Hi Phanom! Thank you for all your help. 2 things, if you would.
I sometimes 30-40% get settlers that have none of the upgrades. Half of those tend to be synths! But the other half seem to be legit. Just don't have any of the gear.Or am i just getting a bunch of synths? Any way to fix this so that all the settlers show up with bullets?
There is a perk mod out there. I think its legendary modification by tealz - https://www.nexusmods.com/fallout4/mods/4042
that gives you redonkulus accuracy to your gun.
It has a legendary craftable gun mod called Almost deadly accurate that increases accuracy by 70% and gives +25% more damage and 100% range and a second one called deadly accurate which increases accuracy by 70% and gives +25% more damage and 100% range.
The result is It removes the gun wobble, gun drift, recoil, and cone of fire 100% in one perk. It's like the game goes full perfect fps.
When i give the modded gun to my settlers, they're like full on commando sniper ninjas. And it's a riot to watch them go all special forces ninjas instead of fire a pipe pistol at a radroach for 45 minutes and miss and die. I like to run my game with Stronger Raids https://www.nexusmods.com/fallout4/mods/17964 and npcs travel, cranked up to massive mobs of wandering goons https://www.nexusmods.com/fallout4/mods/16987.
Is there any way to extract this perk and give a 25% version to the basic settlers and a 50% version to the security? I craft it on almost every settler gun I hand out.
Depends what they are. if they're the 2 you posted in the forum threads, for the power armor one a bunch of those things aren't really changeable, and the rest are already done by other mods, so just use those.
For the armor kits, I already have this working in another mod I've been working on for ages. I haven't updated this in ages, but here's an explanation
https://www.reddit.com/r/PhanomGames/comments/435rnp/what_were_working_on/ "Equipment kits - Put full sets of armor (It will pick out full sets, even when cluttered with junk) into a "Requisition" container to get an "[armor type] Armor kit" added to a faction armory. This will be consumed when equipping soldiers. Weapon kits can be made by putting in a weapon with related ammunition dependant on the specific gun (A pipe pistol kit is 15 ammunition + the pistol, while a missile launcher kit is a missile launcher + 2 missiles) Melee weapons/stimpacks are automatically added with no need for kits when desposited."
As for breaking it out to settlers and the base game, I think that'll be a pretty big task. Hm. You could just tweak them to "search for better weapons/armor" in the game options, and dump all your stuff into a container. If they ever detect combat they'll run to the container and equip it themselves.
Never used better settlers so I'm not 100% sure, but this doesn't mess with any level lists/inventory presets while better settlers seems to make extensive changes to those. This was requested here https://forums.nexusmods.com/index.php?/topic/7173341-the-ultimate-settler-fix-for-fun-settlers/ so he may be able to answer that better.
This also changes the combat AI packages though, which makes settlers generally more competent in combat, and also buffs their accuracy.
I believe I can answer this. 1. Better settlers raises the XP value offset to 15 vs Conquestor's vanilla value of 5. 2. Better settlers caps the settler's level at 9 vs Conquestor's PC level multiplier of 0.80 (80%) 3. Better settlers uses the DefaultCombatMasterPackageList as an overrride. Conquestor's does not. 4. Better settlers gives settler NPC's Adamantium Skeleton 1, Ghoulish 1, Aquaboy 1, Life Giver 1, and Rad Resistant 1. Conquestor's gives Adamantium skeleton 3, solar powered 3, and Aquaboy 2. 5. Conquestor's raises the perception and agility to 10 and adds 9999 radresistexposure, where Better Settler's leaves the values at the default (0). 6. Conquestor's leaves the basic LL_Pipegun inventory where Better Settlers uses a custom list that adds pipeguns and stimpacks 7. Better Settlers defines settler combat style as "csRaiderRangedGood" vs Conquestor's "csRaiderRanged" for farmers and csBoS01Ranged for guards 8. Better Settlers adds a range of cosmetic improvements and variety. Conquestor's is not meant to address this but will conflict if used. 9. Conquestor's only affects two settler templates: male farmers and guards. Better settlers affects dozens of settler templates and adds dozens more.
There are many areas where Conquestor's is a nice improvement. If you wish to use this with Better Settlers, I highly recommend a patch to get the best of both mods.
