is currently in a romance with the player.
Player Opinion:
Provides score which reflects how much the follower likes or
dislikes the player based on an accumulation of observed actions
and traits. The score ranges from -1100 to 1100
Most followers start off at 0. At certain threshold points, the
follower relationship may shift from say... Neutral to Friend or
Neutral to Disdain. The closest thresholds are provided above and
below the Player Opinion score to show how close you are from a
relationship shift in the positive or negative direction.
Relationship shifts are normally (but not always) accompanied by
Companion specific comments, conversations and scenes.
d) Reactions:
Provides a comprehensive list of actions and events that Fallout 4
monitors and shows the selected Follower's reaction to those events.
See Section "V.A Recognized Reactions" below for full listing
Ratings are color coded for easier reading. Like's are colored Green
while dislikes are colored red.
e) AI
Aggression:
Determines when or if your followers will attack other characters.
- Unaggressive: Only attack if hit by another NPC
- Aggressive: Attack enemies on Sight
- Very Aggressive: Attack non-allies on Sight
- Frenzied: Attack everyone on sight
Confidence:
Confidence determines how low your followers health can get before
they begin to run from a fight.
- Cowardly: No damage necessary. Immediately Run
- Cautious: Run if health below 75%
- Average: Run if health below 50%
- Brave: Run if health below 75%
- Foolhardy: Never Run
Assistance:
Assistance determines who a follower will "Follow into" combat.
For example, the player is considers a friend and an ally. Even if
your followers aggression is set to Unaggressive, they may begin
fighting when the player takes a hit, even though they didn't
receive it directly.
- Help No One: Never enter combat because of someone else.
- Helps Allies: Assist anyone belonging to a friendly group.
- Helps Friends: Help "friends" regardless of group association.
Morality:
Morality controls whether an NPCs will commit crimes or refuse
commands against certain people, groups or owned containers.
- No Crime: Wont do anything considered unethical
- Property Crime: Will steal from owned containers
- Violent Crime: Will attack Non-allies + Property Crime
- Any Crime: Will attack Allies + Violent Crime
f) Traits
Race:
Some NPCs can change their race as part of the game (Most notably
Curie). AFT also allows you to change follower race for
appearance. AFT tracks both original race and current race.
By default, synths are treated as Humans and display as Humans to
prevent spoiling quests. The AFT Settings holotape includes a
setting to reveal Synths under Misc Settings.
Home Location:
Managed NPCs will have an Original and Current Home location. The
Current Home Location is the place that the Follower will go if
they are dismissed.
Unique:
This is a technical trait that indicates only 1 copy of that
specific NPC is allowed in the game. (No duplicates).
Generally speaking, NPC's with unique names are unique. This
Property is necessary for the Sculpt system to work.
Templated:
Templated characters are normally generated by scripts and involve
randomized elements. IE: a head from here, an outfit from there, a
weapon from somewhere. NPCs that show up at your settlements are
generally templated.
The game continuously enforces the traits of templated NPCs. For
this reason, you generally can't change their appearance. Sculpt
and Set Name wont work for example. (They work very briefly, but
the NPCs changes back so fast all you see is a blink).
Curie is a special case and has special code to defeat this
limit. But in general, you can't sculpt a templated NPC.
Curie also includes a special "New Body" menu where you can
assign an entirely new pre-fab face/Body from a small collection
we created.
Managed Slot
The "Slot" or ID within AFT that the NPC is using. A number between
1 and 32. This can be useful if you wish to setup targetted hotkeys.
See the HotKeys section below for more details.
g) Effects
AFT may not be able to account for every item, potion, recipe or
perk mod you install, but under the hood most of these mods end up
applying one of a few dozen effects. This screen lists these lower
level general effects. You will typically see some overlap between
what you see here and in other areas such as Perks.
See section V.B "Recognized Effects" below
for a full listing of detected effects.
h) Factions
A Faction is a named group or organization. For example, there is
faction for Diamond City and a faction for the Brotherhood of Steel.
A Faction for raiders and a faction for Synths. Much of the fighting
that occurs in Fallout 4 is due to Faction membership and the
relationships defined between the factions.
When a follower is a member of a faction, they may show loyalty to
that faction by attacking other NPCs on sight because they are a
member of an enemy faction. They may also refuse to attack other
faction members.
Here, we show what factions the NPC is/was a member of.
See section V.C "Recognized Factions" below for a full listing of
detected Factions.
NOTES:
AFT removes followers from all factions to ensure loyalty and avoid
unintended hostilities. When used on a managed NPC, the factions
shown reflect a snapshot of the follower's factions BEFORE they
joined the player. If you are scanning an unmanaged NPC, then
Factions will be current.
i) Perks
Player Perks are well known, get cool names and are chosen by the
player as the player levels up. NPC perks are less glamorous, more
limited and also generally very direct. You will see perks for
things like adding damage resistance or increasing attack damage.
See section V.D "Recognized Perks" below for a full listing of
detected Perks.
j) Keywords
Keywords are small nuggets of information used in making AI
decisions. For example, there is a keyword that allows an NPC to
attempt to pick locks. Keywords can also be used to determine things
like which seat of the Vertibird the NPC will climb into. Some
keywords operate like spell effects. The keyword ImmuneFrenzy grants
immunity to frenzy just like a spell could.
Keywords are broad in scope, but as they are so heavily used by the
game engine, we felt it was worthwhile to scan for the most common
ones and show them.
See section V.E "Recognized Keywords" below for a full listing of
detected Keywords.
5) Appearance
The Appearance menu offers number of ways you can customize your
followers appearance. Some commands such as Scale will work against
any NPC or creature. Other commands like Sculpt are very picky and will
only work with Humans and Ghouls who are both unique and non-templated.
Most commands are neither as lenient as Scale or as strict as Sculpt
and fall somewhere in the middle.
For these reasons, some companions are more customizable than others,
but every NPC can be customized to some degree
----------------------
Appearance
----------------------
> Pose
> Scale
> Parts
> Race
> Voice
Sculpt/Edit Body
Posture
Expression
New Body
Reset
----------------------
a) Pose
The Pose Menu contains a number of options for posing the NPC.
----------------------
Pose
----------------------
Browse
> Select
Move/Rotate
Stop
----------------------
You can only pose humanoid companions. This option will not appear
if the follower is a dog or non-humanoid robot like a Mr. Handy.
BROWSE:
Visually browse the various poses applied to the NPC and choose
the one you wish to use or cancel. On selection, begins a Dialogue
Scene where the Right and Left options cycle poses and the up and
down options choose/exit.
SELECT:
Brings up a list of all Poses and allows you to jump directly to a
named pose without going through the Pose Browser (saves time).
MOVE/ROTATE:
NPC position becomes locked to the player so that as the player
moves so does the NPC (like picking them up). Dialogue menu arrows
allow you to rotate, lean and shift the follower in small detailed
increments for fine-grained placement.
STOP:
Ends the current Pose.
NOTES:
If you pose an ACTIVE follower, the pose will automatically end
once you get more than about 15 feet from them.
b) Scale
The Scale Menu contains a number of options for changing the size of
an NPC. Worn items such as clothes and power armor will scale up or
down to match the Follower.
----------------------
Scale
----------------------
200 %
150 %
125 %
105 %
95 %
80 %
66 %
50 %
Reset
----------------------
PERCENTAGE:
If the value is greater than 100%, the NPC will get larger. If the
value is less than 100%, the NPC will get smaller.
RESET:
Returns the NPC to their original proportions. This is the only
command that ignores the Followers current size.
NOTES:
Scale is always based on the Followers CURRENT size. So if you
scale a follower to 200% twice, they will be %400. You can mix
and match commands to achieve values outside the 8 listed above.
c) Parts
While the SCULPT command insists on Human or Ghoul races, the PARTS
command is less picky. It uses papyrus commands to force models onto
the NPC and can even offer access to content not available from the
sculpt command. For example, you can assign hair to Nick, a beard
to Cait or Synth Eyes to Preston. We can even make Piper look like
Nate (with some scaling). The parts command has no restrictions.
----------------------
Parts
----------------------
Hair
Eyes
Beard
Face
----------------------
HAIR:
Use Dialog Arrows to browse the Hair styles applied to the NPC
and choose one.
Eyes:
Use Dialog Arrows to browse the Eye styles applied to the NPC
and choose one.
Beard:
Use Dialog Arrows to browse the Beard styles applied to the NPC
and choose one.
Face:
Use Dialog Arrows to browse the Prefab Face Meshes and choose
one.
NOTES:
The first time you use PARTS/SCULPT against an NPC, AFT unlocks
the FACE for editing. The technical trick we use to do this
removes any existing EXTRAS added to the face (blemishes, scars,
freckles, etc...). You can of coarse add them back, though you
may not know exactly what they were. You will recieve a
confirmation prompt regarding this when you use either of those
two commands.
d) Race
----------------------
Race
----------------------
Human
SynthGen1
SynthGen2
Dog
Rabid Dog
FEV Dog
----------------------
AFT allows you to change the racial appearance of your follower. For
example you can use AFT to make Hancock a much more attractive human
for those wanting to romance him. You can turn Codsworth into a
Human (Synth) so that he can operate PowerArmor and be a more
effective fighter. You can turn strong into a Behemoth or a talking
Dog (both relatively entertaining).
AFT restricts the available options on a per-companion basis to
those deemed "safe". So for example, Piper has very few options
because testing revealed she wasn't compatible with most races.
e) Voice
----------------------
Voice
----------------------
Restore Original Voice
> Female
> Male
> Other
----------------------
When you use AFT to force recruit other non-player characters, sometimes
those characters are silent and have nothing to say. The Voice option
allows you to assign a Voice to a companion that falls into that category.
This option only appears on force recruited NPCs.
Female Voice Options:
Female BOS1
Female BOS2
Female BOS3
Female Atom
Female Boston
Female EvenToned
Female Rough
Female Child
Female Old
Female Ghoul
Female Institute
Female Guard
Male Voice Options:
Male BOS1
Male BOS2
Male BO33
Male Atom1
Male Atom2
Male Boston
Male EvenToned
Male Rough
Male Child
Male Old
Male Ghoul
Male Institute
Male Coarser
Male Guard1
Male Guard2
Male Guard3
Other Voice Options:
SuperMutant1
SuperMutant2
SuperMutant3
Mr Handy
Mr Gutsy
Ms Nanny
Protectron
Sentry Bot
Assaultron
f) Sculpt/Edit Body
The Sculpt command starts up the games surgery menu, only with the
companion as the target instead of the Player. This is the same
editor you used to customize the players appearance when the game
started. So it allows full editing of the appearance from hair color
to facial blemishes.
Unfortunately, the built-in surgery menu only supports humans and
Ghouls. If you try to plug in any other race (supermutant, synth,
MrHandy), it will crash the game. Therefore AFT does checks and only
presents the menu if the race is human or ghoul.
Sometimes, this command will say "Edit Body". That means that AFT
has determined that edits to the NPC's face will likely fail, but
you can still use the Surgery Menu to change the body proportions.
This is most common with randomly generated NPCs you pick up at
settlements and random encounters.
NOTES:
The first time you use PARTS/SCULPT against an NPC, AFT unlocks
the FACE for editing. The technical trick we use to do this
removes any existing EXTRAS added to the face (blemishes, scars,
freckles, etc...). You will receive a confirmation prompt
regarding this when you use either of those two commands.
g) Posture
Posture is the stance that the follower takes when they are
relaxing. Some NPCs such as Mama Murphey use the elderly posture.
You can change the NPC's posture if you wish to add or remove
behavior. Note: You wont really notice unless the Follower relaxes.
h) Expression
Expression is a visual representation of someone's mood. Like
posture, it only gets used when the follower relaxes and even then
it may be so brief that it is easy to miss.
i) New Body
Currently, NEW BODY only appears with Curie and only if you complete
her quest to become a synth. It allows you to assign Curie to one of
several pre-fabricated bodies/face combos. This may become available
on other robotic companions in a future version.
j) Reset
From time to time, NPC's animations can become broken. For example,
if you leave Piper's apartment while she is smoking a cigarette,
a cell detach bug in the game can cause Piper to forever attempt
smoking cigarettes when at idle.
This command can be used to correct broken animation issues. It can
also correct behavior issues if they are related to a stuck animation.
Reset brings up a menu with two options.
Light Reset: This is always recommended as a first step. It simply
disables and reenables the NPC, forcing the game to reload their model
and animation data.
Full Reset: When a Light Reset doesn't fix your issue, you can try
a full reset. This command resets the NPC back to their begin-game
state. It immitates the console command recycleactor, but unlike the
console command, it takes a snapshot of the NPC and attempts
to restore them after recycling the actor. Gear, outfits and keywords
(relationship progress) are saved off and then restored after the NPC
is reset.
6) Settings
----------------------
Settings
----------------------
> S.P.E.C.I.A.L
> Assign Name
> Assign Home
> Personality
> Chat Settings
> AI Tweaks
[ ] Enable Pack Mule
[ ] Unlimited Ammo
[ ] No PA Damage
[ ] Enable Follower Death
----------------------
a) S.P.E.C.I.A.L
Use this screen to reset special attributes and reassign them
as you see fit. As the player levels up, new attributes may
become available.
----------------------
SPECIAL
----------------------
[+] Strength [5]
[+] Perception [5]
[+] Endurance [5]
[+] Charisma [5]
[+] Intelligence [5]
[+] Agility [5]
[+] Luck [5]
Available [8]
----------------------
Reset
> Back
----------------------
Stat Effects:
Strength : Carry Weight boosted by 10 pts for each stat allocated.
So with a strength of 5, the follower will receive a
boost of 50. At 25, the follower receives a max boost
of 250. (Game also provides melee damage boost)
Perception : Each stat allocated over 10 adds 10% damage to
attacks using ranged weapons. So at 11, the follower
does 110% damage with guns. At 25, the follower
does 250% damage with guns.
Endurance : Each stat allocated over 5 adds 25 points of health.
So at 10, the follower gets a health boost of 125
and at 25, the boost is 500.
Charisma : The player receives a synergy bonus for every 10
points allocated to active followers beyond the base
value of 5. So at 15, the player gets +1 charisma and
at 25, the player gets +2. If the player has 5 active
followers all with 25 charisma, the boost is 10 points
Intelligence : AFT does not add any additional benefits beyond
those naturally granted with high intelligence.
Agility : Each stat allocated (over base value 5) adds 3 damage
resistance to follower. So at 10, the follower gets
15 damage resistance and at 25, the follower gets 60
damage resistance.
Luck : The player receives a synergy bonus for every 10
points allocated to active followers beyond the base
value of 5. So at 15, the player gets +1 luck and at
25, the player gets +2. If the player has 5 active
followers all with 25 luck, the boost is 10 points
NOTES: A max of 25 is enforced for any specific stat.
Minimum total = 25 + level up to level 50 so that
at level 50, the minimum will be 75. After level
50 the minimum grows every other level. So at
level 100, the minimum will be 100.
b) Assign Name
Select one of 60 unique names to assign to your followers. For
example, give Dogmeat your own unique name. This is particularly
handy when importing NPCs that have generic names like "Settler",
"Guard" and "Resident". It will also work against the original
13 companions.
What to Expect:
- When bringing up the PipBoy, the assigned name will always appear
at the top.
- AFT also attempts to change the name that appears when you hover
the target hair over the NPC. However this can sometimes fail if
the NPC is currently being used by a higher priority quest/script
at the time you attempt to assign the name. (See Notes)
NOTES:
When you ring a settlement Bell to summon all settlers, a high
quest/script directs all the NPCs assigned to the settlement to
the bell. For this reason, you should almost never attempt to name
an NPC while a settlement bell is in effect.
The best way to avoid this specific issue is to sleep for a few
hours before attempting to name your companions.
The target hair name change is less likely to work for core
companions if you in the middle of their personal quest.
I've never gotten the Target Hair Name to change for Curie. Not
sure why.
c) Assign Home
Selecting this option will pop up a message box that prompts you for
a Home location. This is the location that the Follower will return
to when they are dismissed.
Your options can include:
- Original Home Location
- Settlement
- Camp
- Current Location
The message will include the name of the original home location so
you know where you would be sending them.
Settlement will pop up yet another menu so you can select one of
your settlements.
CAMP will only appear if you have setup camp at some point in the
past.
d) Personality
The original 13 "core" companions all come with reactions to things
they like and don't like. This can make traveling with some of them
difficult. So AFT includes some tweaks to help ease the friction.
----------------------
Personality
----------------------
[ ] Disable Dislike/Hate Reactions
[ ] Disable Like/Love Reactions
[ ] Convert Dislike/Hate to Like/Love
[ ] Convert Like/Love to Dislike/Hate
----------------------
[ ] Disable Dislike/Hate
You can have followers simply ignore things they normally don't
like. NOTE That ignoring something will not stop the commentary.
