Fallout 4

Video information

Added on

Uploaded by

FlashyJoer

About this video

Crime And Punishment - New Settlers Pt2

There are three new methods to recruit settlers in CAP.

First method is by natural reproduction. Second method is to convert surrendered enemies into settlers (or prisoner settlers) and now, the third and final method to recruit new settlers, outside of the boring vanilla system, is part of Crime and Punishment and displayed here for you to see it in action.

This demo highlights how you can talk to random NPCs out in the Commonwealth and they will possibly open new dialogues with the player. Note, this only works on certain types of NPCs (those with generic voicetypes) and cannot happen to NPCs already assigned to a player settlement or part of Diamond City or Goodneighbor (to prevent alias / quest breakage).

7 comments

  1. KeyC0de
    KeyC0de
    • premium
    • 46 kudos
    Excited for this mod! A question. Is it safe to install, update or uninstall this mod mid-playthrough?
    1. FlashyJoer
      FlashyJoer
      • premium
      • 832 kudos
      The alpha releases are not keyed to be update-capable, so it is not advisable to use the alphas on save game you wish to keep. The alphas are more for testing it out, playing with its systems to see how they work. Experimentation kind of thing. Definitely not intended for your level 100 character that you wish to continue with. The official release version will be update-capable however.

      As to when to install it, you can do this on a new game or a game in progress, no problem. Mind you, if you do mid-game installs, you miss out on some vanilla quest related karma, if you've already completed such quests.

      As for uninstalling the mod mid-playthrough - you should never remove any mod from a game in progress as that is a sure fire way to bork the save. Best recommendation is, when you no longer wish to use a mod, just stop using it ingame - if it has an MCM to disable its functions, use that. But removing it? Not recommended and it's been that way since... well, all the way back to the earliest BGS games, like Morrowind, Fo3, etc...

      As for being excited - as noted, there is an alpha (v2) available on Discord that you can play with right now!!! See the post below.
  2. Moksha8088
    Moksha8088
    • supporter
    • 116 kudos
    Also, Kris Takahashi's mod Settlers of the Commonwealth adds a number of recruitable settlers throughout the Commonwealth with their own unique dialogue.
    1. FlashyJoer
      FlashyJoer
      • premium
      • 832 kudos
      Have never heard of this mod. Did a search, not a Nexus mod - hosted offsite. Wont download - not a trusted source, but even if it was here I likely still wouldn't (except to validate my suspicion about cell edits), I'm guessing it likely adds a LOT of cell overrides to the game to place those NPCs, which CAP doesn't do - it uses the base game's spawn and random encounter system's natural placement of random NPCs into the gameworld.

      I'm sure his mod is fine and all - just not something I'd personally download or advocate, just for the potential of cell overrides and mod conflicts (not with CAP, it has no appreciable overrides, but with just about any other mod you could think of that alters locations in the game).
    2. deleted67409046
      deleted67409046
      • account closed
      • 51 kudos
      Settlers of the Commonwealth is also hosted here on Nexus - https://www.nexusmods.com/fallout4/mods/8704?tab=files

      As far as conflicts, simply placing things in cells doesn't create any sort of record conflict. The cell record is included in the mod, untouched, and the placed objects are added to the Persistent and/or Temporary child subgroups that follow that cell record. If another mod also adds or removes items from that same cell, they will both work fine. The only source of conflict is if another mod modifies the cell record itself, in which case whichever mod is loaded last would win the conflict.
    3. Moksha8088
      Moksha8088
      • supporter
      • 116 kudos
      That mod is on Thuggysmurf's list of recommended mods. It can be found here on the Nexus nestled among some other mods under the title Atomic Radio and Tales from the Commonwealth.
    4. FlashyJoer
      FlashyJoer
      • premium
      • 832 kudos
      Thanks guys. Downloading now to see how it operates, so I can see how my dialogue functions will impact his NPCs - I'm assuming not at all, since they appear to be uniques and are voiced, so have a voicetype outside what my mod would be looking for. Key thing is to ensure no conflicts between our two mods (so either one doesn't break the other).

      EDIT: Okay. Can confirm his NPCs use custom voice types so are excluded by default, by way of voicetype and being unique. So that is good. The LOCATION and CELL edits though, this is a contention point for me, specifically that he edits Diamond City Jail, which both Crime and Punishment and Depravity do (and I have created a patch for that). So that will need to be raised to people upon release of this mod, so they can be aware that load order may break things or that a patch may need to be made. I have confirmed his mod and my own cause such a conflict loss depending on load order, based on the LOCATION form for Diamond City Jail.

      So it'll be good to have that info out there, considering the astounding user base that his series of mods has, it will be good to have that warning available (for both mods, to ensure they won't break one another).

      Thanks for showing me this mod! :)
  3. FlashyJoer
    FlashyJoer
    • premium
    • 832 kudos
    UPDATE: Alpha Release Version Two is now available to download, for your testing pleasure, on Thuggysmurf's Project Valkyrie discord server!