15 comments
I sometimes 30-40% get settlers that have none of the upgrades. Half of those tend to be synths! But the other half seem to be legit. Just don't have any of the gear.Or am i just getting a bunch of synths? Any way to fix this so that all the settlers show up with bullets?
There is a perk mod out there. I think its legendary modification by tealz - https://www.nexusmods.com/fallout4/mods/4042
that gives you redonkulus accuracy to your gun.
It has a legendary craftable gun mod called Almost deadly accurate that increases accuracy by 70% and gives +25% more damage and 100% range
and a second one called deadly accurate which increases accuracy by 70% and gives +25% more damage and 100% range.
The result is
It removes the gun wobble, gun drift, recoil, and cone of fire 100% in one perk. It's like the game goes full perfect fps.
When i give the modded gun to my settlers, they're like full on commando sniper ninjas.
And it's a riot to watch them go all special forces ninjas instead of fire a pipe pistol at a radroach for 45 minutes and miss and die. I like to run my game with Stronger Raids https://www.nexusmods.com/fallout4/mods/17964 and npcs travel, cranked up to massive mobs of wandering goons https://www.nexusmods.com/fallout4/mods/16987.
Is there any way to extract this perk and give a 25% version to the basic settlers and a 50% version to the security?
I craft it on almost every settler gun I hand out.
So if your character is level 30, settlers would be level 12.
Quick Question!? Can you make the settlers spawn with one of each ammo - except nuke so I can just dump weapons in a bin and they can go ham?
how would I do this if I tried? edit all the farmer and guard files?
Gives 1 of everything but Mininukes/Alien blaster/cryo/railroad spikes/cannonballs/2mmec.
You don't need to edit every character, they're all derived from the templates (Except the named settlers)
Fallout 70-wha?
F4 again!
I got another two coming. We good team yes? Can I just message it to you directly?
For the armor kits, I already have this working in another mod I've been working on for ages. I haven't updated this in ages, but here's an explanation
https://www.reddit.com/r/PhanomGames/comments/435rnp/what_were_working_on/
"Equipment kits - Put full sets of armor (It will pick out full sets, even when cluttered with junk) into a "Requisition" container to get an "[armor type] Armor kit" added to a faction armory. This will be consumed when equipping soldiers. Weapon kits can be made by putting in a weapon with related ammunition dependant on the specific gun (A pipe pistol kit is 15 ammunition + the pistol, while a missile launcher kit is a missile launcher + 2 missiles) Melee weapons/stimpacks are automatically added with no need for kits when desposited."
As for breaking it out to settlers and the base game, I think that'll be a pretty big task. Hm. You could just tweak them to "search for better weapons/armor" in the game options, and dump all your stuff into a container. If they ever detect combat they'll run to the container and equip it themselves.
You rock!
Now settlers don't suck!
This also changes the combat AI packages though, which makes settlers generally more competent in combat, and also buffs their accuracy.
1. Better settlers raises the XP value offset to 15 vs Conquestor's vanilla value of 5.
2. Better settlers caps the settler's level at 9 vs Conquestor's PC level multiplier of 0.80 (80%)
3. Better settlers uses the DefaultCombatMasterPackageList as an overrride. Conquestor's does not.
4. Better settlers gives settler NPC's Adamantium Skeleton 1, Ghoulish 1, Aquaboy 1, Life Giver 1, and Rad Resistant 1. Conquestor's gives Adamantium skeleton 3, solar powered 3, and Aquaboy 2.
5. Conquestor's raises the perception and agility to 10 and adds 9999 radresistexposure, where Better Settler's leaves the values at the default (0).
6. Conquestor's leaves the basic LL_Pipegun inventory where Better Settlers uses a custom list that adds pipeguns and stimpacks
7. Better Settlers defines settler combat style as "csRaiderRangedGood" vs Conquestor's "csRaiderRanged" for farmers and csBoS01Ranged for guards
8. Better Settlers adds a range of cosmetic improvements and variety. Conquestor's is not meant to address this but will conflict if used.
9. Conquestor's only affects two settler templates: male farmers and guards. Better settlers affects dozens of settler templates and adds dozens more.
There are many areas where Conquestor's is a nice improvement. If you wish to use this with Better Settlers, I highly recommend a patch to get the best of both mods.
Cheers
1 thing worth noting is that even though I only changed the male farmer template, the female farmers are also derived from that.
https://i.imgur.com/5MXFq9E.png