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Make most/all factions neutral or allied to each other and hostile to the player


NeinGaming

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The player has only settlers that come in via radio beacon as allies. Everybody else, without exception, is friendly or allied to each other. (Oh, and just to avoid the issue and because it's zero gameplay loss, just remove all children from the game)

I know how to edit factions, but I never played any faction quests very far, so I don't even know most of the troubles that would arise and content the player would be locked out of. Therefore I'm not in a position to even attempt to do this remotely well, or I wouldn't make a topic... but just get started (though I absolutely will edit the factions just to see what happens hah)

But technically, it could be made to work, right? At least if you don't care about maintaining the vanilla progression, but just plain access to as many areas and items as possible. Quest rewards and keys, would be gained by killing quest givers. Those could be buffed greatly to make that a kind of mini quest in and of itself.

 

I think it would be hilarious. And obviously, it would be much harder. But not only that, it would kinda increase enemy diversity, because when several are around, it's not just the strongest group or individual facing the player after they defeated the rest, but all of them together. And it could be an interesting foundation for further mods, too.

In an advanced version there could even be some small replacement quests (a random settler gives you a repeatable quest after certain milestones, if the settler dies, you wait until you get the quest again from someone else).

Taking down the Prydwen, blowing up the Institute, taking the castle and killing Preston Garvey (who teleports out when you deplete his health at the first small showdown in the Museum of Concord), could all be things the player would do to make their settlements safer or increase their own action radius. Maybe Diamond City could be turned into a settlement the player can conquer, or Piper would have to be taken down to allow recruitment beacons to work better or at all in a radius around Diamond City Radio, which she is writing disinformation material for haha. Acadia might have super strong synths in Far Harbor and The Nucleus so must be cracked first to disable them, and Far Harbor in turn is responsible for breeding Fog Crawlers, while the Nucleus is indeed making the fog worse.

 

And so on, I think the limit is really that it'd be a lot of work, but other than that it'd be mostly writing itself I think.

Any additions and suggestions, reasons why it couldn't work etc. or would suck are more than welcome!

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You would either do this in CK by editing faction forms, possibly Actor forms as well.

It can also be done in Papyrus using SetAlly() and SetEnemy() (the latter should point at PlayerFaction)
https://www.creationkit.com/fallout4/index.php?title=SetAlly_-_Faction
https://www.creationkit.com/fallout4/index.php?title=SetEnemy_-_Faction

You can also do this in console if no one will bite at your suggestion
I suggest a startup-bat (Specified in Fallout4.ini, [General], sStartingConsoleCommand=bat YourBatchfileName <---- a .txt-file located in \Data
If you want to load many bats, separate entries with ";". The bats will run at game startup.

 

https://falloutcheats.com/command/setally
https://falloutcheats.com/command/setenemy
https://falloutcheats.com/factions


Each command separated by line-feed or likewise ";"

Like so:

setenemy 000994f6 0001c21c 1 1 <------ Railroad is now enemies with PlayerFaction, which is set to mutual

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Thanks! I love how there's always 10 ways to achieve a thing :smile:

I already went made a tiny ESL overriding a bunch of factions that seemed somewhat safe to me (so nothing with any prefixes or suffixes, and no factions that aren't normally hostile to the player). Just plain "Raiders", "Gunners", "Bugs" etc. are now all allied to each other. FO4 edit is awesome for this, just copy all the respective factions into one override file, select them all to see them compared side by side (there's a value in the setting you can crank up to be able to do that with dozens or hundreds of forms), and then copy the allied relation to self the each of the factions has to all others.

I didn't actually get much time with it in game yet though, but I'm hopeful. I'm playing without combat chatter [0], and with SKK Combat Stalkers, Nomads, NPCs Travel [1] etc. but enemy factions shooting at each other constantly gives them away. So I think whenever I see NPC fighting each other that I rather wouldn't (or NPC being friendly who should be hostile and quests breaking), I'll click them in the console and note their factions, and over time I should be able to get the major ones. As long as the majority of the respawning ones are covered, having lots of little exceptions here and there might actually be cool.

[0] in fallout4custom.ini, under [combat], put DisableCombatDialogue=1

[1] speaking of, setting the "avoid roads" flag on all races is hilarious, that's going to be my first mod when I get around to releasing one

Edited by NeinGaming
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