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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
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.
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).
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.
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! :)