It will simply stop the Player Opinion score from dropping.
[ ] Disable Like/Love
You can have followers simply ignore things they normally like
or love. NOTE That ignoring something will not stop the commentary.
It will simply stop the Player Opinion score from increasing.
[ ] Convert Dislike/Hate to Like/Love
This setting will actual cause the relationship to improve when
you do things the NPC normally doesn't like. For example, stepping
into PowerArmor while traveling with Strong.
For immersion, this setting automatically disables negative
commentary from the NPC. If you wish to hear the negative comments
despite the reaction reversal, you can uncheck Ignore Negative
Comments in the Commentary section after you enable this.
[ ] Convert Like/Love to Dislike/Hate
This setting will actual cause the relationship to diminish when
you do things the NPC normally likes. For example, helping
settlements while traveling with Preston.
For immersion, this setting automatically disables positive
commentary from the NPC. If you wish to hear the positive comments
despite the reaction reversal, you can uncheck Ignore Negative
Comments in the Commentary section after you enable this.
e) Chat Settings
The original 13 "core" companions all come pre-configured with things
they say in response to what they observe. With up to 5 companions,
there can be a lot of NPCs all talking at once. So AFT includes
commentary management.
----------------------
Chat Settings
----------------------
[ ] Disable Idle Comments
[ ] Disable Player Comments
[ ] Disable Like/Love Comments
[ ] Disable Dislike/Hate Comments
[ ] Disable Activator Comments
[ ] Mute follower (No Comments)
> Global Chat Settings...
----------------------
[ ] Disable Negative Comments
The follower will no longer say things when they observe something
they don't like. Checking this setting alone will not stop their
opinion score from decreasing. This toggle only stops the
commentary.
[ ] Disable General Comments
The follower will no longer say things about the mundane things
they observe such as looting corpses or taking radiation damage.
[ ] Disable Positive Comments
The follower will no longer say things when they observe something
they like. Note that checking this setting alone will not stop
their opinion score from increasing. This toggle only stops the
commentary
[ ] Disable Activator Comments
The follower will no longer say things when you activate them
using the AFT activator.
GLOBAL CHAT SETTINGS...
A convenience link to the Global Chat settings, which is where you
control things like whether AFT should make NPCs talk in turn and
how many comments are allowed per event.
See Section "III.B.2 Chat Settings" below for more details.
f) AI Tweaks
----------------------
AI Tweaks
----------------------
[ ] Sync PowerArmor use w/Player
[ ] Sync Weapon use w/Player
[ ] Avoid Traps
[ ] Disable AutoRelax
[ ] Track Kills
----------------------
[ ] Sync PowerArmor use w/Player
When toggled, the follower will enter and exit their assigned
Power Armor when the player enter and exits power armor.
[ ] Sync Weapon use w/Player
When toggled, the follower will draw there weapon when they see
the player draw a weapon. When not toggled, they will wait until
they see a threat.
Defaults for core companions are based on background and
personality. For example, Danse is military trained, so he draws
with the player. Meanwhile, Hancock is laid back, so he doesn't.
You can of coarse change the settings if you wish.
[ ] Disable Auto Relax
Toggle this setting to prevent the specific follower from
auto relaxing when you holster your weapon. This is the
individualized version. There is a global version under
the AFT Settings Holotape.
[ ] Avoid Traps
When toggled, Followers will not set off physical traps even if
they accidentally run into them (including mines).
[ ] Track Kills
AFT begins tracking kills for the NPC during combat. This option
uses ONHIT events for tracking, so it may cause lag on slower
machines. Kill Count can be seen under INFO -> Stats
g) [ ] Enable Pack Mule
When toggled on, follower carry capacity increased to 2000 lbs.
h) [ ] Unlimited Ammo
Check to cause follower to have unlimited ammo
i) [ ] No PA Damage
Check to prevent damage to Follower PA.
j) [ ] Allow Follower Death
Name says it all. Toggle will allow followers to die. NOTE: (Nick,
Dogmeat and Piper are essential until certain game milestones are
complete.)
7) Tools
The Tools Menu is actually a Global menu available under both Follower
Mode and All Follower Mode. Access is included from Follower Mode primarily
as a convenience. See See section C.3 below for more details.
8) Follower Selection
Allows you to switch to ALL FOLLOWERS mode. In ALL FOLLOWERS mode, only
commands are shown that can be applied to all active followers.
9) Force Recruit NPC
Forces the NPC to become a follower, fully managed by AFT.
10) AFT should ignore this follower
This option will mark the NPC so that AFT will ignore them. Selecting
this will cause the "Force Recruit NPC" option to disappear. If you
can talk to the NPC and ask them to follow you, AFT will not fully
import them and treat them as an "Unmanaged" follower. This is the
same behavior that occurs if you reach the managed follower limit
(32) and ask someone new to follow you through conversation.
C. AFT Activator : All Follower Mode
We start all follower mod by Activating the AFT Activator when the
crosshair is NOT located on any NPC. The following Menu will appear:
----------------------
[ALL FOLLOWER MODE]:
----------------------
> Actions
> Gear
> Tools
----------------------
> Select Follower
> Cancel
----------------------
1) Actions
A list of group commands you can issue to all followers.
--------------------------
Actions
--------------------------
Gather Loose Items
Unlock Visible
Summon All
Command Mode
All Retreat
All Attack
All Wait
All Hangout
All Follow
All Dismiss
All Enter Power Armor
All Exit Power Armor
Fetch my Power Armor |
Setup Camp \ Teardown Camp
--------------------------
DETAILS:
a) Gather Loose Items
Followers search around the player (Radius = 1.5X the size of
AFT CAMP) and gather up any items they see. If the crosshair
is on a specific follower, they will receive the items. If the
cross hair is not on any follower, then the preference will
be:
1) Dogmeat : If dogmeat is a companion, he is preferred as the
holder of gear because he will not attempt to use any of it
and for most users, they can scrap or sell everything in
dogmeats inventory without having to worry about messing up
an outfit.
2) Random Companion : If you do not have dogmeat but at least 1
AFT managed companion, then one of your companions will be
randomly chosen to hold the gear.
3) The player : If you are playing solo and have no companions,
the items will be funneled to your own inventory. This may
be dangerous if you are playing in survival mode.
Progress messages will be shown (normally less than 5 seconds)
with a summary of discovered items as well as items ignored because
they were owned or containers that were locked.
NOTE : Gather Loose Items is a time saving convenience method
and ignores followers carry weight limits. If you are
opposed to followers carrying more than their limit
allows, then don't use this method.
b) Unlock Visible
AFT assesses what is in front of the player, searching for locked
doors, containers or terminals. Then looks at your companions and
selects the one best suited for the job. This helps avoid the
need for command mode or placing the crosshair over the item
that needs to be unlocked. An excellent command to link to a
favorite or hotkey if the player does not prefer to unlock things.
If you have 2 people in your party that can unlock something, then
the first recruited will be preferred over the other. To change
AFT's preference, dismiss everyone and then ask the NPC you prefer,
to follow you first. Then ask the others.
c) Summon All
Teleports all active followers in front of you and causes
them to begin following you again if they were told to
wait/hangout or individually stay somewhere.
Note:
- There are some areas of the game where Summon All is disabled
for immersion reasons.
d) Command Mode
Places the previously commanded actor back into command
mode. Activating a second time toggles command mode off.
Recommend using as a HOTKEY.
e) All Retreat
Causes all followers to stop fighting and retreat for 20
seconds.
After 20 seconds, they will continue to fight and defend
themselves unless you renew the command with another call.
f) All Attack
Typically used when sneaking to have your followers attack
nearby enemies that have not yet spotted you. (You want everyone
else to attack so the attention is not on you). It can also be
used to cancel a retreat that is in progress.
All Attack will direct your followers to attack any non-allies.
This can include neutral NPCs such as merchants, so use with
caution.
g) All Wait
All followers enter WAIT Mode. (As if you walked up to them
and told them to STAY)
h) All Hangout
All followers begin to Wait and Sandbox. Command overrides
followers individual Auto Relax settings.
i) All Follow
All followers begin to Follow the player. This command will
cancel individual states like STAY HERE.
j) All Dismiss
Dismisses all followers after presenting you with a
confirmation prompt.
k) All Enter Power Armor
Any follower with an assigned Power Armor who is not already
wearing it will immediately enter their power armor. Followers
will run up to it if it is nearby or the PA will teleport to
them if it is not.
POWER ARMOR ASSIGNEMENT:
To assign a PowerArmor to a follower simply have them enter a
power armor. Assignment occurs when they enter.
For those unfamiliar with the process, Start Command-Mode by
"grabbing" the follower from a distance. On PC, you use the [e]
key by default. This will cause the target hair to show context
sensitive information based on what the target hair is hovering
over. Hover over a PowerArmor and tell the Follower to Enter.
This assigns the PowerArmor to the Follower. It will remain
assigned until another NPC or the player enters the PowerArmor.
The easiest way to un-assign PowerArmor is to have the player
enter a followers PA.
l) All Exit Power Armor
Any follower wearing Power Armor will immediately exit.
m) Fetch My PowerArmor
Causes the players PowerArmor to teleport to the Player, as if a
follower fetched it.
n) Setup\Teardown Camp
"Setup":
Appears if Camp is not already setup. The command scans the
terrain around you and builds camp based on characteristics.
Construction can take up to a minute depending on what you have
enabled and purchased.
"Teardown":
Appears if Camp is currently setup. If you issue the command in
the vicinity of camp, camp will immediately begin to fade.
Teardown can take up to two minutes depending on the complexity of
Your camp and what you have purchased/enabled.
If you issue Teardown when you are away from camp, a 24 hour delay
penalty is added. (1 game day). This is to simulate the amount of
time it would take your followers to return to camp, tear it down
and return to you. Activating Teardown a second time while the
penalty window is active will tell you how much time is left
before camp is available. You can cancel the penalty by returning
to camp and issuing the command from camp itself.
NOTES :
Special things happen the first time you setup camp. See the Aft
Camp section below for more details.
2) Gear
Use this menu to configure outfits or issue commands for bulk inventory
management.
----------------------
Gear
----------------------
Unequip All
Give me ALL Junk
Give me ALL Scrap
Give me ALL Unused Gear
Give me ALL Gear
----------------------
DETAILS:
a) Unequip All
The command is pretty self explanatory. A few notes:
- If a follower is in PowerArmor, they will exit the PowerArmor,
unequip all and then Re-enter the PowerArmor to avoid PowerArmor
related glitches.
- Following the command, only PLAYABLE items will be visible in
the followers inventory. If the follower was wearing unplayable
items, you may not be able to re-equip them. AFT includes fixes
for some NPCs such as Nick Valentine. Other NPCs such as Deacon
may need new clothes (and a wig). Saving is recommended before
using the command.
b) Give me ALL Junk
Transfers all the JUNK to the player (this includes scrap).
c) Give me ALL Scrap
Transfers only raw scrap to the player. Does NOT transfer
non-scrapped Junk.
d) Give me ALL Unused Gear
Transfers any items that are not assigned to a follower outfit to
the player.
e) Give me ALL Gear
Transfers all follower items to the player, even those belonging
to an outfit.
NOTES:
- If an outfit has a weapon, the ammo that the weapon uses is also
considered part of the outfit even if the ammo wasn't equipped
when the outfit was created.
3) Tools
----------------------
Tools
----------------------
> Locate Managed NPC
> Settlement
> Unmanage NPC
> Global Settings
> QUEST: Camp Expansion
----------------------
a) Locate Managed NPC
A menu will appear listing the names of all managed/tracked NPCs.
Select a name and a quest will begin to locate the selected NPC.
Follow the quest objective marker to find the NPC.
Approaching the NPC and getting within touching distance ends the
quest.
b) Settlement
The Settlement Tools only appear when you are in a settlement.
----------------------
Settlement
----------------------
> Clear Settlement
Reset Build Limit
> Load Prefab
> Save Prefab
----------------------
CLEAR SETTLEMENT:
Used to quickly scrap a settlement. By default, it will scrap
everything, that can be scrapped and transfer it to the settlement
workbench.
The method takes you to a page of options where you can filter
what you would like to remove. For example, you may wish to leave
things you can't re-create with the Workshop like living trees.
Removing items from settlements when settlers are assigned
to them can lead to crashing and game instability. Therefore,
ClearSettlement (may) unassign all the settlers from their current
tasks if the cleared items include food, beds or other
assignable objects.
The recommendation is to manually store all food sources
(plants) before issuing the command. Conversely, you can
filter out food items from the Clear Settlement filters.
RESET BUILD LIMIT
If you are working on a settlement and your size bar fills up, you
can issue this command the reset it to 0.
LOAD PREFAB
Searches for any installed Prefabs and displays them one at a
time. By Default MOST settlements have at least 1 Prefab that
includes a Wall Only and Full Build option (See credits below for
list of default prefabs included with AFT and their prices)
Prefabs cost money, but don't forget you can use Clear Settlement
in conjunction with the "Sell all gear" command to quickly convert
settlement scrap into caps.
When loading a prefab, if Food sources are detected, you will
receive a warning, but it will allow you to proceed. SHould you
decide to proceed, it will unassign all settlers from their
current tasks. If you want to avoid this, make sure you clear all
food sources before attempting to load the Prefab.
Wall Only Prefabs do not include housing, defenses, electricity,
food or water. They also generally do not clear the settlement.
Full build Prefabs always include a Wall. If the Wall is
purchased first, the cost of the wall is subtracted from the
Prefab.
By default, AFT Does not include Prefabs for Bunker Hill, Covenant
Or the Boston AirPort. However AFT Addon-Mods may become available
that expand the selection for those areas.
SAVE PREFAB
This option only appears if you are running the PC version
of the mod. Furthermore, for the command to work, logging
must be enabled which requires additional steps (See "III.E
Creating Your Own Settlement Snapshots" below).
----------------------
Save
----------------------
To Batch
To Papyrus
Cancel
----------------------
- TO BATCH:
On Activation, takes a "snapshot" of the current settlement with
a progress bar to indicate time until completion. Typically
takes about a minute. When finished, it will tell you the name
of the log file (Basically the name of the settlement).
For an example see the link:
https://www.youtube.com/watch?v=uCYX_mUH4bY&t=11s
See III.E Below for more details.
- TO PAPYRUS:
On Activation, takes a "snapshot" of the current settlement with
a progress bar to indicate time until completion. Typically
takes about a minute. When finished, it will tell you the name
of the log file with the code in it (Basically the name of the
settlement).
Papyrus is used when you wish to export your settlement as another
option visible within AFT. You must use the code in a series of
additional steps to create an addon mod (Requires Creation kit)
The steps are outlined below in:
"Section IX: Making an AFT addon mod"
When the steps are followed, the settlement will become a new
Option within AFT and can even be distributed to Consoles such
as XBOX.
NOTES:
AFT prefabs only support a limited set of items. (About 1200 items in
total). By default, the list includes all constructable and scrapable
vanilla game items as well as a handful of non-constructable/scrap-able
items. A simple way to see what will be included in the snapshot is to
use Tools -> Settlement -> ClearSettlement. Any items remaining
after Clear Settlement will not be included in the Save.
Starting with version 1.17, Automatron, Far Harbor and Nuka World
DLC items are supported in their corresponding DLC areas. However
DLC items will not work outside areas that belong to the DLC. For
example, the Barn Kit that comes with Far Harbor will only be
recorded if the prefab is for a Far Harbor settlement.
Starting with version 1.17, AFT Prefab Addon Mods (Papyrus only)
can include their own custom resources (furnitures, walls, etc..)
and use them within the settlement(s) provided by the addon mod.
c) Unmanage NPC
If the target hair was on an NPC before issuing the command, that
NPC will be unmanaged. If the target hair was not on an NPC, A menu
will appear listing the names of all managed NPCs. Select a name
and AFT will unmanage the follower, making their slot available
for someone else.
When an NPC is unmanaged, AFT attempts to undo any changes made to
the NPC to the maximum extent possible. This includes restoring any
"Original" values such as factions, race and body parts. Some
changes can not be undone. For example, changes made using the
sculpt menu.
d) Global Settings
Opens up Global Settings. Note that global settings can also be
accessed via the AFT Setting holotape. Access to Global Settings
through the Tools menu was added mostly to support VR.
See "E. Global Settings" below for more details on Global Settings.
e) QUEST: Camp Expansion
This option appears while the AFT Camp Expansion quest is running.
Selecting this menu will give you a summary of the current task and
offer a buy-out option if you have the caps. Once AFT Camp Expansion
is complete, this menu option goes away. (Camp can be further
expanded with purchases from the Camp Terminal)
4) Select Follower
Opens a menu that lists all active followers. (even followers who are
waiting somewhere far away). This allows you to remotely issue commands
even when you can't reach them
D. AFT Activator : Import/Recruitment Mode
The Import/Recruitment Menu will appear if you use the AFT Activator on
an NPC who is not managed by AFT.
