Does anybody knows how to change the skills of the generated settlers ? I use Sim Settlement 2 and these settlers have much higher stats than beacon settlers.
This mod worked perfectly for a while but only stopped working for me about a month ago. I've looked and tried as many things as my limited knowledge will allow but no change. My Minutemen version works fine.
Granted I use it with the button, but from what I can tell that isn't the problem. I can only add that it begins the loading process and hangs there. Wondering if it gets stuck at issuing the IDs or the actual NPC.
Any thoughts are welcome.
Minor update: It was a mod conflict. I could not ascertain which mod even though I tried turning off every mod I thought could possibly conflict with it. However, after cleaning out various mods as general practice and starting a fresh game it was working again. Perhaps it was a script issue which I know often means going back to the start even if you had removed the guilty mod.
Darn it! Just started using the X-Cell mod and when spawning a unique settler they are now headless which means I need some kind of facegen for them and I don't fancy trying to create that myself.
EDIT2: Worked out how to fix it! So once it dawned on me that Form ID & Ref ID are two seperate things I was able to add exceptions to the bottom of the x-cell.ini file to enable dynamic facegen just for Spawned unique settlers. The x-cell.ini file is located (in my case) at C:\Games\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins. Read the comments at the bottom of the ini file.
Example for 2 settler girl that I had added, I added these lines,
; My Spawnable Unique Settlers rachel=0x1001:ArchUniqueSettlers.esp carly=0x11f3:ArchUniqueSettlers.esp
I had renamed both of these girls from UNIQUE SETTLER F NORMAL or BOSTON using the Rename Anything mod. I don't know if the name really matters but they probably have to be unique.
Note: In the example above rachel is 0x1001 where 1001 is the last 4 digits of the ID's listed for example when you do the help "Unique Settler F Normal" 4 command. That is actually a Form ID and NOT the Ref ID (which you would get from clicking on the person with the console open).
Once I did that there heads re-appeared and all is well.
Hi all! Not sure if something like this has been done already, but I built myself a handy spreadsheet so I can track which IDs I've used. (Don't want to have any clones!)
All you need to do is add the first two digits (which represents the mod ID) in the two cells in red (one digit in cell G2, the next digit in cell H2). Don't edit the other columns unless it's the ones in yellow.
You can filter gender and voice and then copy/paste the command in column A into FO4. Then, as you create settlers, type their name (if you're using the Rename Settler mod) and their location/workshop.
Bit of an issue with the Far Harbor Voice Type. Can spawn them in they only have Talk available. They will talk so I know the voice type works but cannot interact/ recruit. I also can slm them no problem just cannot recruit. Tried disable/enable did not work Other voice type work 100% so not that big of a deal.
I see a flag saying "can be settler false" using another mod called config Kane when trying to turn them into a settler.
You can use the "move" command on them to move them to a settlement. For me I have large settlments so the game will not allowe me ot move them to any settlements and I use "Amazing Follower Tweaks" to take them as companion, then change thier assigned settlement, and then do Actoons --> Dismiss in the AFT menu. That is my workaround.
Love this mod, thank you for this. Question; since the files say only to chose one main file, does this mean that we have to chose between either Commonwealth settlers and Far Harbor settlers or is it possible to have both?
Actually need 600 unique female settlers using the EvenToned, Boston and Rough voices... I'm mass swapping F Old, M Old and M Rough for them in FO4Edit, I hope it will work.
There is a relatively simple way to spawn random NPCs from a list. Have a look at this mod: https://www.nexusmods.com/fallout4/mods/26030
What it does (besides blowing up heads) spawn-wise is to introduce a dummy grenade (the "slave contract") which, upon explosion, triggers the spawning of an NPC from a "Leveled NPC" list. So, if you figure out a way to populate the Leveled NPC list, you're halfway done, the rest is replicating the weapon - magic effect - spell etc chain.
See here: https://www.dropbox.com/s/48i8mtgpyklzpr1/spawn_settler.PNG?dl=0
You can also inject your NPCs directly into LCharWorkshopNPC - don't know how to inject them by script, but there should be a way.
May I ask how you generated the NPCs? I would like to bulk tweak some NPCs, maybe I can learn how.
That didn't quite work perfectly though, since it's missing several factions required for various random banter and shop talk lines. I checked out the default workshop lines and added most of those factions to the unique settler to finish it up. Counting voice and gender changes, there 12 unique forms created, replicated 99 times each (rename and duplicate in CK) to make 1200 unique settlers.
Sadly though, I did't find a good way to mass edit the NPCs. The 'proper' way to do that is to create a template with all the properties you need, then have your NPCs extend off that template. Any edit you needed to make to everyone could just be done on the template then. Unfortunately, when I did that, it caused the same issue sharing BaseIDs has. Using the looks menu on one spawned NPC would affect every NPC sharing the template! There could be a flag or trick to fix that, but I'm still learning.
