Jump to content

Recommended Posts

Posted

I'll check through it later, It may be a vestige form when I was transposing the data from a previous version of that mod and I left it in the list (I just copy paste my modlist)

Posted

 

 
Would anyone like me to make a settlers clothing patch for NON Slooty/Western clothing? and a Slooty/NON 14Yo one?

 

I think that anything that adds variety without borking immersion is a definite good thing.  Just have to make sure that whatever items are added don't look silly next to the core aesthetic.

Posted

Sooooo, was getting tired of the potato settlers.. I made up a mod list for them so there are more unique faves and names (Partially because better settlers is offline.) What I thought might have been the dont call me settler bug (cant interact with some settlers cloths dont work etc. turned out to be because the weapons and armor have been remade and what the had would not reset so it bugged them out, zzzzzz

 

~ then click on the broken settler write down the ID

go to a Nice peaceful place

type

prid ID

then

moveto player

 

then apply gentle loving blunt force trauma

 

You will find they have bugged equipment. the next settlers to spawn will be fine.

 

Also I went through and fixed the equipping bug for all settler types.

 

I'm just doing the new clothes swap and I'll post up the patches/updates.

Posted

So, just to be sure I got this, you take problematic settlers off the settlement and kill them, then look at their equipment?  What do you see that tells you the equipment is bugged?

 

Out of curiosity, what would happen is you just disabled the settler?  Would your settlement numbers be off?

Posted (edited)

Disabled settlers are still present ingame

i.e. Prid ID

Disable

you can "call them back"

 

the equipment is usually broken weapons for the INNR changes and and equipment for the INNR as well

I've disabled extra settlers in Don't call me settler as well just in case.

 

You can tell they are faulty as you can't trade with them or they don't wear cloths etc.


I think it's to do unofficial F04 patch scripts as I've not had the issue before.

 

just in case check settler equipment and swapout faulty gear

Edited by Gernash
Posted

Disabled settlers are still present ingame

i.e. Prid ID

Disable

you can "call them back"

Well, Disable, the markfordelete, then.  I await your patch as INNR is waaaay over my head.

 

I enabled nothing in DCMS beyond the actual renaming feature, and I've never used one of its manual scripts.  I will say the passive notices you get when entering a settlement or after an attack are pretty cool and I sincerely hope they aren't causing problems. I really hope the author is still out there trying to fix this thing.

Posted

INNR weapon naming and spawning has been fixed for ages now. (thats the drop on ground tab into workshop, If not working then scrap thing)

I've not had issues with those scripts at all just the settlers it spawns were potato

Posted

Sooo the recycleactor made one of my settlers into a roach.

That is some world class funny.  Kinda reminds me of this.

 

As for resetting a settler, I kinda thought that was what "recycleactor" did...

Posted

I'm still running on an old executable and the unofficial patch that went with it because I was waiting on SKSE and related files to adjust.  Seems like this would open up a large can of worms.

Posted

Hmmm, older version they don't turn roaches but remain pod people....need to start at this i think


try recycleactor on a settler as a test if they glitch out use ~ qqq to quit without save


but I added all the cloths cant test though no CBBE for roach

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.