----------------------
[Recruit NPC]:
----------------------
Scan NPC
Make Follower (Full Import)
Make Follower (Leave AI intact)
Make Follower (Follow Only. DO NOT MANAGE)
Make Settler/UnMake Settler
Ignored NPC
Cancel
----------------------
NOTES:
- Import will work on any NPC who is not actively hostile towards the
Player.
- DO NOT use Import on core companions such as Ada, Cait, Curie,
Codsworth, Danse, Deacon, Dogmeat, Gage, Hancock, Long Fellow, MacCready,
Nick Valentine, Piper, Preston, Strong, X6-88. You should recruit
core companions normally through regular dialog.
1) Scan NPC
Examines the NPC and brings up an INFO SCAN report. Used to evaluate
if an NPC is worth making a follower or not.
2) Make Follower (Full Import)
If you force recruit a BOS soldier and an Institute Synth, under normal
conditions they would open fire on each other. FULL import ensures no
internal fighting between followers by stripping away the NPCs original
AI and replacing it with AFT's custom AI.
3) Make Follower (Leave AI intact)
Fully imports the follower into AFT EXCEPT it leaves their AI intact.
(which includes loyalty and disdain towards certain groups).
This option is best used on Custom Followers provided and installed
by other mods. Specifically mods where the follower comes with their
own AI and doesn't use a follower slot.
I do NOT recommend using this on BOS, Insititute or Railroad members
as it can cause them to open fire on the NPCs around you when you
visit opposing group headquarters. (Unless you dont mind since you
are siding heavily with a specific group anyway).
4) Make Follower (Follow only. DO NOT MANAGE)
This option places the NPC in one of your 5 follower slots, so that
they will follow you around. You gain access to their inventory and
a few basic commands like get behind me. But that is about the extent
of it. This is the safest option for users that are paranoid that Aft
might break one of their Custom Followers. I don't really recommend
using this on non-custom followers.
5) Make Settler
Makes the NPC into a settler and prompts you for which settlement/city
to assign them to. This was primarily added so that users could help
out those NPCs that they rescue or aid during the coarse of the game
than seem to have no place to go.
There is no limit to how many settlers you can import nor are there
any race restrictions. However, imported settlers retain their Faction
loyalty, so if you force certain NPCs to the same settlement (Say
members of the railroad and insttitute), there may be internal
fighting.
AFT's Settler system and AFT's Follower system are integrated together.
If you assign a Managed Follower to a settlement, and the follower lacks
the scripts needed to be a settler, AFT will automatically use its own
Settler management system. Conversly, if you UnManage a follower who
was assigned to a settlement, they may return to the settlement anyway
as an AFT Settler. You will need to use the AFT Activator on them a
second time and select "UnMake Settler" to end management.
Known Issue:
Fallout 4 doesn't completely recognize AFT settlers for the sake
of computing population. At times population will reflect a number
that doesn't include AFT settlers (and sometimes it will. It is a
toss up). However, this appears to only affect population and not
resources such as food, water or defense.
6) Ignore NPC
This option makes AFT ignore the NPC completely. Using the AFT
Activator on them will go strait to all follower mode, as if they
aren't even there. Should a conversation cause the game to make them
a companion, AFT will treat them like you imported them with the
"DO NOT MANAGE" option above.
NOTE: Because AFT completely ignores the NPC, there is no way to
undo this flag without using console commands or installing
and reinstalling AFT.
E. Global Settings
Global settings are used for settings that affect all followers. It also
supports admin-like functions like prepping for uninstall.
You can access Global settings in two ways. First, you can access them
via the Tools menu of the AFT Activator. This is recommended if you are
using VR.
The second Method is to use the AFT Settings holotape located in your
Misc items.
----------------------
Global AFT Settings
----------------------
> Follower Limit : 5
> Global Chat Settings
> Global Combat Settings
> Global Misc Settings
> Global Cooldown Settings
> View Readme
> Restore Aft Activator
> Summon Everyone!
> Prepare for Uninstall
----------------------
1) Follower Limit
The Follower limit indicates how many followers you may have in
addition to the dog. The default value is also the maximum. 3
is recommended for slower hardware and game consoles.
----------------------
Global Follower Limit
----------------------
> Limit : 1
> Limit : 2
> Limit : 3
> Limit : 4
> Limit : 5
----------------------
NOTES:
Follower Limit does not affect the maximum number of MANAGED NPCs,
which remains hard coded at 32. A Managed NPC is any NPC that you
are enhancing with AFT (think outfits and combat settings).
Managed NPCs do not include NPCs who you turned into Settlers
using AFT's Make Settler import command.
2) Global Chat Settings
----------------------
Global Chat Settings
----------------------
[X] Minimize Comment Overlap
[X] Allow Multiple Interjections
(*) Center camera on each speaker
[ ] Attempt Subtitles
( ) Leave camera on first speaker
[X] Limit Comments per Event
( ) 1 comments
(*) 2 comments
( ) 3 comments
( ) 4 comments
[X] Limit Loot Comments
[ ] Lock Comment Rotation to ...
----------------------
DETAILS:
a) [ ] Minimize Comment Overlap
When you have multiple followers, sometimes they all try to say
something at the same time. So AFT includes commentary management to
try and organized comments so that everyone speaks in turn.
b) [ ] Allow Multiple Interjections
This setting allows AFT to monitor quest progress so that it can
force all followers to comment during dialogs with interjection
points.
When AFT causes followers to speak, you can have the camera "break
cinematic" mode and center on each speaker or you can leave the
camera in cinematic mode, but it will cause the camera to remain on
the first speaker or the player.
When Center camera on each speaker is checked, you can further
have AFT attempt to pause the cut-scene so that spoken audio can
have subtitles and the words will be spoken in the players head.
Note the word "Attempt". This doesn't work on all cut-scenes and in
testing seemed to only work on the spouse. It also allows the person
you are talking to to continue walking around (IE: Preston). That is
why the option is disabled by default.
c) [ ] Limit Comments per Event
This setting is used to cap how many comments are spoken when
commentary management is enabled to help commentary feel more
natural. When toggled, you can limit the number of comments made
per event from 1 to 4 comments (untoggle for the value 5). The
Default value is 2.
Notes:
The Commentary Manager randomly picks the followers that speak
comments so that the same companions are not always making all the
comments.
Explanation:
When comments are managed, everyone speaks in turn, but this
causes a delay. For example, you step in a river and take
radiation damage. 20 seconds later, the river is nowhere in sight
but the 5th follower is just now starting to say their peace about
the radiation.
In play testing we found that 2 comments felt natural, 3 comments
pushed the boundaries and at 4 or more comments and the commentary
started to feel awkward and unnatural.
d) [ ] Limit Loot Comments
Typically looting comments uses the SHORT cooldown timer, allowing
your companions to comment on your looting habits as frequently as
once a minute. When you toggle LIMIT LOOT COMMENTS, it will cause
your companions to use the MEDIUM cooldown timer for loot events.
By default, the MEDIUM cooldown timer limits frequency to once
every 40 minutes.
Some users will combine toggling this setting with decreasing the
Medium cooldown to 20 or 10 minutes to try and strike a balance.
e) [ ] Set Main Follower to ...
When disabled (default), AFT rotates the primary companion every
15 seconds so that the commentary is distributed among all followers.
Who says what and shows up in cutscenes is effectively randomized.
When enabled, sets the primary Follower to use for all cut-scenes
and commentary. Enabling the option will bring up a list of Active
Followers and the selected follower will remain the primary follower
until dismissed or until the option is disabled.
3) Global Combat Settings
----------------------
Global Combat Settings
----------------------
[ ] Ignore Murder
[ ] Allow Followers to Heal Self
[X] Allow Followers to Heal Others
[X] Followers Catch up on Weapon Draw
[ ] Followers Stealth when Sneaking
[ ] Use Combat Outfit on Weapon Draw
[ ] Scale Follower Damage
----------------------
a) [ ] Ignore Murder
Toggle this setting if you want companions to ignore Murder events.
Explanation:
Murder occurs when the player kills someone who was not actively
hostile towards the player and was not the target of a current
mission/quest. Every one of the 13 original CORE companions hates
murder and will voice disapproval and threaten to leave if the
player is directly responsible for the death of an innocent.
The most common "accidental" cause of murder is placing powerful
mines on the ground near or around settlements.
NOTES:
- This setting only protects the player from MANAGED NPCs. So for
example, if you kill a settlement NPC such as Marcy Long, nearby
Non-Managed settlers may still react and attack you.
- When you import an NPC into AFT, they are removed from all
factions. So, you can import an NPC (Such as Marcy Long) and then
eliminate them without reactions or consequences.
b) [ ] Allow Followers to Heal Self
When this option is enabled, any follower who possess a stimpak (repairkit
for robots if DLC01 is installed) can heal themself when they enter
bleedout. Note that when you enable this option, the player loses the
oppoortunity of getting an affinity boost from healing companions themself.
c) [X] Allow Followers to Heal Others
When this option is enabled, followers with stimpaks or repairskits will
run to each others aid when another follower falls into bleedout. Note
that when you enable this option, the player may lose the oppoortunity of
getting an affinity boost from healing companions themself.
d) [X] Followers Catch up on Weapon Draw
When this box is checked, any Active followers who are not waiting
and are further than 32 feet away from you will teleport behind you
anytime you draw your weapon.
NOTES:
- Followers will not teleport behind the player if they are actively
in combat. This allows the player to switch weapons during combat
without constantly interrupting follower combat.
e) [X] Followers Stealth when Sneaking
When this box is checked, your followers will receive a stealth boy
effect anytime you are sneaking to minimize their impact on your
visual stealth.
NOTES:
- If any of your followers are using an AGGRESSIVE combat style (the
default for several), they will attack enemies on sight and give
away your stealth. If you are trying to play stealth, make sure
to set all Active Followers Combat Style to Defensive.
- The Stealth boy effect does not work on some races like Mr. Handy.
- Stealth boys don't hide sound. For this reason, large parties
(more than dog and 2 NPCS) are almost always detected due to the
sound generated when moving.
The recommended stealth approach for larger parties is to tell
followers to "hang out here", sneak into an enemy camp solo and then
summon them to your side once you are clear using the Summon All
Action.
f) [ ] Use Combat Outfit on Weapon Draw
This option causes followers to equip their Combat Outfit
when you have your weapon drawn instead of waiting for
combat to begin. The Combat Outfit will remain on as
long as your weapon is drawn.
g) [X] Scale Follower Damage
Incoming Damage [2.0]
Outgoing Damage [0.5]
When this option is enabled, Aft scales all followers incoming and
outgoing damage by specified multipliers. This was added to help
with game balance, especially on harder difficulties where vanilla
bugs normally result in overpowered followers.
When enabled, recommended values will be set and used based on
current difficulty level. However, users are free to modify these
multipliers independently to make the game easier, harder or more
balanced.
4) Global Misc Settings
An assortment of unrelated global settings that don't fall into a
single category:
----------------------
Global Misc Settings
----------------------
[X] Info Reveals Synths
[X] Treat Settlements as Cities
[X] Add Progress to Affinity Feedback
[X] No Collision with Followers
[X] Follower Flee in Workshop Mode
[ ] Disable AutoRelax (Global Override)
[ ] All Followers ride Vertibird
[X] Restore AFT Items on Game Load
[ ] Allow Core Companion Import
[ ] Auto Assign Stats for Combat Styles
[ ] Gather Loose Items: Remove Bodies
----------------------
DETAILS:
a) [X] Info Reveals Synths
By default, AFT will reveal synths in the Traits tab when you Scan
NPCs.
Untoggle this setting to have AFT hide synths and display them as
regular humans.
b) Treat Settlements as Cities
This option affects Outfit selection. City Outfit normally applies
to trading hubs such as Bunker Hill, Diamond City, Covenant, Vault 81
and GoodNeighbor. When this global toggle is checked, all player
settlements will also be treated as cities for the purpose of outfit
enforcement.
c) Add Progress to Affinity Feedback
Adds [##/100] progress indicator to the end of like/love
dislike/hate messages so you can keep tabs on follower
relationship progress without having to use the INFO
menu on them constantly. Note that the game allows
a buffer so that you can actually raise your companions
score to 110/100. (So you dont loose their admiration
just because you do 1 thing they dislike).
d) No Collision with Followers
When you approach a follower, AFT disables their clipping at the
moment you would normally bump into them. This allows you to walk
through them.
Notes:
- Followers animations become locked when clipping is disabled. If
they are in motion, they will continue forward (possibly through
walls) until they get some distance from you. If they were standing
still, they will be unable to move or talk until you back off a
little bit. For this reason, AFT will not remove clipping if the
follower is using furniture like a workbench, so that they can
finish their animation and stop using the device.
- Not sure why, but No Collision doesn't work on Dogmeat.
e) Follower Flee in Workshop Mode
This option turns on an AI setting so that the follower flees
the player when in Workshop mode. Note that it can take up to
a minute for the AI to kick in.
f) Disable AutoRelax
You can individually disable AutoRelax on followers, but often
times you may want to just disable it on everyone at once. This
setting disables autorelax for everyone at once.
g) All Followers ride Vertibird
By default, AFT will limit the number of followers who will ride
the vertibird to 2 (and sometimes less). Toggle this option on
to allow all followers to board. This typically results in
followers overlapping on certain seats, but it also means everyone
gets out at the destination instead of the others teleporting
to you to catch up.
h) Restore AFT Items on Game Load
This option was added for users who configure FO4Hotkeys who may
not need the AFT Activator to restore itself on game load if
it has been discarded (and assign itself to favorite slot #3).
Disable this option and AFT items will stop respawning. Untoggle
at your own risk.
i) Allow Core Companion Import
By default, AFT will prevent you from forcing core companions to
follow you to prevent breaking the game. FOr example, if you force
Piper to be a follower before getting into diamond city you may never
get into diamond city.
Toggle this setting if you wish to disable the safeties so you
can force CORE companions to follow you. Use carefully as bad timing
can break the game or certain quests/factions (as pointed out above).
j) Auto Assign Stats for Combat Styles
If this option is enabled, then you will be promoted if you wish to
automatically redistribute stats to match combat styles when you
assign a combat style. When disabled, you will not be prompted and
stats will not be automatically adjusted.
k) Gather Loose Items: Remove Bodies
Remove dead bodies after looting when using Gather Loose Items.
5) Global Cooldown Settings
----------------------
Cooldown Settings
----------------------
Gen Events Long [100 mins]
Gen Events Med [40 mins]
Gen Events Short [1 min]
Talk Idle Following [2-3 min]
Talk Idle Dismissed [4-8 min]
AutoRelax Delay [30 sec]
----------------------
a) GEN EVENTS
Some events have cooldowns to control how often they will happen.
Cooldowns control the frequency of reactions (both commentary
and affinity changes) but not the event itself. The game can't
stop you from jumping into an irradiated river every minute, but
it can ignore the event until a cooldown expires.
Below is a list of the events the game monitors and throws
events for. If you change a cooldown, you cap the frequency
that companions will react to all events associated with that
cooldown:
Immediate (No Cooldown)
-----------------------
Generous
Mean
Nice
Peacful
PeacfulFailed
Selfish
Violent
<companion>_dislikes
<companion>_hates
<companion>_likes
<companion>_loves
Refuse Settlement Help
No Evacuate Institute
Evacuate Institute
Synth Suspect Kill False
Synth Suspect Kill True
Synth Suspect Release
Short (Default 1 min)
-----------------------
Player Radiation Damage
Player Rad Poisoning
Player Crippled Head
Player Crippled Arm
Player Crippled Leg
Companion Crippled Head
Companion Crippled Arm
Companion Crippled Leg
Dogmeat Hurt
Donate Item
Drink Alcohol
Enter Powerarmor
Enter Vertibird
Hack Computer
Heal Companion
Heal DOgmeat
Jump/Fall from height
** Loot Corpse
** Loot Junk
** Loot Prewar Item
** Loot Epic Item
Murder
PickLock
PickOwned lock
Read Skill Book
Receive Money
Speech for more caps
Support Faction
Swim
Trigger mine
Use Workbench
Walk around Naked
Player encumbered
Eat Corpse
Med (Default 40 min)
-----------------------
ChemUse
Discharge Weapon (outside combat)
Drop Caps Or Useful Item
Modify Armor
Modify Weapon
Steal
Steal PickPocket
Long (Default 100 min)
---------------------
ChemAddiction
** : Loot events can be associated with the MEDIUM cooldown.
See Limit Loot Comments toggle under Global Chat Settings.
b) TALK IDLE COOLDOWNS
These cooldowns affect Idle Commentary. Or at least that is what
they are supposed to do. They rarely work as expected.
TALK IDLE FOLLOWING
Controls the games Idle Commentary cooldown when a companion
is following you.
