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Is there a console command to discover a mod injcected NPCs faction code?


363rdChemicalCompany

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So I play quite a few mods that intruduce new NPC groups such as Atoms Storm and The Marshlands DLC.

There I run into variosu swamp people whose faction is coded hostile to me.

So predictably when they attack the walking World War 4 that is the sole survivor, they quickly get massacred.

It invalidates so much of the hard work the mod authors have done on these dwellings or settlments and those folks are basically just had working survivors trying to make it. So I prefer not to cut a swath of death destruction through the land.

Also I dont want to massacre them because running away is not an option either, as they will try to follow and my power armor will get a lot of hits attriting its health for when I DO need to fight.

I figure there must be a way to :

a) discover their faction via console command so I can then 

b) console command myself friendly or neutral to said faction.

 

Any thoughts?

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I don't know if there's a console command to do what you want, nor do I know how to make it work if there is such a code. However, when I made Atom's Faithful - Recruitable Children of Atom, I had to add PlayerFaction "Player Faction" [FACT:0001C21C] (rank 0) to the Faction (sorted) list in their NPC (Actor) records to make them friendly. If you know your way around Fo4edit, adding this faction affiliation isn't difficult, but it'll take a lot of time if you want to change a large number of NPCs.

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Thanks!

So this is by individual NPC correct?

I have Amazing follower tweaks which can do this also but only for each NPC and it takes seveal clicks to do (and it can be buggy at times when I put folks in as settlers as to their dialogue or now lack thereof)

I must confess I dont know anything about F04 edit.

part of me hesitates to learn it, I think the more I know about the game program the less magical my in-game universe may seem to me 🙂

 

I do belive there must be a console command to discover a NPC faction code ( as some mods make new factions) and then a console command ot set myself friendly to said faction.

In the cheat console , which is really just a collection of console commands made userfriendly via clicking on tabs instead of typing them out, I can pick almost any vanilla faction (raiders, deathclaws, bloatflies, gunners you name it) and make myself friendly to them.

I use this when I need caps. I put on the Silver Shroud coat and hat and  take one of my settler girls and pimp her out to the raiders at Corvega  using SEU or another app for that. Never leave with less than 4000+ caps from that trip.

So I know this mechanic exists somewhere I just need to find it for new mod injected factions 🙂

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For most unique NPCs, yes, you'd have to add that faction to their individual lists. For most randomly generated NPCs, though, you can add it to the template upon which they're based so that, whenever an NPC spawns from that template, the "friendly" effect will apply. The problem is that, occasionally, disparate groups will share the same template(s), so you could end up with friendly enemies who need to be hostile for quest/story purposes. Getting around that involves creating new templates for one (or more) of the affected groups so that necessary enemies stay hostile, and the new "friendly" NPCs remain friendly (unless you attack them), but this requires a lot more work.

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I think all of the normally hostile groups should have that property some gunners and scavengers have where they warn you to back off and only open fire if you ignore their command. At the very least, the only "required" fighting would be to progress a quest/story objective or to put down monsters.

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1 hour ago, rsm000rsm said:

I think all of the normally hostile groups should have that property some gunners and scavengers have where they warn you to back off and only open fire if you ignore their command. At the very least, the only "required" fighting would be to progress a quest/story objective or to put down monsters.

I agree.

Especially gunners it seems should want people to approach so they can get hired for their missions tht are ostensibly their income.

And other assorted hostile factions that are not raiders (for example the assorted small swamp factions form a couple of mods) should be very polite when they spot the walking worls war 4 that is the sole survivor.

rather than blindly attack him.

No one who has habits like those would even still exist by the time you walk by.

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