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LarannKiar

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LarannKiar

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33 comments

  1. boxerbeast1
    boxerbeast1
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    thanks for the upload
  2. Armada
    Armada
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    This is a really cool mod, but it would be nice if Jule was no longer marked as a target for any quests that have you destroy Acadia. That way this mod could be a way to save Jule.

    A simple fix for that is to add a condition that checks if Jule is still in the Acadia faction, since your mod removes her from that faction after she's been recruited. I've added this check to the Acadia defense script and some of the quest objective markers.
  3. CyborgShinobi12
    CyborgShinobi12
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    Any chance of an option to have her as a follower as well?
  4. Forgotten13
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    I'm having an issue recruiting her. It says I have recruited her but gives no option on where to send her. She just stands there and gives me various lines but nothing to say where to send her.
    1. LarannKiar
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      If the workshop assignment ("settlement selector") menu oesn't show up, then it's probably caused by a conflicting mod. If another mod overwrites her actor record, it overwrites her settler data too. You need to open your mods in FO4Edit to see which is the conflicting one.
    2. Forgotten13
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      It seems the synth hunter mod conflicts with. I disabled it. Loaded a save before the conversation occurs and it worked. I can send her wherever.

      In my current save, I've already had the conversation and there is still no option when I try to talk to her. It's not a retroactive fix. I'll have to deal with it as I'm too far from that point in this save to go back for that. It's not a biggie. Thank you for your response and help.
    3. LarannKiar
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      You can recruit her manually with these console commands:
      CQF WorkshopParent AddPermanentActorToWorkshopPlayerChoice 0300542B
      CQF RecruitJule Recruited

      Note that the first two digits of Jule's RefID ('03' in '0300542B') is depending on where Far Harbor (whose pluginname is 'DLCCoast.esm') is located in your load order. Usually, it's at '03'.
    4. Forgotten13
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      That's quite a typeful! LOL That worked. I was able to send her to a settlement. Thank you for your assistance.
    5. Crumar
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      Hi, when i type - CQF RecruitJule Recruited - i get the message: missing Parameter.
    6. LarannKiar
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      The function doesn't have a paramater so I don't know the console returns this error. Could you post the exact error message?
  5. deleted9860219
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    You'd think for a Synth she should have better teeth. 
    1. YouDoNotKnowMyName
      YouDoNotKnowMyName
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      Synths aren't perfect.

      Well, they might start as "perfect humans" (physically) when they get made in the institute, but I would think that healthcare is not as good in the commonwealth (or on the island) as in the institute.
      So that "perfection" would go away quickly ...
    2. LarannKiar
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      Max Loken said synths can't get illnesses. Rotting teeth is caused some kind of bacteria as far as I know. So I guess the Institute intentionally designed them with dirty or missing teeth. Cole (another synth in Acadia) has clean teeth until DiMA replaces Tektus with him.
      Anyway, I swapped her dirty teeth for clean ones so she has normal teeth now.. I did it months ago and I forgot to delete it from the uploaded version.. but I don't know if it would bother anyone.
    3. deleted9860219
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      Actually that's ok, I was just pointing it out for no reason. Makes perfect sense to have rotten teeth and being all dirty (and super smelly, I assume) in a world like FO4's, Bethesda did that right and didn't go full-blown Hollywood by having NPCs looking perfectly clean and pretty like some f*#@ing Hunger Games movie or something equally stupid. 
    4. djomac
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      Synths are supposed to be indistinguishable from humans, and I doubt good dentistry is al that common any more.  If all the synths had nice teeth, people would start killing anyone with nice teeth on the suspicion there were synths.
    5. AndreChau
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      "Max Loken said synths can't get illnesses."

      Yes, but the bacteria aren't making you sick, they are eating stuff in your mouth. The problem is that produces acids that damage the teeth.

      The institute probably has great dentistry, but none of the gen 3 synths are very old anyway, and the attrition rate seems high. The Institute seems to use up synths pretty casually.

      Besides, I seem to recall one of the doctors testing a synth by injecting it with a disease and asking it to document it's suffering.

      In Jules case, she suffered severe head trauma, which could have damaged her teeth at the time, or caused spasms which damage teeth over time. She also suffers severe stress which might cause teeth clenching/grinding. And she doesn't seem the type to look after herself or try and get help. She's extremely depressed.