TALK IDLE DISMISSED
Controls the games Idle Commentary cooldown when a companion
has been dismissed. However, if you assign followers to a
settlement, the idle cooldown is ignored by the settlement AI.
If you assign followers to CAMP or their original home, the
setting works. However camp is a small enclosed space, so you
will still hear your followers speaking their HELLOS, GREETINGS
and PLAYER EVENT reactions like using a workbench. You wont get
the 15 min of silence you were expecting.
c) AUTORELAX DELAY
When auto-relax is enabled, this delay controls how long you
must/can linger before auto-relax kicks in.
6) View Readme
Opens up the In-Game Readme. The In-Game readme is an abbreviated
Basic version of this readme, with recommendations, special cases and
fine-grained details removed.
7) Restore Aft Activator
If you somehow misplace your AFT Activator, you can use this option
to spawn a new one in your inventory.
8) Summon Everyone!
This is a convenience command for summoning all managed NPCs. It is
provided to aid in uninstall. To prevent abuse of the command, it
can only be used 3 times in a single save and a week of game time
must pass between each use. Then the command goes away.
9) Prepare for Uninstall
This option unmanages all of your NPCs, attempting to undo any
changes AFT made to them. It also shuts down all AFT related
support quests and resets variables to pre-install values.
For example, your spouse will disappear if you rescued them. Your
AFT Camp will go away. Appearance and wardrobe changes made to
companions will be undone to the maximum extent possible. Any
followers who were not UNIQUE NPCs will generally disappear.
Ideally once the method is complete, you would save and then go to
the main menu and disable the AFT MOD. The "[M]" will remain next to
the save, but the Uninstall ensures AFT gracefully released any
resources it was using. (So it shouldn't interfere with any other mods
you may wish to install and try out).
Things that are NOT undone:
- Settlement changes and purchases are not be undone. This includes the
Clearing of settlements and the purchase of any walls or prefabs.
- Any visual changes made using the SCULPT menu will persist. So if
you used the Sculpt menu to change Pipers hair or give Preston a
difference face, these changes will persist.
- Death is not undone. So if you used AFT to kill an essential NPC,
they will remain dead.
- Custom Faction removals are not undone. AFT only knows about
vanilla factions, so if you Import (Full) a Mod Companion that
has Mod-Specific factions, those factions are not recovered.
F. AFT Camp
Access AFT's mobile camp from the Actions menu by selecting "Setup Camp".
Players start off with a simple fire pit (cooking Bench) and sleeping bag.
AFT also adds a Map Marker so players can fast travel back to camp
when desired. (Camp can be used as an anchor to return to isolated
locations).
The fire pit is persistent. This means if you tear down camp and rebuild
it elsewhere, your stored items will still be present.
For many players, a basic portable container/sleeping bag/map marker is
enough. For those who want more, AFT offers an optional expansion quest
that starts the first time you setup camp.
1) AFT Camp Expansion
The quest involves gathering items and resources to upgrade camp.
a) Find/Fix APC (to justify mobility)
Requires that you approach the APC marooned in the water near
sanctuary or pay someone else to do it for you (500 caps). There
is generally a low level creature protecting it (Blood bugs) and
Radiation because of nearby barrels. Enter the APC to complete
the quest.
b) Gather/Purchase wood (to build foundation)
Requires either 200 wood or 600 caps. This is generally not
difficult if you use the settlement menu to clear/scrap
Sanctuary and then grab the wood from the workbench. Once you
have the materials, complete quest by going to the TOOLS menu on
the Aft Activator.
After this quest is complete, you will get a wooden platform
with a terminal when you use the Setup Camp action. The Terminal
allows you to purchase additional items for camp.
c) Locate mobile homes (to build Walls)
Requires that you to travel to 4 specific locations that contain
mobile home units and enter the mobile home, or pay your followers
to do it for you. (500 caps each location)
After the Mobile Home quest, the AFT Camp Expansion Quest will
complete and disappear from your Tools menu.
d) Locate and fix UFO
At some point in the game, you will likely witness a UFO crash
in the distance (it crashes East of Oberton Station). When this
occurs, you will see a UFO Camp Expansion Quest show up on
the Camp Terminal. You can either hike out to the UFO and salvage
it yourself or pay someone else to do it for you (10,000 caps)
The UFO upgrade adds a radiation shield to your camp and provides
an movable platform that can be reach high locations or snipe.
2) Camp Terminal
To access the Camp Terminal, you must complete the first 2 phases of
the AFT Camp Expansion Quest. Build camp with a foundation and the
terminal will appear:
----------------------
AFT Camp Control
----------------------
> QUEST: Camp Expansion
> Buildings
> Amenities
> Defenses
> UFO
> Settings
----------------------
- The Quest menu only appears when Camp Expansion is active.
- The UFO menu only appears if you salvage a UFO
3) Camp Terminal : Buildings
----------------------
Buildings
----------------------
[X] Foundation
[X] Module 1
[X] Module 2
[X] Module 3
[X] Module 4
----------------------
Modules will appear as you complete portions of the Camp Expansion
quest. By default Modules are enabled, however you can disable
modules if you prefer a more open camp.
Each module has a sliding door and light switch that lets you
customize the interior lighting of your camp. The first module
(Module 1) also includes a water fountain.
You can also disable the Foundation. This causes camp items to
get placed with the lay of the land (as best as possible). As
the UI implies, Modules (and their light sources) will not appear
if you disable the foundation. But all other items will still
appear when foundation is disabled.
4) Camp Terminal : Amenities
Use this menu to purchase amenities or configure options on your
purchases amenities.
----------------------
Amenities
----------------------
> Benches
> Beds
> Seating
> Misc
----------------------
DETAILS:
a) Benches
Benches allow you to construct and maintain items. They can also be
used to store items you aren't currently using. AFT Camp includes 5
possible benches, each one is persistent. (Items remain even when
you teardown and reconstruct camp elsewhere).
----------------------
Benches
----------------------
[X] Cooking
( ) Campfire
(*) Stove
[ ] Weapons (200 caps)
[ ] Armor (200 caps)
[ ] Chemistry (150 caps)
[ ] PowerArmor (300 caps)
----------------------
In the case of the cooking bench, you can elect to have a fire pit
in the middle of camp or a stove along one of the walls.
b) Beds
Beds allow you to rest and heal. The Med Bay will also allow you to
heal radiation damage, remove diseases and fix broken limbs. However
the Med Bay is not available until you have encountered one in the
game. Hint: You have to join/visit one of two technologically
advanced factions to gain access to one.
----------------------
Beds
----------------------
]> Bed 1 (20 Caps)
( ) Floor Mattress
(*) Bunk
( ) Single
( ) Dbl: Hi-tech
( ) Dbl: Pre-war
]> Bed 2 (20 Caps)
( ) Floor Mattress
( ) Bunk
(*) Single
( ) Med Bay
( ) Dbl: Pre-war
----------------------
You may purchase up to two beds. Their placement within camp is
pre-determined.
c) Seating
Seating provides a place for your followers to sit. Some seats
such as the Leather Couch will also cause the follower to take
on a more provocative pose when using it.
----------------------
Seating
----------------------
]> Seat 1 (20 Caps)
( ) Wooden Bench
(*) College
( ) Steel Bench
( ) Hi-tech
( ) Clean
( ) Leather
]> Seat 2 (20 Caps)
( ) Wooden Bench
( ) College
( ) Steel Bench
( ) Hi-tech
(*) Clean
( ) Leather
----------------------
d) Misc
Misc contains a number of interesting items that reflect the
personality of the player.
----------------------
Misc
----------------------
]> Misc 1 (100 Caps)
( ) Dog house
( ) CryoPod
( ) Bar
]> Misc 2 (100 Caps)
( ) Dog house
( ) Memory Lounger
( ) Bathroom
----------------------
NOTES:
- The CryoPod is a Fridge that can be used to convert Nuka Colas
to Ice Cold Nuka Colas or convert them to Cryo Cell ammunition.
- The Bathroom includes a shower and toilet that followers will
use.
- The Memory Lounger is fully function and allows the player
to revisit a memory of pre-war sanctuary.
5) Camp Terminal : Defenses
Any Defense purchase will places 8 turrets around the parameter of
Camp, insuring at least 2 turrets can fire at any approaching enemy
target (4 turrets can fire if the target approaches from a corner)
All turrets look the same, though ammunition, fire rate and turret
Health differ based on Level.
----------------------
Defenses
----------------------
> Turrets I : 400 caps
> Turrets II : 800 caps
> Turrets III : 1600 caps
> Turrets IV : 3200 caps
----------------------
DETAILS:
a) Turrets I
"Turrets I" will appear as a purchase option if the player exceeds
level 5. Fires basic 5.56 rounds at a slow rate. 250 HP each.
b) Turrets II
"Turrets II" will appear after the player exceeds level 15. Fires
Armor Piercing 5.56 rounds at a higher rate. 500 HP each.
c) Turrets III
"Turrets III" will appear after the player exceeds level 27. Fires
High energy blue laser blasts at a moderate rate. 750 HP each.
d) Turrets IV
"Turrets IV" will appear after the player exceeds level 39. Fires
High energy blue laser blasts at very high rate. 1000 HP each.
REPAIRING:
To repair damaged turrets, disable the turrets from the camp console
and then re-enable.
6) Camp Terminal : UFO
----------------------
UFO
----------------------
> Set Color
^ Raise 500 ^
V Lower 500 V
Beam me up!
Reset Height
----------------------
Once salvaged, the UFO will hover above your camp, providing
protection from rain and radiation. The bottom of the UFO also
Provides an additional lighting source.
DETAILS:
a) Set Color
Similar to the light switches found on other modules, Set Color
Allows you to select a color for the bottom of the UFO to create
unified or themed lighting. A list of colors will appear.
b) Raise 500
By default, the UFO hovers just above camp. You can raise it
Roughly 20 stories into the air from its original location. (The
higher camp is to begin with, the higher you can raise it).
Combined with the Beam Me Up! Ability, this can provide access to
High areas previously not accessible. For example, collapsed
Bridges.
c) Lower 500
This can be used to lower a UFO that was previously raised. It can
not be used to lower the UFO below camp.
d) Beam me up!
Using technology found in the UFO, the player and any active
followers are beamed up to the UFO. (As in standing on top of
it). To beam back down, open up the Map and fast travel to the AFT
Camp Map Marker. (Or if you have PowerArmor on, just jump...)
NOTE: Radiation protection is lost if UFO is more than 6 stories up.
e) Reset Height
UFO is returned to its starting position (acting as a roof for camp)
7) Camp Terminal : Settings
----------------------
Settings
----------------------
[ ] Teleport Player PA
[ ] Lock Doors
> Dock Camp
> Camp workbenches to Settlement
> Settlement workbenches to Camp
----------------------
a) [ ] Teleport Player PA
Uncheck this setting if you do not want the players PowerArmor
teleported to Camp when you build camp
b) [ ] Lock Doors
Toggle the doors as being locked or unlocked. If you somehow
lock yourself out, you can teardown camp or teleport in using
Fast Travel
c) > Dock Camp
This only appears if you setup Camp within the perimeter of
a settlement. It creates an AFT Camp Dock where the current
camp is located. Once created, the command will change to
> UnDock Camp
When you "setup camp" within the settlement perimeter, if an
AFT Camp dock is detected, the camp will construct itself
there. This allows users to create designated areas within
their settlement for AFT CAMP to appear. (You can decorate
the area using the regular workbench edit system).
Select "UnDock" to remove the dock (or just remove the object
using the workbench).
d) Camp workbenches to Settlement
Only appears when you setup camp up within the boundaries of a
settlement.
Transfers the contents of the Camp workbenches to the Settlement
workbench so that items are available to support construction.
e) Settlement workbenches to Camp :
Only appears when you setup camp up within the boundaries of a
settlement.
Transfers the contents of the Settlement workbench to your camp
workbenches. Items outside the local settlement will not be
pulled (you may still see materials available after transfer due
to a supply line link).
G. Saving your Spouse
To save your spouse, you need to locate Robot Curie in Vault81 and bring
her to your spouse's cryopod before the power runs out. Power runs out no
later than the start of Chapter 2 and in some cases earlier. For best
results, proceed immediately to vault 81 (You can rescue the Minutemen on
the way, but I wouldn't do much more than that)
If you are in a rush and don't mind cheating a bit, AFT also include a batch
script which will complete most of the steps below for you (so that you can
almost instantly gain Curie when you emerge from Vault 111). See #5 below
for usage instructions.
1) Where is Vault 81?
West (and slightly north) of Diamond CIty is a small pond. Vault 81
Skirts the West side of that pond. Best direct route from Concord
is to follow the train tracks south. After you pass Oberland Station,
look for a wrecked train on the tracks. When you get to the train,
start heading directly to Diamond City. You should come across the
pond and Vault 81 along the way.
2) How do I get in?
The easiest and fastest way is to use a charisma challenge and
convince the guard you are from another vault. (IE: Save before trying
to open the vault and keep reloading until you succeed). Failing that,
you have to locate 3 fusion cores to trade to get in, which is almost
impossible early in the game.
3) I'm in, now what?
You need to start the Quest "Hole in the Wall". To do this, you have to
do two things:
A) Take the tour offered by Austin after you get off the elevator. At
the end of the tour, tell Erin you will find her cat Ashes.
B) Go immediately to the Medical facility and talk to Dr. Forsythe.
Agree to donate some blood.
C) Leave the Vault Retrieve Ashes the Cat. Don't talk to anyone.
D) When you return, Visit medical. You should see Bobby, Dr. Forsythe
and Dr. Penske talking. Go listen in and accept their request to
Explore the hidden vault.
Common Problems :
Hole in the wall will start when you enter Vault 81 and all required
NPCs are available. IE: not being used by other quests. Hole in the
Wall Requires Austin, Dr. Penske, Dr. Forsythe, Bobby De Luca and
the Overseer.
If you talk to any Vault 81 residents and start quests that involve
these NPCs, Hole in the Wall gets delayed until those quests are
done. So for example, Talking to Tina Delucia can start the quest
Dependency, which uses Bobby Delucia. Talking to the School teacher
starts a quest that uses Austin. Talking to Dr. Penske can start a
quest that involves getting Fertilizer for her. To start Hole in
the Wall as quickly as possible, avoid talking to anyone other than
Austin, Erin and Dr. Forsythe.
4) Completing "Hole In the Wall"
It should be noted that if a molerat manages to land a single bite on
ANYONE, the player will contract the molerat disease. It doesn't matter
if the NPC is human or robot. It doesn't even matter if they are in
your party (if a molerat bytes a patrol robot, you will also get the
disease).
About the only way to complete the quest without getting the molerat
disease is to play it solo. If you have a companion with you, tell
them to STAY after destroying the 3rd Ceiling Turret. Don't bother
using the terminal to activate the patrol robot.
My Advice: Jump on top of boxes and shoot the molerats from a high
location. Keep an eye on your status. If a "Q" suddenly shows up at
the bottom of your status window to "view effects", then you got the
disease. The mother is the hardest. They may be molerats, but you
generally aren't very high level at this point. I actually used the
Minigun to take out the mother.
Once you reach Curie, use Actions -> Summon Everyone to teleport your
follower(s) back to you.
Back to the Medical Bay to deal with Austin. After that is done, Curie
will ask if she can accompany you. Say yes and then head back to
Sanctuary and Vault 111. Approach your spouses Cryo-Pod with Curie (and
Codsworth if you wish) to begin the rescue scene.
5) How to cheat and gain Curie Quickly:
Open Console and type: bat unlockcurie
Unpause console and wait for all the messages to finish displaying
Open Console again and type:
prid 102249
moveto player
Curie will appear, ready to join you.
SPECIAL NOTE : If you visit Vault 81 later in the game, the vault
door will be closed. To open it, open console and click on the vault
door with the mouse while the console is open. Then type the command:
SendAnimEvent "Stage2"
That will open the door.
6) Maximizing Spouse Interactions
AFT reuses pre-existing audio to support spouse scenes. When it comes
time to play a scene, it checks to see if the required audio is
available and if so, the scene plays. If not, the scene is skipped.
Some audio is only available in specific locations. So if you wish
to ensure all scenes are played, you need to make sure you are in the
correct area when specific affinity thresholds are reached:
- 250 : This is the hardest scene to witness as the friendship scene
requires audio that is only available when standing in Finch
Farm. If you wish to see the scene, I recommend heading to
Finch Farm immediately after rescuing your spouse. Once the
location is marked on your map, continue the game as normal,
knowing you can fast travel back quickly when your spouse
approaches 250.
HINT: If you give your spouse the wedding ring, it will
create a 40 point affinity boost. So wait until your
spouse is above 210 and then use the ring to boost
the affinity while at Finch's Farm.
- 500 : The admiration scene will always play, but it will skip some
lines if you are not near or in Goodneighbor when it plays.
