Smylzz Posted January 7, 2024 Share Posted January 7, 2024 Hello! I've been working on a new hostile NPC (My RX-1) and I am really stumped on how to get him in the game and was hoping someone could help me. I've been using the Famished mod as a reference and have tried my best to reverse engineer it to see how he is injected into the RadStag level list and trying to do the same for my RX-1 with the Synth level list. I have all the templates set up appropriately leading from EncNPC01-->EncNPC02Template-->EncNPC03 through 08. I have all the leveled list together in the appropriate LChar templates (LCharRX-1, LCharRX-1Legendary, LCharRX-1AmbushLegendary, LCharRX-1Boss) under leveled list as well as having the LChar base (LCharRX-1) in a LvlNPC template. Everything mirrors a standard level list and NPC template to a T. I added the LCharRX-1 to the LCharSynth list just like it is set up in the Famished mod and can never get the RX-1 to show up in game no matter what. I can spawn all of the different variances in via console command no problem. They all have the correct weapon, skin and name as well as anatomically put together (no floating body parts, no clipping, mesh working correctly.) Is there any other key factors I'm missing or could it be that the Synth Level lists are just very picky? I don't know how to write a script and the one ActorLLInject script I found doesn't work either when set up in the creation kit via quest or created with a quest in FO4Edit. So maybe if someone knows of a good script? It's strange because I used the same script from Defective_Synth because it is very close to what I'm trying to achieve but it doesn't work when I set the public parameters in the ESP. Defective_Synth mod still works great though... When I tried the script: Load CK-->FO4.esm + DLCCoast (for robot voices) + RX-1.esp--->Quest-->New Quest-->name quest, far right tab to script-->Hit Add-->add ActorLLInject (data/scripts/ActorLLInject.pex data/scripts/source/ActorLLInject.psc)--> Set public parameters in properties--> Hit ok-->Save Plugin. side questions: Does Race and Class matter with LVL implementation because I've made my own RX-1 Race and Class and floated the values from the synth gen 1 race for the most part. Does having a custom race with the default characterassests skeleton cause problems? I wouldn't think so because most of the races use this asset and My new enemy is a full suit of armor so setting flags would cover the entire NPC.. Synths are under Raider Class. should I just keep my NPCs under Raider Class? I have armor for skin, not an outfit and do not have any ap_keywords applied to the npcs, just a single skin. Do I need to add the armor to a level list as well to get NPCs to show up at all or if the NPC injection was working and the skin wasn't I'm sure I would just see floating guns.. I apologize for the long drawn out entry and if this is in the wrong section just let me know and ill move it or delete it. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 11, 2024 Share Posted January 11, 2024 (edited) There all kinds of different Synth and LeveledLists (LLIs) ingame. You mentioned the Synth doesn't show up but which one would you like the Synth to add to? Find a vanilla Synth in the game world which is from that particular LLI, get the LLI's FormID and add your Synth to that LLI in the Creation Kit. Perform a manual Cell reset (game setting - fast travel method or there's a console command for interiors) so the game respawns NPCs based on their templates and LLIs. Travel to that area and see if it worked. You could also remove other, vanilla Synths from the LLI for this test. On 1/7/2024 at 3:38 PM, Smylzz said: Does Race and Class matter with LVL implementation because I've made my own RX-1 Race and Class and floated the values from the synth gen 1 race for the most part. Does having a custom race with the default characterassests skeleton cause problems? I wouldn't think so because most of the races use this asset and My new enemy is a full suit of armor so setting flags would cover the entire NPC.. Synths are under Raider Class. should I just keep my NPCs under Raider Class? I have armor for skin, not an outfit and do not have any ap_keywords applied to the npcs, just a single skin. Do I need to add the armor to a level list as well to get NPCs to show up at all or if the NPC injection was working and the skin wasn't I'm sure I would just see floating guns.. I apologize for the long drawn out entry and if this is in the wrong section just let me know and ill move it or delete it. Custom Races and Classes should work just fine. As for NPC flags, for LLI NPCs (script injected or editor added), make sure to check the Respawns flag in the NPC's Actor record. You can keep Raider Class; Classes actually don't have much of a purpose in the game aside from the base S.P.E.C.I.A.L. stats. (I'd choose the one that's for similar Synths; I don't know which one was it right now). ap_Keywords are Attach Parent keywords; it's a typed keyword which is used for "special purposes" but you probably don't need to add them to the Synth. I'd add the common Armor ("skin") to Actor >> Skin and make different LLI records of the actual Armors then add the LLIs to an Outfit form. This way you can generate a variety of random armors for the Synth: the game randomly selects armors from their Default Outfit and auto-equips them on the Synth when they are spawned or 3D loaded. Note that armors in Outfit forms don't need to be in LLIs but it's necessary for randomization. Edited January 11, 2024 by LarannKiar 1 Link to comment Share on other sites More sharing options...
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