I essentially have 12 NPCs that should serve as a template. What I do to edit all 1200 NPCs at once is delete the rest of the NPCs, adjust what I need on those twelve, then create all the duplicates in the CK with 'duplicate and rename'. That quickly lets you make as many duplicates as you want, and it will renumber the number at the end of the form ID if you use one. From there, I take the esp over to FO4Edit, sort the NPCs by name, then reorder the base IDs from a specific number (F99 for ESP version and A00 for the ESP that will be turned into ESL). That keeps all the Base IDs matched to the original release so that updates don't cause issues. It's still a bit tedious overall, but the alternative seems to be editing 1200 NPCs by hand.
The problem with spawning random NPCs from a list for this mod is that we never want to spawn a duplicate Base ID of one of the Unique Settlers already spawned. I need a way to keep track of which IDs are spawned and only spawn the ones from the list that haven't been spawned yet. Of course, there are several cases where a player might intentionally want to spawn a clone. The rough ID of what I'll end up trying is to keep 12 variables that increment each time the correspond unique settler type is spawned. The spawn script would have to take the base ID of that unique settler type and add the incremented variable to determine the base ID to spawn. When it hits 100, give the player a warning that they'll be starting over on the list and cloning NPCs from there on out. The big thing I'm missing is a way to spawn a base ID from a variable. It could be very simple, it could be something only F4SE can do, or maybe there just isn't a way to do it because there was never a use case for doing it when the scripting language was implemented. It's one of those things I'll just need more experience for.
Thank you for the information, I'm going to need some time to digest it in order to understand. I have done some mod work, but nothing about replicating NPCs. I thought you were using a "bulk" FO4Edit script.
Maybe this will be of any help? I haven't been able to use it because I have a 4k display and FO4Edit's scaling is rudimentary, so the parameter window is unusable, but maybe you can use it. I know it's in the skyrim section, but it does work with FO4Edit as well, same language.
I have a 4k monitor so experience the same issues with scaling. If you have the latest windows 10 you can right click properties and select the high DPI scaling behaviour, then in the drop down box choose system. If you don't, it sometimes works to set the compatibility mode to an earlier version of windows.
The problem with spawning random NPCs from a list for this mod is that we never want to spawn a duplicate Base ID of one of the Unique Settlers already spawned.
And why exactly wouldn't we want that? Doesn't it make it easier to put a settler we already edited in different settlement? What are the drawbacks of cloning?
Oh, I found the issue of duplicating NPCs. Even though we can apply different clothes and names to them, all duplicated NPCs will have the same job as the original NPC spawned with that same base ID.
It can be a lot of work to use one distinct base ID for each NPC if we have like 20 settlers per settlement. There has to be an easier way, something like Better Settlers but using our presets.
So this was working perfectly, but now for some reason when I use SLM on a settler I spawn they become able to walkthrough and they go back to their underwear after a while and you can't interact with them.
I've had this same issue. After I edit and NPC in the SLM the settler is no longer physical and can be walkthrough. and their AI gets broken? Possible fix or reason for this?
So I found a fix shortly after finding this bug and forgot I even made this comment, so here's the fix:
When the settler is in this state after you use SLM, click on them and type disable and type enable in the console. That will fix them, but sometimes they wont be where they were in front of you, they might spawn back in behind you of 15 feet away etc.
The 'walk through' can be fixed by just going away from the settlement or reloading the game. Settler inventory will reset if you don't equip at least one item on them using the settler trade menu. That's a issue that generally happens when using batch files to equip settlers.
292 comments
I use Sim Settlement 2 and these settlers have much higher stats than beacon settlers.
I have FO4Edit but I am not very experienced.
Thanks
Granted I use it with the button, but from what I can tell that isn't the problem. I can only add that it begins the loading process and hangs there. Wondering if it gets stuck at issuing the IDs or the actual NPC.
Any thoughts are welcome.
Minor update: It was a mod conflict. I could not ascertain which mod even though I tried turning off every mod I thought could possibly conflict with it. However, after cleaning out various mods as general practice and starting a fresh game it was working again. Perhaps it was a script issue which I know often means going back to the start even if you had removed the guilty mod.
EDIT2: Worked out how to fix it!
So once it dawned on me that Form ID & Ref ID are two seperate things I was able to add exceptions to the bottom of the x-cell.ini file to enable dynamic facegen just for Spawned unique settlers.
The x-cell.ini file is located (in my case) at C:\Games\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins. Read the comments at the bottom of the ini file.
Example for 2 settler girl that I had added, I added these lines,
; My Spawnable Unique Settlers
rachel=0x1001:ArchUniqueSettlers.esp
carly=0x11f3:ArchUniqueSettlers.esp
I had renamed both of these girls from UNIQUE SETTLER F NORMAL or BOSTON using the Rename Anything mod. I don't know if the name really matters but they probably have to be unique.