Recommendation: When your spouse gets to 425, head to
Diamond city and rescue Nick Valentine. That quest takes you to
Skinny Malones Base, which is near GoodNeighbor.
- 750 : The confidant scene will always play, but it will skip some
lines if you are not within range of WRVR. Fortunately, the
station has a large range covering most of the commonwealth.
The lines are rarely skipped unless you are under ground or
in the far off reaches of the map (like The Glowing Sea).
- 999 : The infatuation scene pulls from globally available lines.
This scene should work from anywhere in the game so long as
all 13 of the original core companions are still alive. If
any of the companions have passed away, some lines may not
play.
H. Creating Your Own Settlement Snapshots (Batch)
1) Make sure your version of AFT support SnapShots
If you do not see "> Save Prefab" under the Settlement menu, then go
and download Amazing Follower Tweaks from:
https://www.nexusmods.com/fallout4/FalloutNexus.com
All versions uploaded to that site will include the Save Prefab ability.
2) Enable Debug Logging
a) Open the file :
[My Documents]\My Games\Fallout 4\Fallout4Custom.ini
b) Populate the Fallout4Custom.ini file with the following:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
sDefaultLogOverlay=Papyrus
3) Take Snapshot using Settlement Menu
Stand in the Settlement you wish to take a snapshot of,
Activate AFT and go to the Tools -> Settlement Menu.
Select "> Save Prefab" and choose "Batch".
A file will be created under:
[My Documents]\My Games\Fallout 4\Logs\Script\User\SETTLEMENTNAME.0.log
4) Rename and move output file
Rename file from ".0.log" and replace with ".txt"
Move the file to the Fallout4 Data directory. Typically:
[STEAMDIR]\steamapps\common\Fallout 4\data\SETTLEMENTNAME.txt
5) Use console to load
To load the settlement, make sure you are standing in the settlement
Open console and type "bat [SETTLEMENTNAME]". For example, if you
take a snapshot of RedRocket, you would type "bat RedRocket"
You can use the technique to move Settlements between save games or
share the settlement with a friend who also has AFT installed.
See this video for a demonstration:
https://www.youtube.com/watch?v=uCYX_mUH4bY&t=11s
NOTE: If you are playing in Survival Mode, the console will not work
without the aid of a console enabling mod.
If you wish to distribute your batch file to others without requiring
them to use/install all of AFT, you can place a requirement on the
mod: PrefabBatchLoader. This file includes a single, stand-alone,
non-conflicting script to support AFT Batch File expansion (for
PC users).
-------------------------------------------------------------------------------
V. > > > > Hot Keys
-------------------------------------------------------------------------------
A. The Mod
AFT currently supports Fo4HotKeys:
https://www.nexusmods.com/fallout4/mods/11664/
B. How To/Setup
AFT includes console access to AFT Menu commands using the following
format:
cqf TweakPipboy ExeAFTMenuCommand ##COMMAND##
Where ##COMMAND## is a number identifying the command. AFT created this
access route specifically to support FO4Hotkeys, though other methods
may be explored in the future.
FO4HotKeys supports console commands by assigning key combinations
to items or console commands using the file:
../Fallout 4/Data/Hotkeys.ini
NOTE: The default Hotkeys.ini binds the key "B" to Slot 3. However
this conflicts with AFT's sculpt system and prevents users from editing
body proportions. I suggestion editing the Hotkeys.ini file and removing
the config for "B".
To make things easier, it supports MACROS. A macro is a small sequence
of characters that gets expanded into a larger set of characters at runtime.
So at the top of the Hotkeys.ini, I recommend creating the "aft" macro:
[Macros]
hot=cqf hotkeys activate
aft=cqf TweakPipboy ExeAFTMenuCommand
You can then assign aft # to any keys to activate AFT Menu commands. For
example if you wanted:
Shift + E = Activate AFT on NPC under target hair
Shift + S = Setup Camp
Shift + T = Teardown Camp
Shift + 2 = Trade
Shift + 3 = Relationship Info
Shift + 4 = SPECIAL Editor
You would use the Hotkeys:
[Hotkeys]
Shift-E=aft 0
Shift-S=aft 7
Shift-T=aft 8
Shift-2=aft 27
Shift-3=aft 61
Shift-4=aft 123
C. Command Numbers
#############################################
# Non-Targeted
#############################################
** 0: Activate Master Controller
Actions:
--------
1: Summon All Followers
125: Gather Loose Items
171: Unlock Visible
131: Command Mode
2: All Wait
3: All Hangout
4: All Follow
128: All Retreat
129: All Attack
5: Enter PowerArmor
6: Exit Powerarmor
7: Setup Camp
8: Teardown Camp
Gear:
-----
9: UnequipAll
10: Give All Junk
11: Give All Scrap
12: Give Non-Outfit Gear
13: Give All Gear
Tools:
------
14 UnmanageNPC
15 Camp Expansion Buyout
16 Clear Settlement
17 Reset Build Limit
**18 Locate NPC
**19 Load Prefab
#############################################
# Targeted
#############################################
Actions:
--------
20: GetBehindMe
21: Wait Here
22: Hangout Here
23: ComeWithMe
24: Follow Me
25: Fetch PowerArmor
26: Dismiss
Gear:
-----
27: Trade
28: Set/Unset Standard Outfit
29: Set/Unset Combat Outfit
30: Set/Unset City Outfit
31: Set/Unset Camp Outfit
32: Set/Unset Home Outfit
127: Set/Unset Swim Outfit
132: Force/Unforce Combat Outfit Weapon
33: Clear All Outfits
34: Unmanage Outfits
35: Dedupe
36: Dejunk
37: Sell Non-Outfit Gear
38: Add Nick Items
Combat AI:
----------
39: Set Default Combat Style
40: Set Gunslinger Combat Style
41: Set Bruiser Combat Style
42: Set Commando Combat Style
43: Set Boomstick Combat Style
44: Set Ninja Combat Style
45: Set Sniper Combat Style
46: Set Dynamic Combat Style
47: Set Aggressive
48: Set Defensive
126: Set Auto Aggression
49: Set Coward
50: Set Cautious
51: Set Average
52: Set Brave
53: Set Foolhardy
130: Toggle Scout Ahead
54: Set Distance Near
55: Set Distance Med
56: Set Distance Far
57: Toggle PA Helmet
58: Toggle Ignore Friendly Hits
Info:
-----
59: All Info
60: Info Stats
61: Info Relationship
62: Info AI
63: Info Traits
64: Info Reactions
65: Info Effects
66: Info Perks
67: Info Factions
68: Info Keywords
Appearance:
-----------
69: Pose
70: Pose Stop
71: Pose Move
72: Scale 200%
73: Scale 150%
74: Scale 125%
75: Scale 105%
76: Scale 95%
77: Scale 80%
78: Scale 66%
79: Scale 50%
80: Reset Scale
81: Parts Hair
82: Parts Eyes
83: Parts Beard
84: Parts Face
85: Set Race Human\Synth
86: Set Race Ghoul
87: Set Race Supermutant
88: Set Race Synth Gen1
89: Set Race Synth Gen2
90: Set Race Dog
91: Set Race Rabid Dog
92: Set Race FEVDog
93: Set Race Eyebot
94: Set Race Handybot
95: Set Race Protectron
96: Set Race SentryBot
97: Set Race Assaultron
98: Set Race Deathclaw
99: Set Race Behemoth
133: Restore Original Voice
134: Set Voice Female BOS1
135: Set Voice Female BOS2
136: Set Voice Female BOS3
137: Set Voice Female Atom
138: Set Voice Female Boston
139: Set Voice Female EvenToned
140: Set Voice Female Rough
141: Set Voice Female Child
142: Set Voice Female Old
143: Set Voice Female Ghoul
144: Set Voice Female Institute
145: Set Voice Female Guard
146: Set Voice Male BOS1
147: Set Voice Male BOS2
148: Set Voice Male BO33
149: Set Voice Male Atom1
150: Set Voice Male Atom2
151: Set Voice Male Boston
152: Set Voice Male EvenToned
153: Set Voice Male Rough
154: Set Voice Male Child
155: Set Voice Male Old
156: Set Voice Male Ghoul
157: Set Voice Male Institute
158: Set Voice Male Coarser
159: Set Voice Male Guard1
160: Set Voice Male Guard2
161: Set Voice Male Guard3
162: Set Voice SuperMutant1
163: Set Voice SuperMutant2
164: Set Voice SuperMutant3
165: Set Voice Mr Handy
166: Set Voice Mr Gutsy
167: Set Voice Ms Nanny
168: Set Voice Protectron
169: Set Voice Sentry Bot
170: Set Voice Assaultron
100: Sculpt
101: New Body
102: Posture
103: Expression
Settings:
---------
104: Assign Home
105: Toggle Ignore Dislike/Hate Reactions
106: Toggle Ignore Like/Love Reactions
107: Toggle Swap Dislike/Hate Reactions
108: Toggle Swap Like/Love Reactions
109: Toggle Idle Comments
110: Toggle General Comments
111: Toggle Approval Comments
112: Toggle Disaproval Comments
113: Toggle Activator Comments
114: Toggle Sync PA Use
115: Toggle Sync Weapon Use
116: Toggle Avoid Traps
117: Toggle Autorelax
118: Toggle Kill Tracking
119: Toggle Pack Mule
120: Toggle Unlimited Ammo
121: Toggle No PA Damage
122: Toggle Mortality
** 123 : Edit Special Attributes
** 124 : Assign Name
Notes:
** Brings up Pipboy (May have issues with mods that alter PipBoy)
Be aware when using hotkeys, very few if any safeties are in place
to prevent you from doing things that can mess up your game. Activate
the appearance and/or settlement commands via hotkeys at your own
risk
Global settings (AFT Settings Holotape) are not made available
via hotkeys.
D. Targeting Hotkeys
AFT also includes a way to target a specific NPC with each hotkey
command using the following syntax:
cqf TweakPipboy ExeAFTMenuCommandOn ##COMMAND## ##FOLLOWERSLOT##
Where:
##COMMAND## is a number identifying the command and
##FOLLOWERSLOT## is a number identifying the SLOT of the follower
The MANAGED SLOT is assigned when you recruit a follower and it will
not change unless you unmanage them. They will keep their managed
slot number even when dismissed.
To find a followers slot number, use the INFO command on them and
their managed slot will be displayed on the TRAITS tab.
You can also use negative numbers to target the core companions that
come with the original game:
-1 : Cait
-2 : Codsworth
-3 : Curie
-4 : Danse
-5 : Deacon
-6 : Dogmeat
-7 : John Hancock
-8 : MacCready
-9 : Nick Valentine
-10 : Piper
-11 : Preston
-12 : Strong
-13 : X6-88
-14 : Ada
-15 : Longfellow
-16 : Porter Gage
-17 : AFT Spouse
[Macros]
afton=cqf TweakPipboy ExeAFTMenuCommandOn
[Hotkeys]
Shift-1=afton 131 -6
Shift-2=afton 131 -1
Shift-3=afton 131 -9
Shift-4=afton 131 -17
Shift-5=afton 131 -10
Shift-6=afton 131 -3
NOTE: For safety reasons, Targeted NPCs must be close enough to the
player that their model is loaded in memory. If this is not
the case, the targeted command will fail and act as if no one
was selected. Non-Targetted commands such as Summon All
Followers do not have this limitation.
-------------------------------------------------------------------------------
VI. > > > > Advanced Trouble Shooting
-------------------------------------------------------------------------------
1) Everything is Fuzzy
When you raise the PipBoy, the world becomes fuzzy. If somehow you lower
the pipboy and the game doesn't realize it, it can leave the world fuzzy.
Easiest fix is to look at your PipBoy again. When it lowers, it should
solve the problem.
Failing that, try getting into PowerArmor.
2) PipBoy doesn't work
This can happen if a MOD executes UNEQUIPALL on the player, leaving them
without a pipboy. Unfortunately, this is hard to fix without the aid of
a console. So if you do not have access to a console, your only option
is to reload a save where you still had a working Pipboy.
If you have console, you can restore the Pipboy with the following
command:
player.equipitem [TODO: Look up Pipboy code]
3) A follower keeps walking away
- Start by dismissing them and asking them to follow you again.
- If that doesn't work, try UNMANAGING them and then re-import them.
(Or ask them to follow you if they are a CORE companion)
- If that doesn't work, it could be a MOD conflict. Make sure AFT is at
the bottom of your load order.
- If AFT is at the bottom of your load order, make sure there are no
.pex files in your Fallout 4/Data/Scripts directory. Some mods don't
properly use BSA archives. When a PEX file is in your Fallout 4
directory, it can override any mods you have installed regardless of
mod priority.
4) AFT Activator acts like NPC is not under target hair when activated.
As long as AFT Activator is working on SOMEONE, then it is safe to
say AFT is installed correctly.
In most cases, this behavior is by design. For example, if you are in
Combat and you try to to use AFT on a companion, it will act like they
are not there. There are also cases of NPCs that are marked as
non-manageable by AFT because they are essential to the plot.
Edge Cases include:
- NPC is marked as Ghost. Activator wont work when IsGhost returns true.
A vanilla bug would cause Followers to get marked as Ghost when exiting
a vertibird. So use console to check the Ghost status.
- If NPC is in a scene, AFT will not allow force import.
This sometimes occures when meeting travelers who aren't moving or
are having a discussion.
- If NPC is Red, then they are hostile. AFT will not allow force import.
5) AFT does not initialize.
The most common reason for this is a mod conflict over the Followers
QUEST resource. If you are using aft with a previously modded save
game and you had a different follower mod, it is possible that the
required resources are still reserved by the other mod.
Best way to rule this out is place AFT at the bottom of your load
order and start a new game. You should see AFT initialize within
20 seconds of exiting Vault 111 (after the prologue).
6) Game Crashes (When Loading a Prefab or some time afterwards)
This happens when a mod such as AFT disables and/or deletes an
object within a settlement that a SETTLER is assigned to use. For
example, if a settler is told to sleep in a specific bed and
AFT removes the bed. When the settler attempts to sleep
(around 9 PM game time), the game may crash.
The key here is how the settler gets assigned. If the game
assigns the settler automatically, then the game seems to be fine. It
only crashes when users manually assign a settler to a job/bed using
the workshop menu and then the object is removed by a script.
Crashing occurs when the settler attempts to use the deleted
item. This may not happen immediately. For example, settlers
don't attempt to sleep during the day. Furthermore, settlers
remain dormant (doing nothing) when you are not actively near
the settlement. So days could pass with no crash and then one day
you are near the buggy settler at the wrong time and boom.
So if a crash occurs at what appears to be some random moment
when you are near a settlement, chances are a settler is just now
attempting to use an item you cleared when you ran "Clear Settlement"
or "Load Prefab".
How to fix:
a) One way is to go around and scrap all the assignable items
(beds, food, defense platforms, etc..).
b) An alternative to A (for evil characters) is to go around kill
everyone. Not an option at all settlements, but certainly for some.
c) A more fine grained approach is to use a settlement bell to summon
everyone and then go around and see if you can figure out who is
still assigned to something. Typically when you hover over a settler
it will say Assigned or Unassigned. If you are having crashing issues,
you know it is one of the assigned settlers. Try assigning them
to something else or killing them off.
d) Remember, it is only an issue if you MANAULLY assign a task to
someone. Clear and Load Prefab are generally safe on newly
acquired Settlements, even ones that already have settlers.
-------------------------------------------------------------------------------
VII. > > > > Uninstall
-------------------------------------------------------------------------------
Open up your inventory and go to the MISC category. You should find a
Holotape labeled "AFT Settings". Use the holotape to bring up AFT Settings on
your Pipboy. The Following menu should appear:
----------------------
Global AFT Settings
----------------------
> Follower Limit : 3
> Global Combat Settings
> Global Chat Settings
> Global Misc Settings
> Global Cooldown Settings
> View Readme
> Restore Aft Activator
> Summon Everyone!
> Prepare for Uninstall
----------------------
Select the Final Entry "Prepare for Uninstall".
A progress bar will appear. Once complete a message box will pop up with
instructions. They will tell you to exit the current game, Go to the MODS
menu and then disable "AmazingFollowerTweaks". Shut the game down and
restart once the mod is disabled (or deleted).
-------------------------------------------------------------------------------
VIII. > > > > Technical (For developers)
-------------------------------------------------------------------------------
A. Making your custom NPC compatible with AFT
Mod developers can use the following 2 unused vanilla factions to add
compatibility with AFT without needing to write Proxies, Softdependencies
or create Hard-Dependency Addons:
DanversFaction 0x0005A9AE
This unused Vanilla Faction is used by AFT to flag NPCs that should not
be managed by AFT. If SetFollower is called on an NPC who has this
faction (from say dialogue), AFT will only add a simple follow package
and nothing else.
SalemFaction 0x0002C125
This unused Vanilla Faction is used by AFT to flag NPCs that can be
managed by AFT, but should not have their factions altered in anyway.
