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Recruit Intelligent NPCs


AndreChau

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While I have not used it as such for recruiting vanilla NPCs, I've seen a couple of vids about it on Youtube, where people have used AFT for doing so.

Unless there's been an update to the mod since those vids (And I am sooooo sorry, I don't remember when they were posted :( ) It does work.

But.

They're just followers. Not full fledged companions. Think earlier Fallout games.

And

They don't get the essential flag. Like Companions. Again, think earlier Fallout games.

 

But. (yes, I like buts. :D )

You can add the essential flag to them, via console command.

And.

The same with their inventory. Accessing it via console.

 

IF.

it was something to try out, I myself would make bat files of those commands to simplify the process.

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I just said that haha.

You can choose, Make Settler/Just Follow/Full Companion Import.

You can change most of their attributes but using the hotkey on them a second time, including essential/protected. (& Voice, outfits, fighting style, bravery, follow distance, etc)

 

But it reduces stability and compatibility which is why I said use at own risk.

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How much of the properties of an NPC can be copied by script? That is, could you make a "vessel" base NPC that has the workshopparentscript attached, spawn one, and then overwrite everything else with the properties of the NPC that should be made a settler?

(I kinda want to know this myself, for maybe spawning settlers and enemies that have their face morph values somewhere between two randomly selected templates, making them 100% unique.)

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I just said that haha.

You can choose, Make Settler/Just Follow/Full Companion Import.

You can change most of their attributes but using the hotkey on them a second time, including essential/protected. (& Voice, outfits, fighting style, bravery, follow distance, etc)

 

But it reduces stability and compatibility which is why I said use at own risk.

Hiyas Absol. Yes, yes you did :)

I was just throwing in what I knew about using the function *shrug*

Ooo. I'd forgotten about that. Being able to change some of their settings like the voice and stuff.

Noice!

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How much of the properties of an NPC can be copied by script? That is, could you make a "vessel" base NPC that has the workshopparentscript attached, spawn one, and then overwrite everything else with the properties of the NPC that should be made a settler?

 

(I kinda want to know this myself, for maybe spawning settlers and enemies that have their face morph values somewhere between two randomly selected templates, making them 100% unique.)

I can't think of the actual names of the mods that do it. But yes, there Are mods that do what you are describing.

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Why only one Super Mutant and no girls?

 

...it was cheaper.

 

This was "It Just Barely Works" Bethy at its so-called best, the same folks that used the Oblivion Potato People model for asexual children in Skyrim. Just expect it, already.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

The answer to any question starting, "Why don't they--?" is almost always, "Money." - Robert Anson Heinlein, in The Notebooks of Lazarus Long

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How much of the properties of an NPC can be copied by script? That is, could you make a "vessel" base NPC that has the workshopparentscript attached, spawn one, and then overwrite everything else with the properties of the NPC that should be made a settler?

 

(I kinda want to know this myself, for maybe spawning settlers and enemies that have their face morph values somewhere between two randomly selected templates, making them 100% unique.)

 

Ok, yeah I've been thinking about stuff like this for a while...

There a lot of mods that add head parts...

There are also a lot of overlays applied to NPCs, (even in vanilla game).

 

It would be nice to be able to wrangle these, and have them randomly applied by race/faction/gender/etc.

The blending features/traits thing is used to make father from SS and spouse IIRC.

So it's in the engine somewhere... :wink:

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