Jump to content

The Sex Balance in Diamond City - Let's face it, it's off (SOLVED)


Recommended Posts

1 minute ago, Karna5 said:

While Problems of Survivor does add a few NPCs to Diamond City, and while Wasteland Dairy Framework's slaves you free head to the Diamond City Market, your comment above reminded me of another thing which might help by using a combination of Family Planning Redux and Magno Cum Gaudio.

As you know, if an NPC has a child who grows to an adult in Diamond City area, that grown adult just sits around, hanging out as a new NPC with no real job to do.

You can then, if you wish, use Magno Cum Gaudio's tool menu dialogue to send the grown adult to the settlement of your choice.

Likewise the AAF Autonomy Enhanced mod can get the Diamond City denizens to make their own babies while you're visiting, and they can grow into adults without your intervention.

If you want a natural way to have jobless adults at Diamond City without having to add them through FO4Edit or special mods, there are combinations of existing mods which can achieve that.

You can also set Family Planning Redux to have mostly female babies (I set mine to 85% female, 15% male).

Thats brilliant I did not think of that!

Still an easier/faster way of spawning some would be nice. I may relent and go with HoC or try my 30th new start in the past week to get DC Exnpansion to work without nuking DC and or the blocks around it with disappearing walkways and buildings.

 

  • Like 1
Link to comment
Share on other sites

2 minutes ago, 363rdChemicalCompany said:

...and or the blocks around it with disappearing walkways and building

Are you by chance using Universal Fixtures for CWSS? As much as I love that mod and the idea of having working showers, baths and toilets across the commonwealth, I find that mod steps on and gets stepped on by mods which touch Diamond City and some other zones. I finally gave up and uninstalled it a few play throughs ago, and I have far fewer issues without it.

If you're going to start a new playthrough (which I find fun to do frequently), and if you have Universal Fixtures installed, you may want to try a play through which doesn't have it.

Link to comment
Share on other sites

17 minutes ago, Karna5 said:

Are you by chance using Universal Fixtures for CWSS? As much as I love that mod and the idea of having working showers, baths and toilets across the commonwealth, I find that mod steps on and gets stepped on by mods which touch Diamond City and some other zones. I finally gave up and uninstalled it a few play throughs ago, and I have far fewer issues without it.

If you're going to start a new playthrough (which I find fun to do frequently), and if you have Universal Fixtures installed, you may want to try a play through which doesn't have it.

No I dont use that, but if a power user like yourself has any tips I am all ears. I suauly enjoy the first part of the game rthe most.

I also have a mod that doubles the numnber of DC guards on Patrol outside the walls ( which makes sense IMO) but these issue predate that mod.

I enjoy going around the town and giving all troops a set of military fatigues ( for the look and 2 APs it adds, since the guards natively have only 1 SPECIAL of agility(!!!) ), plus a Combat Armor Helmet to get rid of the ridic looking baseball helmets and also an easy way to improve armor rating a bit, and I also give each a copy of Neehers Select Assault Rifle, plus generous ammo

Select Assault Rifle at Fallout 4 Nexus - Mods and community (nexusmods.com)

Its basically a "falloutizised" version of the CAR 15 from the VIetnam era. it matches specs of "short combat rifle" using 5.56mm. It has alot of room for growth via impvoements if you are Gun Nut Level 4, but I usually give the guards the basic version. 

They all look very professional when I am done and their combat effectiveness is significantly improved.

Yes all this cant be done without the cheat console I admit, I freely use it when it comes to imrpoving the FO universe.

 

  • Like 1
Link to comment
Share on other sites

12 minutes ago, 363rdChemicalCompany said:

I enjoy going around the town and giving everyone a set of military fatigues....

This could be the perfect opportunity for you to get into using FO4Edit to tailor your game to how you like it.

For instance, the DC Guards have an "Outfit" record which you can easily override into your own plugin. For instance, find it in the Fallout 4 ESM file, right click the record, and Copy as Override into your own plugin. The first time you do this, you will name the plugin (i.e., FO4_363rd_Overrides.esl). Any other overrides you add you can put in that same override plugin.

I've got my own override for the DC guards because I got tired of doing it manually each playthrough *laughs* So below is a screen shot as an example.

DCGuardOutfit.thumb.jpg.ee478aecbabc1374b8ff77f91f27c813.jpg

You can likewise explore FO4Edit to find the DC Guard's default weapons and change that to be whatever you want as well.

Something simple like this could be fun for you and can open the door to a whole lot more. And it'll make each new play through that much more fun as you'll replace the manual tailoring with a one-time override of your own.

p.s. You might notice my override in this case is ESP and not ESL, but that's because I override a lot of records which are not ESL-permitted. I do have ESL overrides for other things, but my main override plugin is gigantic and does a lot more than outfit replacement 🙂

Link to comment
Share on other sites

49 minutes ago, Karna5 said:

This could be the perfect opportunity for you to get into using FO4Edit to tailor your game to how you like it.

For instance, the DC Guards have an "Outfit" record which you can easily override into your own plugin. For instance, find it in the Fallout 4 ESM file, right click the record, and Copy as Override into your own plugin. The first time you do this, you will name the plugin (i.e., FO4_363rd_Overrides.esl). Any other overrides you add you can put in that same override plugin.