AFT will allow AFT enhancements (outfits, combat style, idle chatter
settings, Level up support through SPECIAL stats, etc...) but will
not strip the NPC of factions. This allows mods an degree of control
over their follower.
Note: AFT main quest runs with a priority of 91. So if you wish to take
control of a follower, your Alias/AI will need to belong to a
quest with a priority of 92 or higher
B. AFT as a Soft Dependency
Developers wishing to make stand-alone mods will often create soft
Dependencies on other mods (or DLC). That is: They will check for them,
but they wont rely on them, simply disabling certain features if another
mod isn't present.
Soft dependencies are implemented using intermod communication methods.
For example, to retrieve the global variable TweakFollowerCount, from
AFT, you could do the following:
String aftstr = "AmazingFollowerTweaks.esp" const
GlobalVariable g
g = Game.GetFormFromFile(0x01000FA2, aftstr) As GlobalVariable
However, you don't want to retrieve the value all the time, because if a
user does not have AFT, the call above will result in an error message
getting logged to the log file. (Thus lots of calls could equal lots of
log spam and a performance hit). Even when logging is disabled, the method
above is expensive.
1) Creating a Proxy
The best way to implement a SOFT dependency on AFT is to create a proxy
quest that checks for resources once and caches everything you need for
later access. Below is an example that exposes the number of followers and
the clear settlement function:
--------------------------------------------------------------------------
Quest : AFTProxy
Script : AFTProxyScript
--------------------------------------------------------------------------
Scriptname AFTProxyScript extends Quest Conditional
String aftstr = "AmazingFollowerTweaks.esp" const
Bool Property Installed Auto Conditional
; List of properties you would like to expose...
GlobalVariable Property TFCount Auto ; Shorthand for TweakFollowerCount
Quest Property TweakScrapper Auto ; Shorthand for TweakScrapScanMaster
; Support
int NO_LOAD_FLOOD = 200 const
int NO_LOAD_RETRY = 300 const
Event OnQuestInit()
Actor player = Game.GetPlayer()
RegisterForRemoteEvent(player,"OnPlayerLoadGame")
StartTimer(0.0, NO_LOAD_FLOOD)
EndEvent
Event Actor.OnPlayerLoadGame(Actor akSender)
Actor player = Game.GetPlayer()
UnRegisterForRemoteEvent(player,"OnPlayerLoadGame")
RegisterForRemoteEvent(player,"OnPlayerLoadGame")
StartTimer(0.5, NO_LOAD_FLOOD)
EndEvent
int attempts
Event OnTimer(int timerID)
CancelTimer(timerID)
if (NO_LOAD_FLOOD == timerID)
attempts = 0
LoadAFTProxy()
return
endif
if (NO_LOAD_RETRY == timerID && attempts < 3)
attempts += 1
LoadAFTProxy()
return
endif
EndEvent
Function LoadAFTProxy()
if Game.IsPluginInstalled(aftstr)
; Sometimes there are timing issues. Retry up to 3 times
Bool issue = false
; Load Resources
TweakScrapper = Game.GetFormFromFile(0x0100919A, aftstr) As Quest
TFCount = Game.GetFormFromFile(0x01000FA2, aftstr) As GlobalVariable
if (!TweakFollowerCount || !TFCount)
StartTimer(4.0, NO_LOAD_RETRY)
Installed = false
else
Installed = true
endif
else
Installed = false
endif
EndFunction
Function AFTClearSettlement()
if !Installed
return
endif
ScriptObject s = TweakScrapper.CastAs("AFT:TweakScrapScanMasterScript")
if s
s.CallFunctionNoWait("clearSettlement", new Var[0])
endif
EndFunction
--------------------------------------------------------------------------
The key with the proxy above is that it does all the work once when
someone starts a new game or loads a save. You can then use the proxy
within your source code and even conditions within CK Elements (Using
GetVMQuestVar).
[TODO: Show Usage Example of Above Proxy]
2) Resources
Example Resources you can add/access/control in the proxy above:
This is not comprehensive. Just the most significant entry points:
a) Quests
TweakPipBoy 0x01000FA2
Hosts AFT:TweakPipBoyScript, which deals will relaying commands
issued from the PipBoy to the proper areas of the mod. In some
simple cases (toggling a globalvariable for example), the PipBoy
script functions handle the actions locally.
This quest + script + function can be used to access most the
functionality in AFT as the Pipboy is the primary interface.
The only reason to side-step the PipBoy is if you wanted to avoid
PipBoy use. (Many functions will re-raise the Pipboy up).
TweakFollower 0x01000FA2
Hosts reference aliases that store state information for all the
NPCs managed by AFT. (Pose, outfit, etc..). Also hosts
TweakFollowerScript, which is the destination of most PipBoy
commands (GUI aspect removed).
b) Factions
Most AFT enhancements are enforced through faction membership
TweakAllowFriendlyFire 0x01065CA4
NPCs added to this faction will react to friendly fire
TweakConvNegToPos 0x01041598
NPCs added to this faction will convert any negative reactions
to positive reactions
TweakConvPosToNeg 0x01041599
NPCs added to this faction will convert any positive reactions
to negative reactions
TweakSyncPAFaction 0x0103FEBD
NPCs added to this faction will Sync PA use with the player
TweakNoDisapprove 0x0103FEBC
NPCs added to this faction will never disapprove of player actions.
TweakNoApprove 0x01041592
NPCs added to this faction will never approve of player actions.
TweakPackMuleFaction 0x0106550A
NPCs added to this faction will get a 2000 pound carry boost.
TweakReadyWeaponFaction 0x0106643E
NPCs in this faction ready their weapon when the player does.
NPCs not in this faction wait until combat begins.
TweakFollowerFaction 0x01000F9B
All Managed Followers are a member of the this faction. Their RANK
within the faction is their ID. Each ID corresponds with a
Reference Alias on the TweakFollower Quest which has scripts
attached that store information about the NPC (Like their Original
Race, Home, etc...)
TweakNamesFaction 0x01002E16
This faction indicates the Follower name. The RANK equates to
a name value. This only affects the name that appears in the
PipBoy. Below is a list of the default names that come with AFT.
Names mapping to values 51+ may be different depending on the ADDON
the user has installed.
1 Cait
2 Codsworth
3 Curie
4 Danse
5 Deacon
6 Dogmeat
7 Hancock
8 MacCready
9 Valentine
10 Piper
11 Preston
12 Strong
13 X688
14 Ada
15 Longfellow
16 Porter Gage
17 Nate
18 Nora
19 -> 50 = Follower #
51 Addison
52 Alex
53 Andy
54 Ash
55 Assface
56 Bacon
57 Bash
58 Blaze
59 Bobby
60 Boom
61 Brick
62 Bull
63 Burke
64 Butch
65 Caden
66 Charlie
67 Chase
68 Chopper
69 Claw
70 Clunk
71 Corrie
72 Dag
73 Deth
74 Finn
75 Flash
76 Flynn
77 Fury
78 Hammer
79 Hans
80 Hardi
81 Harper
82 Hook
83 Indiana
84 Jack
85 Jessie
86 Jet
87 Jordyn
88 Kaelyne
89 Kelly
90 Max
91 Nate
92 Peyton
93 Psycho
94 Qin
95 Ray
96 Reagan
97 Red
98 Rex
99 Riley
100 Rock
101 Rook
102 Sam
103 Sidney
104 Skyler
105 Spike
106 Taylor
107 Timmy
108 Tracy
109 Vash
110 Watson
C. AFT as a Hard Dependency
Many mod authors will create compatibility patches with other mods by
creating a mod with Hard dependencies on both mods that makes the edits
necessary to make them play well together.
This is done by renaming AmazingFollowerTweaks.esp and the authors
Mod.esp to ".esm" files. Then loading both ESM files in the creation
kit, creating the changes needed and saving as a new AFT_SOMEMOD_PATH.esp.
The final step is editing the AFT_SOMEMOD_PATH.esp with FO4Edit and
changing the .esm parents to .esp parents (since in reality, the mods
will be esps).
This works well, especially for modders who are not comfortable with
scripting. However it has a distinct drawback. The patch is married to
the versions of the hard-dependencies. So if either mod releases a new
version, the patch may no longer work.
D. AFT Mandatory Resources (And potential areas of conflict)
AFT avoids using original game resources, but there are cases where AFT
had to because of tight integration with the original game.
1) Quests:
a) Followers
One of the few and only resources AFT must have to function. If it
is unable to obtain this quest because of another higher-priority
mod, AFT will not work.
Not only does it make changes to the Follower Script (encapsulated
by a new state), but it also injects new aliases which are linked to
by other quests.
2) Scripts
a) followerscript.pex
Attached to the Followers Quest, it redirects game core
functionality to use AFT. If this script is being overridden by
a local file, AFT will not work.
E. AFT Optionally Required Resources (And potential areas of conflict).
1) Quests
a) DialogueCodesworthPostWar
AFT makes some changes to this quests scene conditions so that it
uses the SPEAKER instead of the PLAYER. This allows codsworth to
speak gender appropriate comments to your spouse if the spouse is
rescued. If AFT doesn't get this resource, Codsworth may refer to
the SPOUSE using the wrong gender. (Not game breaking)
b) DogmeatQuest
AFT changes dogmeats alias flags so that Dogmeats name isn't
reserved and can be changed. Without AFT, dogmeats name is "Dog"
unless you learn his name from Mama Murphey in Concord. AFT changes
it so that Dogmeats name is Dogmeat from the beginning but can be
changed using AFTs naming system. If AFT doesn't get this quest,
you can't rename Dogmeat.
2) Locations
a) Commonwealth Location Wilderness, Coordinates (95,80)
AFT places ObjectReference instances in this cell for items that
can not be created or changed using scripts. Most notably, this is
where AFT stores the AFT CAMP Map marker. It also stores various
objectreferences that use scripts like the CIS_EnterNewLocation
Script to hint to the CK that the mod needs the CIS_EnterNewLocation
pex file.
3) Scripts
In some cases, AFT simply includes .pex files to override original
Game scripts. This works as long as changes do not introduce new
Properties or parameters (and no other mod provides the same script).
In the case of contention, the mod with the higher priority (bottom
of the mod list) wins.
a) CIS_EnterNewLocationTrigger.pex
Provides support for Commentary Management
b) TrapBarnacle.pex
Provides support for trap avoidance
c) TrapBase.pex
Provides support for trap avoidance
d) TrapBreakableWalkway.pex
Provides support for trap avoidance
e) TrapCanChimes.pex
Provides support for trap avoidance
f) TrapExplGas.pex
Provides support for trap avoidance
g) TrapThistleScript.pex
Provides support for trap avoidance
h) TrapTrigTension.pex
Provides support for trap avoidance
i) traptripwire.pex
Provides support for trap avoidance
F. Recognized Reactions:
Talk Generous
Talk Mean
Talk Nice
Talk Peaceful
Talk Selfish
Talk Violent
Chem Use
Chem Addiction
Donate
Drink Alcohol
Use PowerArmor
Use Vertibird
Hack Computer
Pick Lock
Pick Owned Lock
Heal Dog
Upgrade Armor
Upgrade Weapon
Murder
SpeechForCaps
Steal
Pickpocket
Nudity
Eat Corpse
Help Settlement
Avoid Settlement
G. Recognized Effects:
AbFortifyAgility
AbFortifyBadLuck
AbFortifyCarryWeight
AbFortifyCharisma
AbFortifyEndurance
AbFortifyHealRate
AbFortifyHealth
AbFortifyIntelligence
AbFortifyLuck
AbFortifyMeleeDmg
AbFortifyPerception
AbFortifyResitCryo
AbFortifyResistDamage
AbFortifyResistEnergy
AbFortifyResistPoison
AbFortifyResistRadiationExpose
AbFortifyStrength
AbNoExplosionKnockdown
AbPowerArmorJetPack
AbReduceCarryWeight
AbReduceCharisma
AbWaterwalking
PowerArmorPerkEffect
PowerArmorRadResitEffect
PowerArmorStrengthEffect
RadiationImmunityEffect
ReduceAgility
ReduceCharisma
ReduceEndurance
ReduceIntelligence
ReduceLuck
ReducePerception
ReduceStrength
H. Recognized Factions:
MinuteMenFaction
RailroadFaction
BrotherhoodofSteelFaction
InstituteFaction
GunnerFaction
SynthFaction
CovenantFaction
CaravanFaction
SettlementVault81
SettlementConcordArea
SettlementBunkerHill
SettlementDiamondCity
SettlementGoodneighbor
SettlementSpokesmanFaction
PeabodyFaction
FarmFactionSlog
FarmFactionAbernathy
FarmFactionWarwick
FarmFactionFinch
FarmFactionGraygarden
MinuteMenDialogueFaction
ToughCitizenDialogueFaction
DialogueDoctorsFaction
DialogueMerchantsFaction
CaravanVendorDocWeathersFaction
CaravanVendorLucasFaction
CaravanLeaderFaction
CaravanVendorCricketFaction
Cambridge_ScienceCenterVendorFaction
FarmVendorFaction
WorkshopNPCFaction
WorkshopDialogueFaction
WorkshopNoPackages
WorkshopNoTrade
BoSAirportDialogueFaction
BoSEngineeringScribeConvFaction
BoSSquireFaction
BOSM01_BrandisFaction
V81MainFactionMale
V81MainFactionFemale
Vault81GuardFaction
Vault81CitizenFaction
TheFordedFaction
GraygardenWorkOutdoors
GraygardenWorkIndoors
PlayerFriendFaction
SecurityDiamondCity
DmndAllFaithsChapelFaction
DmndFarmerFaction
CabotHouseLabFaction
RebelSynthFaction
TriggermanFaction
I. Recognized Perks:
ImmuneToRadiation
ImmuneToPoison
crDamage125
crNoFallDamage
crDamage075
PowerArmorPerk
crDamage15
Sneak01
Sneak02
Sneak03
Sneak04
crDamage20
CourserCommando05
CourserCommando04
CourserCommando03
CourserCommando02
CourserCommando01
CourserGunslinger05
CourserGunslinger04
CourserGunslinger03
CourserGunslinger02
CourserGunslinger01
CourserPerk
MinuteMenHealthBonus
CompanionInspirational
J. Recognized Keywords:
ActorTypeAnimal
ActorTypeBrotherhooldofSteel
ActorTypeBug
ActorTypeChild
ActorTypeCreature
ActorTypeDeathclaw
ActorTypeDog
ActorTypeDogmeat
ActorTypeFeralDog
ActorTypeGhoul
ActorTypeHuman
ActorTypeIrradiated
ActorTypeLibertyPrime
ActorTypeMirelurk
ActorTypeMirelurkHunter
ActorTypeMirelurkKing
ActorTypeMirelurkQueen
ActorTypeMolerat
ActorTypeNPC
ActorTypeRadScorpion
ActorTypeRadStag
ActorTypeRobot
ActorTypeSuperMutant
ActorTypeSuperMutantBehemoth
ActorTypeSynth
ActorTypeTurret
ap_AttachGunner
ap_AttachPassenger
ap_AttachPilot
ap_AttachSlot1
ap_AttachSlot2
Barber
CaravanLeader
Followers_Command_HackTerminal_Allowed
Followers_Command_LockPick_Allowed
ImmuneFrenzy
ImmuneParalysis
NoCripple
NoDisintegrate
NoLiveDismember
NoPowerArmorUse
NoStagger
NoRicochet
-------------------------------------------------------------------------------
IX. > > > > Creating Your Own AFT Prefab option (Papyrus)
-------------------------------------------------------------------------------
The settlement prefab system was intentionally designed to be easily expanded
using Add-On Mods.
An Addon mod is a mod that requires AFT to be installed, but extends AFT so
that your settlement appears when users browse PreFabs available at a
specific location. This way, you don't have to convince the developer of AFT
to include your settlement, you just make your own settlement and put it out
there.
You can even create Prefabs for DLC or MOD based Settlements (as long as the
mod properly registers the Settlement with the WorkshopParent).
(Optional) : These instructions require the use of the CreationKit. If you
would like to setup a better editor/compiler for the papyrus scripts, see
the developer setup instructions here:
https://github.com/Dheuster/AFT-FO4Edition/wiki/Developer-Setup
A. Prefab Components:
To build a Prefab Mod Extension, you need to create 3 things in the CK:
- A Furniture with TweakPrefabOption and TweakBuilder scripts attached
- A Quest with the script TweakRegisterPrefab attached as well as a
Script with the output from "Save prefab -> Payprus" attached.
- A Terminal based on the AFT Template "TweakPrefabTerminalTemplate" that
identifies the Name and Author of the Prefab.
B. Step By Step
For this example, replace [AuthorName] with your handle. IE: the name you
go by on NexusMods or Bethesda.Net. Replace [PrefabName] with the name of
Settlement Prefab. Every Prefab needs a unique name + Author so people
know what they are choosing (and to avoid conflicts).