    6. Dashboarderian
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      I don't think Max Loken is to be believed with anything regarding to synth... He's deliberate selling hypothetical goals about Gen 3 Synths while they are not like that in reality... For example, Gen 3 synths have to eat and sleep, or else Curie wouldn't be telling you that she's tired and hungry, there are also barracks and planters in Acadia so they can grow food.
    7. streetyson
      streetyson
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      Nice nashers are a give-away! Only a synth would have great teeth in the 2280s (at least above ground, outside the confines of the Institute).
    8. NateW123
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      One of the Railroad agents keeps asking me if I am from a vault since I have too many teeth to be a scaver. So, it is noticeable, but not alarming.
  6. zed140
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    I miss the barman ron staples
  7. Myrystyr
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    I had something odd happen with Jule, less of a bug and more of a quirk . . . At first I thought it might be because I revived an old character who's at nearly 280 hours, but now I'm wondering if it's more an issue with the settlements in Far Harbor in general.

    I sent Jule to Longfellow's Cabin, and decided to walk all the way back from Acadia - only to meet Jule walking back up to Acadia, halfway down the trail. When I get to the cabin, planning retrieve some of the loot I've stashed there to sell it to Brooks, I find three of my Dalton Farm settlers hanging around. On my way to The Bait Shop, I see Jule sitting on a bench near where the trappers usually are (but haven't respawned for quite some time), staring off out to sea under a bright sunny sky; can trade with her, and get snarky comments from her, but that's about it. So after selling my loot I run all the way out to Dalton Farm to see if my settlers have gone back home (they haven't); and then I remember that some of my other characters have seen Uncle Ken hanging around The Bait Shop, even when he's still assigned to farm at the Visitor's Centre (this character has yet to go there). So I fast travel out to Echo Lake Lumber Mill to clear it of ghouls (and kill Malcolm when he turns up), fast travel back to Longfellow's Cabin; still no Jule, but this time the Daltons are gone. Then I go back to The Bait Shop, passing Longfellow singing to himself outside the Mariner's place, and find Jule sitting down in the back. Run back to Dalton Farm and the settlers are nowhere in sight, but the Population Management terminal says they're all assigned. Run back to the cabin, and find Jule wandering about near the bar I set up; then I get her dialogue, and she stays in the settlement - and it finally starts to rain again.

    Anyway, thanks for this mod. Jule is definitely worth recruiting as a settler, I hope to get her in all my future playthroughs.
  8. Krendellmax
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    Hi! You can make Patrick a settler  https://fallout .fandom.com/wiki/Patrick_(Fallout_4) ? There is a mod for settling in the Drumlin diner. Patrick gets in the way there when he sits in the middle of the dining room))
  9. icannotaim
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    Wow, on a whim I started a Far Harbor playthrough today.  I became pretty sad when I saw Jule's fate after I already told her about her past and finished her quest.  Installed you mod after she was already hanging out outside in the rain.  Still worked fine, she is now at my settlement picking crops.

    By the way, is there a reason that most FO4 mods that are ESL are true ESL and not ESL flagged ESPs?  I normally re-pack form IDs in FO4Edit and add the ESL flag.  Just curious, trying to learn.

    Thank you for this mod.
    1. LarannKiar
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      Thanks for the feedback. As for the ESL flagged ESLs and true ESLs, it's just personal preference I guess. You can learn a lot about plugins here, and here. (The second link points to a post that is made for Skyrim Special Edition, but the "Flag Types" and "File Extensions" apply to Fallout 4).
  10. djomac
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    Hey this is sort of a bug report, but it's also just a conflict with a mod I created, but I found a workaround. But I still wanted to make a post in case someone else has the issue, and was thinking there might be a way to patch it?

    Anyway, my mod creates a settlement outside of Acadia?. I was unable to recruit Julie at first. I didn't see any conflicts in xedit and load order made no difference. On a hunch I teleported her to the docks of Far Harbor and then was able to recruit her. Commands below for anyone who needs it:
    prid xx00542b     (replace xx with the number for the DLC, in my case it was 0300542b)
    moveto player

    On a hunch, I also tried teleporting her to another settlement and could not recruit her.  So I am thinking your script for dialog checks to see if she is in a settlement or not - if you are in a settlement cell it gets confused and the recruit option doesn't show (maybe a keyword thing?).  Not sure if that is easy to fix or if that's even a correct guess, but the commands above fix the problem so no worries.
    1. LarannKiar
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      The "recruitment" Topic Info Group (FormID: XX000008) has the condition LocationHasPlayerOwnedWorkshop == 0. You could change it to GetInCurrentLocation: DLC03AcadiaLocation == 1. If you do so, don't forget to add GetInCurrentLocation: DLC03AcadiaLocation == 0 to the "check up" Topic Info Group (FormID: XX000023).
    2. djomac
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      Cool, good to have another workaround.