Some of them started using doctor dialog even tho I haven't assigned any of them at the clinic vendor. Do you know any ways to fix this? I've tried re-enstalling it. Also using Spawnable Unique Settler mod as well.
2nd this. I'm using one Boston settler seed for all guard duties, and they started to use the doctor's dialogue. I've noticed if I assign a certain settler seed to a bendor, they all share the same dialogue.
Good morning sir. I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation. If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city . my idea would be : Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent. Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters . Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
hello, thanks for mod, I have question about IDs I was able to find your NPCs in console and their IDs is very different, example FE017931 I know that FE is based on my load order but why the rest are different?
Use the help feature on the console IE (help "unique minuteman" 4) and it will give you a list, though it's not really worth the trouble as they are clones thus you'd have to use SLM on each and everyone of them, myself I don't really want to go through the trouble but will give a a thumbs up on the modders efforts in creating it.
Sorry, I have no plans to do so as of now. I haven't played Fallout 4 in quite some time, but if I get back into it, I may make them for every faction.
Can anybody confirm if it works with Fallout VR? I tried the spawn command but it sais "not found". Then tried the "help "Unique Minuteman Settler M Boston" 4" to check if I counted the load order incorrectly, but also no result. Tried both esl and esp.
Would you consider a spawn button something like this modhttps://www.nexusmods.com/fallout4/mods/27979. Great idea just a little bit easyer with a button. Thanks for sharing your mod.
But if it was just a simple spawn button, how would you keep track of the IDs?? If they were just generic settlers that were not unique, that would be quite easy. I am open to ideas.
I don't know I'm not a programmer lol, maybe ask the guy who made the mod in the link mate ?, but don't want you to stress it to much mate it was just a thought after using that other mod it seemed a better solution than console commands. If it's not something you want to do I totally understand :).
Yeah, the whole spawning part would be easy, but keeping track of the IDs spawned without console commands would get confusing.. If I ever do come up with an idea that would make it easier, I will definitely implement it though!
1 Creates 12 arrays for 12 types of settlers 2 Arrays are filled in with all possible identifiers 3 The first time you run it, it checks which IDs have already been used. These IDs are removed from arrays 4 When the button is clicked, the ID is taken from the array and deleted. A settler is spawn with this ID 5 The character creation menu is called 6 The settler is registered in workshop 7 A message is sent about the number of remaining IDs ... Profit. No excel sheets
I dont know why, but I cant get this to work. How do I find my load order number? It says in the plugins section of Vortex that the load order # is 7. I type player.placeatme 7000800 1, for example and it says its invalid. What am I doing wrong?
Don't know much about modding FO4, but was a programmer for 30+ years. If you have the ability to write something like a log txt file, you could kick the NPC ID out to the file each time, and next time read it and increment. But maybe modding in FO4 isn't capable of that.
Given my overwhelming gratitude to ArchGaden’s Spawnable Unique Settlers, I am overjoyed to see this and maybe the other factions you mentioned.
I understand the push button issue. I use excel sheets to fill out the hex lists and track. Simple solution.
Endorsed #9 for this! SUMS works in perfect synchronization with the MM mods I have installed! Screenshots posted. Your mod is a super cool, given it is faction based and that the settlers spawn with faction-specific hardware based on the mods the user has installed. This is a significant improvement over SUS that spawned them in their nickers or less. I couldn't have asked for anything better than what your mods does in its native form. Wonderful!
Kudo #6 for expanding on one of my all-time favorite mods. Frankly, I think ArchGaden’s Spawnable Unique Settlers is still a very under-appreciated mod given its ability to add a level of unique user customization to the game that makes any user-created NPC special, and as you said: "best when used with rename anything."
BRAVO and my deepest gratitude! This mod is a long term Keeper, essential even. Thank you!
40 comments
I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation.
If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city .
my idea would be :
Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent.
Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies
Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near
Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters .
Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
I was able to find your NPCs in console and their IDs is very different, example FE017931
I know that FE is based on my load order but why the rest are different?
oh and all I found are females!
I tried the spawn command but it sais "not found". Then tried the "help "Unique Minuteman Settler M Boston" 4" to check if I counted the load order incorrectly, but also no result.
Tried both esl and esp.
If I ever do come up with an idea that would make it easier, I will definitely implement it though!
1 Creates 12 arrays for 12 types of settlers
2 Arrays are filled in with all possible identifiers
3 The first time you run it, it checks which IDs have already been used. These IDs are removed from arrays
4 When the button is clicked, the ID is taken from the array and deleted. A settler is spawn with this ID
5 The character creation menu is called
6 The settler is registered in workshop
7 A message is sent about the number of remaining IDs
...
Profit. No excel sheets
thank you for your support, this is amazing!
https://youtu.be/bYNaLXcRljE
I understand the push button issue. I use excel sheets to fill out the hex lists and track. Simple solution.
Endorsed #9 for this! SUMS works in perfect synchronization with the MM mods I have installed! Screenshots posted. Your mod is a super cool, given it is faction based and that the settlers spawn with faction-specific hardware based on the mods the user has installed. This is a significant improvement over SUS that spawned them in their nickers or less. I couldn't have asked for anything better than what your mods does in its native form.
Kudo #6 for expanding on one of my all-time favorite mods. Frankly, I think ArchGaden’s Spawnable Unique Settlers is still a very under-appreciated mod given its ability to add a level of unique user customization to the game that makes any user-created NPC special, and as you said: "best when used with rename anything."
BRAVO and my deepest gratitude!
This mod is a long term Keeper, essential even.
Thank you!
Hopefully, I did not mess it up too badly?
The video is yours in gratitude!