So before you begin, decide on a name for your Prefab and which handle you
will use.
1) If you haven't already downloaded it, get Creation Kit. Here is a
starter link I wrote for beginners:
https://www.creationkit.com/fallout4/index.php?title=Hello_World
2) Go to your Fallout 4 Data directory and rename AmazingFollowerTweaks.esp
to AmazingFollowerTweaks.esm
3) Load Fallout 4 and AmazingFollowerTweaks resources:
- Start Creation Kit
- File => Data... => Check Fallout 4.esm and AmazingFollowerTweaks.esm
- Hit [OK]
4) Set Compile options for release-final
- File => Preferences
- Scroll Right and select the "Scripts" Tab
- Select "Release Final" as compile option
- Hit [Apply]
5) Create a Terminal
- Within the left pane of the Object Window, Scroll down to the
WorldObjects -> Terminal section and hi-light it.
- Enter "TweakPrefabTerminalTemplate" in the Filter box at the top of
the Left Pane.
- Find the Terminal in the Right Pane and Double click on it to open.
- Change the ID of the Terminal :
ID: [AuthorName][PrefabName]Terminal
- Hit [OK] and select yes when prompted if you want to make a new Form.
(Don't do anything else yet)
6) Update Terminal
- Within the left pane of the Object Window, Put your [AuthorName] in
the filter at the top of the pane. Dbl Click your new Terminal in the
right pane: ( [AuthorName][PrefabName]Terminal )
- Click on the Item Text entry. Change [PREFAB] - [AUTHOR] To reflect
your prefab name and author info.
- Change the $$$ in the entries to reflect the cost.
- I normally add all the component counts from my save output and
Round to the nearest multiple of 25. That becomes my cost. But
you can do whatever you want. Whatever you use, you may want to
write it down as you will need the numbers again soon.
- Hit OK to save the changes and then Re-Open the Terminal.
- Highlight LoadFull (...) and in the script window, Hit Properties
Type : Quest
Name : pTweakPipBoy
When you hit Okay, it should auto-fill
Hit [OK] Again to Return to the Terminal Details screen.
- Select "Load Full ($$$)" option
In the papyrus fragment, paste the following (without the
hyphen lines:
--------------------------------------------------------------------------
AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript
if PipBoyScript
PipBoyScript.BuildFullPrefab()
endif
--------------------------------------------------------------------------
- Select "The Load Wall Only ($$$)" option
In the papyrus fragment, paste the following (without the
hyphen lines:
--------------------------------------------------------------------------
AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript
if PipBoyScript
PipBoyScript.BuildWallOnlyPrefab()
endif
--------------------------------------------------------------------------
- Select "Next" option
In the papyrus fragment, paste the following:
--------------------------------------------------------------------------
AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript
if PipBoyScript
PipBoyScript.NextPrefab()
endif
--------------------------------------------------------------------------
- Select "Previous" option
In the papyrus fragment, paste the following:
--------------------------------------------------------------------------
AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript
if PipBoyScript
PipBoyScript.PrevPrefab()
endif
--------------------------------------------------------------------------
- Hit [OK]. It may take a while as it has to compile the scripts
7) Create Furniture (Stub)
- Within the left pane of the Object Window, Scroll down to
WorldObjects -> Furniture and hi-light Furniture.
- In the Filter Box at the top of the left pane, enter
"InvisibleGeneric01"
- Open up the Furniture and Rename it to reflect your Mod
ID: [AuthorName][PrefabName]Furn
- Hit [OK], (Twice to confirm you want to make a new ID).
8) Create a Quest
- Within the left pane of the Object Window, Scroll down to
Character -> Quest and hi-light Quest
- Within the right pane of the Object Window, Right-Click the
Background and select "New"
- ID : [AuthorName]PrefabsQuest
- Notice we didn't put the Prefab Name in the Quest. That is because
you can use 1 quest to manage all your prefabs.
- Leave "Start Game Enabled" and "Run Once" checked.
- Hit [OK]
9) Update Quest
- Double Click the Quest you just created. (You may have to filter for
your [AuthorName]) Opening it up a second time should reveal the
Scripts Tab.
- Click on the "Scripts" Tab, then Click [Add]
- Look for the existing Script "TweakRegisterPrefabScript"
- The Properties Window should appear. Double Click the "Prefabs"
Property and then Click Add. You will see three entries appear:
PrefabFurniture : Fill with [AuthorName][PrefabName]Furn
PrefabLocation : Fill with the Location of a Vanilla Settlement
MaskedPrefabLocation : Fill with FORMID of DLC settlement mod 0x01000000
** You will only fill in Prefab location OR MaskedPrefabLocation. Not both.
** Standard Locations for the Original Settlements:
AbernathyFarm : AbernathyFarmLocation
BunkerHill : BunkerHillLocation
BostonAirport : BostonAirportLocation
CoastalCottage : POICoastalCottage_WorkshopLocation
CountyCrossing : Farm04Location
Covenant : CovenantLocation
CroupManor : CroupManorLocation
EgretToursMarina : EgretToursMarinaLocation
FinchFarm : FinchFarmLocation
Graygarden : GraygardenLocation
GreentopNursery : Farm06Location
HangmansAlley : FensRaiderCampLocation
JamaicaPlain : JamaicaPlainLocation
KingsportLighthouse : KingsportLighthouseLocation
Murkwater : POIBryanB01_WorkshopLocation
NordhagenBeach : Farm02Location
OberlandStation : Farm03Location
OutpostZimonja : RelayTowerZimonjaLocation
RedRocket : RedRocketTruckStopLocation
SanctuaryHills : SanctuaryHillsLocation
SomervillePlace : Farm05Location
SpectacleIsland : SpectacleIslandLocation
StarlightDriveIn : StarlightDriveInLocation
SunshineTidings : SunshineTidingsCoopLocation
TaffingtonBoathouse : TaffingtonBoatHouseLocation
TenpinesBluff : Farm01Location
TheCastle : TheCastleLocation
TheSlog : TheSlogLocation
WarwickHomestead : WarwickHomesteadLocation
HomePlate : DiamondCityPlayerHouseLocatio
** If it is a DLC, use special negative values:
FarHarbor - Longfellows Cabin : -50464329
FarHarbor - NationalPark : -50369363
FarHarbor - EchoLake : -50393345
FarHarbor - DaltonFarm : -50564782
** Value for Farharbor is based on FormID of original location
masked against a forced resid of -03. ie: EchoLake normally
has formid (0x0100F101). Here that maps to (-0x0300F101),
which is -50393345 in decimal.
** Settlements provided by mods are supported (Batch transfer
is fine), but generally will not work on different machines
as the resource ID of the mod location will vary based on
load order.
- Click OK (twice) until you are back at the scripts tab.
NOTES: You can use this single script to Register multiple Prefabs by
adding additional furnitures to the Prefabs list.
- From the "Scripts" Tab, Click [Add] => "[New Script]"
- Name your script: [AuthorName][PrefabName]Script. Make sure to
Check the [X] Const option.
- Open up the script. This is where you paste the papyrus output
That was saved to the LogFile during Save Prefab:
** The Creation Kit default editor can't handle large scripts.
It will OPEN them and COMPILE them, but wont allow you to
Edit them after they exceed a certain size. A paste into the
CK editor will likely fail and get truncated.
Most users will have to open and edit their script using The
"Open with External Editor" option in order to paste in the
large BuildFull() method(s).
(Below is an example of what it might look like)
--------------------------------------------------------------------------
ScriptName Example Extends Quest Const
Function BuildFull(TweakBuilderScript tbs, int clearFirst = 1, int
requireNoFood = 1)
; requires [401] of [731A4] (471460)
; requires [653] of [731A3] (471459)
if !tbs
return
endif
...
... ; MANY LINES LATER
rbuild(123,4.5,6.7,8.9,0.0,0.0,0.0)
EndFunction
--------------------------------------------------------------------------
If you saved off a Wall-Only export, you will need to rename the
"BuildFull" function to "BuildWallOnly" and also change the
default for "clearFirst" and "requireNoFood" to be 0 and paste
the edited function below the BuildFull() version. You also
want to add a skip_powerup() option. IE:
--------------------------------------------------------------------------
ScriptName Example Extends Quest Const
Function BuildFull(TweakBuilderScript tbs, int clearFirst = 1, int
requireNoFood = 1)
; requires [401] of [731A4] (471460)
; requires [653] of [731A3] (471459)
if !tbs
return
endif
...
EndFunction
Function BuildWallOnly(TweakBuilderScript tbs, int clearFirst = 0, int
requireNoFood = 0)
; requires [123] of [731A4] (471460)
; requires [456] of [731A3] (471459)
if !tbs
return
endif
tbs.init(######, requireNoFood) ; SomeSettlement
; Options
tbs.skip_powerup()
if 0 != clearFirst
tbs.clearsettlement(#####)
endif
tbs.buildstart(####)
...
EndFunction
--------------------------------------------------------------------------
- Finally, you need to compile the script. Do this by opening the
script with the CK's default editor. Go to the File menu of the
Editor and Select compile.
** NOTE: Compile Debug will generally work. But Compile Release
will sometimes complain about an unrecognized 9th or 10th paramater.
Turns out that Papyrus can't can't handle small negative numbers
when optimizations are turned on. You can fix by searching for
the following values and replacing with suggested value:
-0.000020 -> -0.000021
-0.000010 -> -0.000011
-0.000009 -> -0.000011
-0.000008 -> -0.000011
-0.000007 -> -0.000011
-0.000006 -> -0.000011
-0.000005 -> 0.000000
-0.000004 -> 0.000000
-0.000003 -> 0.000000
-0.000002 -> 0.000000
-0.000001 -> 0.000000
10) Update Furniture
- Within the left pane of the Object Window, Scroll down to
WorldObjects -> Furniture and hi-light Furniture.
- In the Filter Window, enter "[AuthorName]"
- Open up Your Furniture ([AuthorName][PrefabName]Furn)
- In the Scripts Area, Click Add.
Attach the script TweakBuilderScript
- In the Scripts Area, Click Add (again).
Attach the script TweakPrefabOption
- Dbl Click TweakPrefabOption to Open up its properties
- Fill out the Properties:
- PrefabTerminal : Point at [AuthorName][PrefabName]Terminal
- PrefabQuest : Point at [AuthorName]PrefabsQuest
- PrefabLoadScript : Enter "[AuthorName][PrefabName]Script"
(without the dbl quotes)
** If you have namespace prefixes enabled, don't forget to
prepend them to the script name:
"[Prefix]:[AuthorName][PrefabName]Script"
When in doubt, re-open the [AuthorName][PrefabName]Script under
the quest tab and note the name at the top. This is what should
go here.
- PrefabPriceFull : Price of Full Prefab (From Terminal)
- PrefabPriceWall : Price of Wall-Only Prefab (From Terminal)
- Only Enable PrefabHasWallOption if you manually added a
BuildWallOnly() Function to the LoadScript.
- By Default, Walls will not clear a settlement but Full Prefabs
will. You can override this, though it is not recommended.
- Once you finish filling out the Setup and Options Properties,
hit [Auto-Fill All] to fill in the Auto_Fill_All properties.
- Hit [OK] to save Properties. And then [OK] on the Furniture.
C. Save and Name Your Mod
When you select save, you will be prompted for a name. After
you save, go to the Data Menu and highlight your file. Fill
in the author and mod description info on the right. When you
close the window, it will save again.
Then exit Creation Kit.
D. Fix AFT Master
This step requires the use of FO4EDit:
https://www.nexusmods.com/fallout4/mods/2737/?
Run the program and select your ESP. Then expand your
Mod and click on "File Header"
There will be a tree breakdown of your Master Files. The first
entry will be Fallout4.esm and the second entry will be
AmazingFollowerTweaks.esm. Change the name of AmazingFollowerTweaks.esm
to AmazingFollowerTweaks.esp (Hit yes on the giant warning).
When you exit FO4Edit, it will save your changes. Once the
changes are saved, rename the file AmazingFollowerTweaks.esm
under Data back to AmazingFollowerTweaks.esp
E. Test
Start up a game and enable your mod. (possibly the game you
used to create it). Then Clear the Settlement and go to Load
Prefab. Confirm your mod appears as an option and builds
properly.
F. Package
Restart Creation Kit. Check Fallout 4.esm, AmazingFollowerTweaks.esp
and Highlight your mod and hit the "Set Active" button.
Once loaded, select Data -> Create Archive, Hit Pack
You will be prompted for at least 1 Filename, possibly 2.
You always name the first filename "[YOURMODNAME] - Main.ba2".
If the archive doesn't end with "- Main", it will be ignored.
If you are prompted for a second filename, use the name:
"[YOURMODNAME] - Textures.ba2" However this probably wont happen.
G. Test Again
To Properly test, Move any associated PEX files found under
[FALLOUT 4]/Data/Scripts
to a backup location outside the Fallout 4 directory. You created
the scripts, so you should recognize the files that need to be
removed.
Then test again with your new ba2 archive and ensure your
settlement still works without those local pex files. Basically
we are testing the archive to make sure it actually has everything
you need.
H. Live Long and Prosper..... and Share...
To upload to NexusMods, you create a directory and under the directory
create a Data directory. And under that directory add the .esp and .ba2
files. IE:
/myworkspace/data/joe_cool_prefab.esp
/myworkspace/data/joe_cool_prefab - Main.ba2
/myworkspace/readme_joe_cool_prefab.txt
THen go to the parent directory (myworkspace above), hi-light
data (and optionally a readme) select Add to archive (I use 7zip).
Give the archive a name.
THe 7zip archive is what you upload to nexus.
Eventually I will update this to tell you how to upload to
Bethesda.net, XBONE and PS4... once I actually do it myself.
Don't forget to take some pictures and upload them to
AFTS Mod Page:
https://www.nexusmods.com/fallout4/mods/26976/?
And possibly post a link to the AFT Settlements forum:
https://www.nexusmods.com/fallout4/mods/26976/?tab=5
I. How do Addons Work Anyway? (For developers)
Papyrus allows you to attach a "pointer" to something using a specific
name. For example, the game tracks the players PowerArmor by using the
pointer name "LinkedArmor".
Player === (LinkedArmor) ===> [PowerArmor]
These pointers are called LinkedRefs. You can't use just any old string
name. You have to register the string name as a keyword. So to get the
players PowerArmor you would use:
Keyword LinkedArmor = Game.GetForm(...) as Keyword
ObjectReference PowerArmor = Game.GetPlayer().GetLinkedRef(LinkedArmor)
In this case, the pointer goes from the player to the PowerArmor. It can
also go the other way. In fact, a large number of objects can point to the
player using the same LinkedRef Keyword name:
[PowerArmorA] === (LinkedArmor) ===> [Player]
[PowerArmorB] === (LinkedArmor) ===> [Player]
[PowerArmorC] === (LinkedArmor) ===> [Player]
If we want to get all the PowerArmors that point at the player,we can use:
ObjectReference[] PAs = Game.GetPlayer().GetRefsLinkedToMe(LinkedArmor)
And this is the Basis for Addons. AFT looks for any Objects Pointing at a
Workbench that use AFT's prefab keyword "TweakPrefab":
[AronsAwesomePrefab] === (TweakPrefab) ===> [RedRocket Workbench]
[PattiesPinkPrefab] === (TweakPrefab) ===> [RedRocket Workbench]
[NormsNominalPrefab] === (TweakPrefab) ===> [RedRocket Workbench]
AFT then exposes the objects via AFT's PipBoy... assuming the objects
properly cast to AFT's TweakPrefabOption interface.
These objects can be installed/instantiated by anyone. Which means a mod
can be installed after AFT that adds a new object/prefab to the game
world that AFT will recognize.
-------------------------------------------------------------------------------
X. > > > > Version History
-------------------------------------------------------------------------------
1.00 : ( Compiled against FO4 version 1.10.26 )
- Initial Release. No Changes/Updates.
1.01 : ( Compiled against FO4 version 1.10.26 )
- Fixed bug that occurred when using Master Control from inventory as
a consumable instead of as a favorite.
1.02 : ( Compiled against FO4 version 1.10.26 )
- Improved Fix for AFT Activator as Consumable (Both genders this time)
- Fixed Stealth to work with more NPCs. (Mr. Handy for example)
- Add Kill Counter (See Info -> Stats)
- Exposed Follower Slot (See Info -> Traits)
- Per-Follower setting to disable ammo use
- Per-Follower setting to disable PA Damage
- Global : [ ] Restrict NPC Import (You can now disable safety)
- Camp option to not teleport Player Armor (Since map marker does not move with it).
- Fixed Bar Stool persistence issue.