I've got my own override for the DC guards because I got tired of doing it manually each playthrough *laughs* So below is a screen shot as an example.

DCGuardOutfit.thumb.jpg.ee478aecbabc1374b8ff77f91f27c813.jpg

You can likewise explore FO4Edit to find the DC Guard's default weapons and change that to be whatever you want as well.

Something simple like this could be fun for you and can open the door to a whole lot more. And it'll make each new play through that much more fun as you'll replace the manual tailoring with a one-time override of your own.

p.s. You might notice my override in this case is ESP and not ESL, but that's because I override a lot of records which are not ESL-permitted. I do have ESL overrides for other things, but my main override plugin is gigantic and does a lot more than outfit replacement 🙂

So could I even overide as a equipment order a non vanilla part like Neehers Assault rifle?'

Going around their patrol areas isnt that much work actually to me as I actually enjoy iy, and i imagine I am giving a friendly gift from the Minutemen Arsenals ( whom I equip asimilarly equipped  they wear the militia Hats) to the DC troops.

BUT you are right it would be a good way for me to learn!

Link to comment
Share on other sites

Outfits are Clothing/Armor - not weapons.   

When it comes to weapons a lot of weapons are added via Leveled List.

When it comes to weapons mods - MOST add their weapons via Leveled List through scripts.

-----

So if you use a lot of mods that add their weapons to Leveled Lists using scripts - you don't want to manually edit the leveled lists.

If you do it will be like giving a 3 year old a crayon and letting them go ham on a painting of the Mona Lisa.   😄

Link to comment
Share on other sites

1 hour ago, 363rdChemicalCompany said:

So could I even overide as a equipment order a non vanilla part like Neehers Assault rifle?'

Yes, you could, though there are a few ways to do it. Most weapons, whether vanilla or mods, have random variations with attachments. Each time they spawn, you could get different components. If you install FO4Edit, I suggest you carefully look at both vanilla weapon records and the Neeher's Assault Rifle records to get an idea of how they built and how the variations spawn.

What I do is I copy weapons I like as new records into one of my plugins. Then I strip away the variations I don't like and make it so the weapons always spawn with the attachments I want.

I create dozens of tailored weapons this way, ranging from melee weapons to mini guns and laser muskets and so much more. And finally I create a levelled list of the weapons I like for my settlers to get.

My settlers get a levelled list of wigs, of clothing, of weapons, and more. I even make them get ten stimpaks and a Photo Light (a type of face light) item.

I don't want to tell you exactly how all that is done because a big part of learning is for you to use FO4Edit to explore how vanilla and mods do all that. Then, once you fallow the path into each of the steps, you'll realize one day that you went from overriding the outfits on DC guards into changing nearly all the commonwealth to be just how you like it. 

All it takes is time, patience and the ability to take each step one at a time.

If you have specific questions, you can always ask here on the forums. But I think you'll find in the long run it's actually much easier than you may imagine. Just remember not to worry about the end game and all your desires. Take everything one step at a time.

Link to comment
Share on other sites

19 minutes ago, fraquar said:

When it comes to weapons mods - MOST add their weapons via Leveled List through scripts.

You're right most people use scripts. I don't because I don't have to worry about compatibility with other people's mods for my own personal plugins. I just look at what NPCs are using in either the levelled list for weapons or whether they're even using a levelled list, and I swap that record to use my own levelled list.

Yeah, if it was a mod for the general public, something like Robco patcher or the like would be ideal. But for personal use, I just directly override the records I want to change 🙂

Link to comment
Share on other sites

Agree.   A lot of people bomb modders pages asking for "leveled list please" and have no earthly idea how the modder is going to add them into the game.

Ex.   For the Triggermen this is one of the lists I have them spawning with when I do use Semi/Full Auto weapons.

LLI_Triggermen_Weapons_Pistols and LLI_Triggermen_Weapons_Rifle_Auto

Pistols..................................................Rifle

Colt 1911.............................................Thompson M1928

Colt 1911 Lebman...............................Uzi

Colt Python..........................................MAC10

LAR Grizzly (oversized 1911).............Remington Model 11 (Sawn Off)

Lee Enfield Obrez................................HK 51 (full auto .308)

Double Barrel Shotgun (Sawn Off).....Remington 870 

 

Of those the Obrez, the Lebman, the Remington Model 11, the HK 51 and the MAC-10 are exclusive to them - nobody else uses them.

Edited by fraquar
  • Like 1
Link to comment
Share on other sites

On 3/16/2024 at 3:44 PM, 363rdChemicalCompany said:

But Diamond City expansion is one of the most finicky mods I have, I very often have issues with it , you just breathe wrong on it and makes walkways all over town disappear and even a couple city blocks get nuked outside. This is the most unimmersive s.-show. and unstalling it , while fixing DC usually leaves the flickering and disappeared landscape still acting up outside.

Use this mod to fix DCE's precombine issues: Diamond City Expansion - eXoPatch at Fallout 4 Nexus - Mods and community (nexusmods.com)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...