Note: In the example above rachel is 0x1001 where 1001 is the last 4 digits of the ID's listed for example when you do the help "Unique Settler F Normal" 4 command. That is actually a Form ID and NOT the Ref ID (which you would get from clicking on the person with the console open).
Once I did that there heads re-appeared and all is well.
All you need to do is add the first two digits (which represents the mod ID) in the two cells in red (one digit in cell G2, the next digit in cell H2). Don't edit the other columns unless it's the ones in yellow.
You can filter gender and voice and then copy/paste the command in column A into FO4. Then, as you create settlers, type their name (if you're using the Rename Settler mod) and their location/workshop.
Hope you find it useful!
Link
I see a flag saying "can be settler false" using another mod called config Kane when trying to turn them into a settler.
For me I have large settlments so the game will not allowe me ot move them to any settlements and I use "Amazing Follower Tweaks" to take them as companion, then change thier assigned settlement, and then do Actoons --> Dismiss in the AFT menu.
That is my workaround.
There is a relatively simple way to spawn random NPCs from a list. Have a look at this mod: https://www.nexusmods.com/fallout4/mods/26030
What it does (besides blowing up heads) spawn-wise is to introduce a dummy grenade (the "slave contract") which, upon explosion, triggers the spawning of an NPC from a "Leveled NPC" list. So, if you figure out a way to populate the Leveled NPC list, you're halfway done, the rest is replicating the weapon - magic effect - spell etc chain.
See here: https://www.dropbox.com/s/48i8mtgpyklzpr1/spawn_settler.PNG?dl=0
You can also inject your NPCs directly into LCharWorkshopNPC - don't know how to inject them by script, but there should be a way.
May I ask how you generated the NPCs? I would like to bulk tweak some NPCs, maybe I can learn how.
https://www.youtube.com/watch?v=-W4TR8U-YzM
That didn't quite work perfectly though, since it's missing several factions required for various random banter and shop talk lines. I checked out the default workshop lines and added most of those factions to the unique settler to finish it up. Counting voice and gender changes, there 12 unique forms created, replicated 99 times each (rename and duplicate in CK) to make 1200 unique settlers.
Sadly though, I did't find a good way to mass edit the NPCs. The 'proper' way to do that is to create a template with all the properties you need, then have your NPCs extend off that template. Any edit you needed to make to everyone could just be done on the template then. Unfortunately, when I did that, it caused the same issue sharing BaseIDs has. Using the looks menu on one spawned NPC would affect every NPC sharing the template! There could be a flag or trick to fix that, but I'm still learning.
I essentially have 12 NPCs that should serve as a template. What I do to edit all 1200 NPCs at once is delete the rest of the NPCs, adjust what I need on those twelve, then create all the duplicates in the CK with 'duplicate and rename'. That quickly lets you make as many duplicates as you want, and it will renumber the number at the end of the form ID if you use one. From there, I take the esp over to FO4Edit, sort the NPCs by name, then reorder the base IDs from a specific number (F99 for ESP version and A00 for the ESP that will be turned into ESL). That keeps all the Base IDs matched to the original release so that updates don't cause issues. It's still a bit tedious overall, but the alternative seems to be editing 1200 NPCs by hand.
The problem with spawning random NPCs from a list for this mod is that we never want to spawn a duplicate Base ID of one of the Unique Settlers already spawned. I need a way to keep track of which IDs are spawned and only spawn the ones from the list that haven't been spawned yet. Of course, there are several cases where a player might intentionally want to spawn a clone. The rough ID of what I'll end up trying is to keep 12 variables that increment each time the correspond unique settler type is spawned. The spawn script would have to take the base ID of that unique settler type and add the incremented variable to determine the base ID to spawn. When it hits 100, give the player a warning that they'll be starting over on the list and cloning NPCs from there on out. The big thing I'm missing is a way to spawn a base ID from a variable. It could be very simple, it could be something only F4SE can do, or maybe there just isn't a way to do it because there was never a use case for doing it when the scripting language was implemented. It's one of those things I'll just need more experience for.
Maybe this will be of any help? I haven't been able to use it because I have a 4k display and FO4Edit's scaling is rudimentary, so the parameter window is unusable, but maybe you can use it. I know it's in the skyrim section, but it does work with FO4Edit as well, same language.
https://www.nexusmods.com/skyrim/mods/49373/?
I have a 4k monitor so experience the same issues with scaling. If you have the latest windows 10 you can right click properties and select the high DPI scaling behaviour, then in the drop down box choose system. If you don't, it sometimes works to set the compatibility mode to an earlier version of windows.
It can be a lot of work to use one distinct base ID for each NPC if we have like 20 settlers per settlement. There has to be an easier way, something like Better Settlers but using our presets.
When the settler is in this state after you use SLM, click on them and type disable and type enable in the console. That will fix them, but sometimes they wont be where they were in front of you, they might spawn back in behind you of 15 feet away etc.