- Castle Settlement Menu wont show until radio is powered (To avoid bugs)
1.03 : ( Compiled against FO4 version 1.10.26 )
- Fixed issue with 1.02 mod not initializing
- Core companions keep original Factions (hoping to increase compatibility with DLC)
- Workshop keywords added to Managed Followers (required to work with settlements)
- Fix Stealth issues
- "Sync Weapon Usage" is now default
- Kill tracking disabled by default. Enable on per-npc basis. (AI Tweaks)
- Update kill tracking to increase accuracy
- Fixed "ALL" info to include kill stats and Managed Slot.
- Timings updated so that Toggles are less likely to fail to update.
- "Manage Follower" become "Force Recruit NPC?" to clarify purpose.
1.04 : ( Compiled against FO4 version 1.10.26 )
- Added Hang out Here (= Wait + Idle)
- Added GLobal chat cooldown settings (To mitigate issues with other mods)
- Added [ ] UFO toggle to Camp Console Buildings
- Added [ ] Lock Doors to Camp Console Settings.
- Added Followers keep-distance in workshop mode (Toggle in global settings)
- Active Followers no longer take Fall Damage
- Renamed "Enable Ammo Use" to "Unlimited Ammo" For clarification
- Renamed "Allow PA Damage" to "No PA Damage" For consistency
- "Sync Power Armor" now disabled on new followers by default
- Swapped location of Dedup and Sell All
- Summon All Followers now resets Follower Combat State
- Spouse : Fixed bug that prevented non-affinity scenes from playing.
- Fixed "New Game" race condition that could cause AFT to not initialize
- Fixed issue with Curie losing spoken lines after Emergent Behavior
- Added Game Load checks to avoid/mitigate affinity stalling issues.
- Mortality : Now NPCs are actually mortal. (Retoggle if upgrading)
- Fixed "Test Of Time" Spouse Perk
- Fixed facing when activating Sculpt
- Outfit management updates (Trying to avoid nudity flashing)
- Fixed Dismiss message to display correct Follower.
1.05 : ( Compiled against FO4 version 1.10.26 )
- Fixed Teleport bug that could break Quest "The Nuclear Option"
- Fixed Dedupe. New implementation no longer spams item change messages
- Fixed Dedupe. New implementation now safe for use from Power Armor
- Fixed Inventory Bug where it would keep refreshing the weapon when changing equipment.
- Fixed Home assignment bug that could prevent assignable settlers.
- Fixed Gear -> More -> Back so that it no longer activates DEDUPE
- Fixed Bug where dismissing Nora with dialog only worked once.
- Added yet another Affinity check/safety
- "Choose A Settlement" now always an option when assigning HOME.
- ClearSettlement now unassigns existing settler jobs as a precaution
- Load Prefab now prompts if user wishes to remove food or proceed (at risk)
1.06 : ( Compiled against FO4 version 1.10.40 )
- Fixed Bug preventing one of spouses conv from firing.
- Updated code to avoid computation bugs for users with over 128 mods.
- Deacon and MacCready updates (outfit bugs). Unmanage/manage if upgrading
- "Exit Power Armor" now still appears if frame disappears.
1.07 : ( Compiled against FO4 version 1.10.40 )
- Added Sculpt option to Curie
- Setup camp now less strict about proximity of hostiles
- Fixed Camp Stove placement so it can be used. (re-setup if upgrading)
1.08 : ( Compiled against FO4 version 1.10.40 )
- Added Multiple Follower Dialog Interjection Support
- Added Camp Settings to synchronize workbenches with local Settlement.
- Added Idle Comment Cooldowns for Active vs Dismissed followers.
- Added "Disable AutoRelax" Override to Globals
- Fixed Locate Follower bug caused by searching for more than 1 NPC at once.
- Updated Stealth when sneaking so that it is off by default.
- Deacon disguises only disabled if outfits are used. (un/re manage if upgrading)
- Yet more updates/fixes for users with more than 128 mods.
1.09 : ( Compiled against FO4 version 1.10.40 )
- Added Automatron Support (Ada).
- Added Far Harbor Support (Longfellow).
- Added Nuka World Support (Porter Gage).
- Camp now works in Far Harbor and Nuka World
- Camp Workbenches now linked (dont have to move stuff between to build)
- Stability fixes for users that make use of God Mode
- Disabled Idle Comment Cooldowns as they're ignored by Vanilla Game
- Fixed memory lounger bug that resulted in unexpected radiation immunity
1.10 : ( Compiled against FO4 version 1.10.40 )
- Added Combat Styles : Optionally assign style or use "Dynamic" to adjust on the fly.
- Added Stat/Level up support : You can now change Special Stats
- Added Camp Docking feature (Camp uses settlement dock for build location if present)
- Added Spouse comments to any Dialogs that support full-party interjections
- Expanded Interjection Support to Side Quests (50% of all interjections now covered)
- Load Prefab will now add components needed for Settler Beacon to workshop
- Min 300 carryweight no longer forced on followers (toggle packmule on/off to fix)
- Spelling fixes
1.11 : ( Compiled against FO4 version 1.10.40 )
- Added Carry Weight buff based on Strength.
- Added Health buff based on Endurance.
- Refined carryweight logic (un/re toggle packmule if upgrading)
- Refined Load Prefab to decrease stability issues (Particularly with Castle)
- Refined Minimum Stat calculation. Minimum is now 75 by level 50 and 100 by level 100
- Fixed bug preventing many group/spouse interjections from properly registering/firing.
- Fixed Vertibird AI so only 1 companion gets into vertibird.
- Fixed several Synchronizes PowerArmor issues
1.12 : ( Compiled against FO4 version 1.10.40 )
- Added Water Fountain to AFT Camp (un/re toggle Module 1 if upgrading)
- Added Spouse ability to now unlock Terminals as well as Doors.
- Fixed AFT Camp Turrets so they wont attack caravans and friendly raiders.
- Fixed bug with Automatron creations. They can now be properly commanded.
- Fixed Vertibird Bug that caused NPCs to fall out when switching perspective
- Fixed Vertibird Bug that would caused companions to become invulnerable.
- Fixed Vertibird Bug that would cause AFT Activator to stop working on companion.
- Vertibird Follower Occupancy cap now optional (Toggle from Aft Settings)
- Robot companions will no longer ride Vertibirds (size/weight restrictions)
- Added multi-interjection subtitles option (Prototype. Mostly only works on spouse)
1.13 : ( Compiled against FO4 version 1.10.40 )
- Added Home Outfit
- Added [ ] Limit Loot Comments
- Added support for FO4HotKeys (See Readme for Setup)
- Added ability to unmanage outfits without unmanaging NPC
- Updated Managed outfits so default weapons are disabled while managed
- Updated safeties to help prevent Auto-Relax from breaking
- Updated code to handle Core Companions affected by Faction Kickout
- Exposed Active and Dismissed Idle Cooldowns (See Readme for notes)
- Fixed Home Marker persistence in unnamed locations
- Minor Spelling fixes
1.14 : ( Compiled against FO4 version 1.10.40 )
- Added More Dialog Interjections
- Added damage bonuses for Perception and Agility
- Added skill synergy for charisma and Luck
- Added option to treat Settlements as Cities (w/outfits)
- Added "AFT should ignore NPC" toggle to Import Options
- Added additional safeties to avoid/fix affinity stalling issues
- Added Global Settings access from Tools menu (VR Support)
- Fixed Cait Default Weapon removal w/outfit
- Fixed (Synth) Curie Default Weapon Removal w/outfit
- Fixed Combat Outfit Weapon management bugs
- Fixed Set Home "Current", so that it works for Home Plate
- Fixed "Follow Me" so it returns faster (except for Nick)
- Fixed item loss bug when choosing "Unmanage Outfits"
- Fixed outfit bug involving AID items (stimpaks)
- Dogmeat no longer "ready's weapon" by default.
1.15 : ( Compiled against FO4 version 1.10.64 )
- Added Action "Gather Loose Items" See Readme for usage details.
- Added Auto Aggression setting so followers wont attack when in stealth.
- Added background noise mute during interjections to help hear NPC comments.
- Added Cooldown settings for auto-relax
- Added Lock Rotation option to Global Chat Settings.
- Fixed Environmental commentary bug when traveling with only 1 companion.
- Fixed (info) home detection so it recognizes changes made outside AFT
- Fixed Item loss bug when first managing/unmanaging non-unique NPC outfits
- Fixed bug with Perception Boost (Ranged weapon damage boost)
- Follower Carryweight reduced during combat to avoid mid-combat item pickup
- Follower Idle Comments now allowed in most situations.
1.16 : ( Compiled against FO4 version 1.10.64 )
- Added Swim Outfit
- Updated Camp Shower so that it is compatible with GetDirty/CWSS
- Updated Gather Scrap with some missed items.
- Updated spouse interjections so they no longer incite affinity changes.
- Improve speed of "Select Follower"
- Fixed Faction Kickout bug that could lead to immortal enemies
- Fixed Load Prefab. Added delay before showing Prefab to avoid timing bugs.
- Fixed bug that could cause Danse/Gage to use Sanctuary as default Home.
1.17 : ( Compiled against FO4 version 1.10.89 )
- Added Prefab options for all Far Harbor Settlements.
- Added optional affinity feedback to Like/Hate messages
- Added Scout Ahead option to Distance settings.
- Added Mini-Fridge to Camp Bar (Cryofridge container access)
- Added All Retreat command in ALL FOLLOWERS mode.
- Added All Attack command in ALL FOLLOWERS mode.
- Added Camp Foundation option (can now be disabled)
- Added Global Option: Combat Outfits on Weapon Draw
- Updated Stimpak/heal Companion so only the NPC you heal comments.
- Updated AI so that Player distance is honored when in stealth.
- Updated Gather Loose Items. Improved quest/uniq item recognition.
- Updated Initialization so AFT plays better with Alt Start mods.
- Updated Teardown Camp Speed (A little faster)
- Updated Max followers so that it defaults to five.
- Updated Cooldown timers so they take effect immediately.
- Updated Prefab Builder to support customer content and callbacks.
- Updated Prefab Batch Exports to Clear Settlement before building
- Updated Import menu to add more import options and clarity.
- Fixed bug where changing follower gear could caused health loss
- Fixed bug where tearing down camp wearing PA broke ability to exit PA
- Fixed bug where Power-Up stage of Prefab could cause CTD.
- Fixed bug where AFT Camp turrets didn't always spawn
- Fixed bug where [] Teleport Player PA was ignored during camp teardown
- Fixed bug where Danse could unexpectedly return to Prydwen.
- Fixed bug where Codsworth could interrupt/break spouse rescue
- Fixed bug where factions (AI) could be lost during uninstall/unamanage
1.18 : ( Compiled against FO4 version 1.10.89.0.0 )
- Fixed bug where initialization would fail outside the commonwealth.
- Fixed bug where initialization could fail if user was using PipPad.
- Fixed bug where interjections did not initialize until user loaded save game.
- Fixed bug where radio could stop working after interjection or rescuing spouse.
- Fixed bug where AFT Camp fire pit wasn't linked to storage until next Camp Setup.
- Fixed bug where Cannibal Events were ignored by Affinity System
- Fixed bug where followers often became immortal after trading with them.
- Fixed bug where dogmeat would not sneak with player.
- Updated dogmeat Sneak AI to fall through if using defaults (Scout Ahead + medium)
- Updated code to avoid circular dependencies and possible init timing issues.
1.19 : ( Compiled against FO4 version 1.10.89.0.0 )
- Fixed F4SE compatibility bug introduced by version v1.17
1.20 : ( Compiled against FO4 version 1.10.114.0.0)
- Added Import option: Make Settler. Assign anyone to a settlement (No limit)
- Added Outfit option: [ ] Force Combat Outfit Weapon
- Added Voice Assignment options under Appearance (non-core only)
- Added Global option: Summon Everyone (Max 3 uses per game)
- Added Action : Command Mode.
- Added Individual Companion Affinity gains when Player heals someone.
- Added Global Option : Allow Followers to Heal Self (off by default)
- Added Global Option : Allow Followers to Heal Others (on by default)
- Added Global Option : Allow Autonomous Item Pickup
- Added Companion Lockpick/Hack XP. After 6 successes, they stop failing.
- Updated Prepare For Uninstall to store spouse and restore on next install
- Updated Action Menu so that Gather Loose Items is now first item
- Updated Now only manages follower inventory if you set an outfit.
- Updated Startup Initialization to limit full import to core Companions.
- Updated Setup Camp to teleport Dismissed followers to camp (if camp is their home)
- Updated GatherLoose items to recognize more items.
- Updated Unmanage to be more robust and allow trade with settlers again.
- Updated Endurance Boost Health to prevent health loss during some outfit changes.
- Fixed various bugs involving the quest Blind Betrayal
- Fixed issue with Automatron Robot dialogues going away when recruited.
- Fixed PA Helmet removal when NPC told to exit PA using normal dialogue.
- Fixed Combat Nudity issues following Sculpt command
- Fixed player distance setting reset when dismissing followers.
- Fixed Uninstall to account for disallowed companions.
- Fixed AI Priority bug that could break Dogmeat during Reunions Quest.
- Fixed Synergy Boost to include Dogmeat.
1.21 : ( Compiled against FO4 version 1.10.114.0.0 )
- Added Global Option [X] No Collision with Followers
- Updated In-Game Readme
- Fixed Command Mode loss associated with Auto-Heal
1.22 : ( Compiled against FO4 version 1.10.114.0.0 )
- Added Action "Unlock Visible" See Readme for usage details.
- Added Hotkey Support function "ExeAFTMenuCommandOn" for targeted hotkeys.
- Updated No Collision Support so it is no longer on by default
- Updated No Collsiion Implementation. Used safer implementation.
- Fixed Sculpt bug that could cause ragdoll after sculpt.
- Fixed AFT Camp so that it once again will work in Nuka World
- Fixed Set Outfit to prevent item loss on first use
1.23 : ( Compiled against FO4 version 1.10.120.0.1 )
- Fixed Bug where Clear Settlement could break AFT Camp Workbenches
- Fixed Bugged Haylen if she is follower during final BOS Quest
- Updated Affinity Trait management to better emphasis spouse AI evolution.
- Updated Line-Of-Sight code for Unlock Visible Action: Better lock detection
- Removed [X] Allow Autonomous Item Pickup as it didnt function as intended.
- Added Global Combat Setting "Scale Follower Damage" to address balance issues.
- Added Global Option: Gather Loose Items - Remove Bodies
- Added Appearance Setting "Reset" for fixing follower animation issues.
- Added EndGame Spouse comments
-------------------------------------------------------------------------------
XI. Credits
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[Settlement Pre-Fabs]
Abernathy Farm - Power Planters by Dheuster (5150/650)
Coastal Cottage - Buckingham by Dheuster (3125/1550)
Country Crossing - The Crossroads by Dheuster (2775/800)
Croup Manor - Croup by the Ocean by Dheuster (3125/775)
Egret Tours marina - Nora's Arc by Dheuster (3425/1175)
Finch Farm - Cloud City by Dheuster (3150/700)
Greygarden - Handy Haven by Dheuster (3950/1175)
Greentop Nursery - Three Sentinels by Dheuster (2350/1075)
Hangman's Alley - Electric Avenue by Dheuster (2275/475)
Jamaica Plain - Woodbury by Dheuster (2225/675)
Kingsport Lighthouse - Boondocks by Dheuster (3525/1400)
Murkwater - Dead Marshes by Dheuster (4425/1975)
Nordagen Beach - The Last Resort by Dheuster (3025/600)
Oberland Station - End of the Line by Dheuster (3500/2275)
Outpost Zimonja - Stilted by Dheuster (2975/550)
Red Rocket Truck Stop - Trek Fan by Dheuster (3675/1625)
Sanctuary Hills - Wind City by Dheuster (Free/Free)
Somverville Place - The Edge by Dheuster (4325/2450)
Spectable Island - Zion by Dheuster (8625/1350)
Starlight Drive-In - Oasis by Dheuster (3275/225)
Sunshine Tidings - Camp TumbleWeed by Dheuster (4600/460)
Taffington Boathouse - Asylum by Dheuster (2575/700)
Tenpines Bluff - Tenpines Bulwark by Dheuster (2925/1675)
The Castle - Raven Rock by Dheuster (6350/1025)
The Slog - Tarnation by Dheuster (2875/400)
Warwick Homestead - The Plunge by Dheuster (2625/1250)
Far Harbor Settlements
Longfellows Cabin - Bridge to NoWhere by Dheuster (8675/4250)
Echo Lake - Tauron by Dheuster (7100/2250)
National Park - Trailer Park by Dheuster (6530/1900)
Dalton Farm - Overkill by Dheuster (14850/3800)
[Lead Programmer]
Dheu
[Content Development]
Dheu
[Scene Development]
Dheu
[Editor]
Dheu
[Testers]
Hello!
[Documentation]
Dheu
[Grammar and Spelling]
No one
(obviously)
[Production]
Dheu
[Distribution]
Dheu