JunkyardLazyGhoul Posted May 24 Share Posted May 24 The Creation Club mod "Capital Wasteland Mercenaries" adds new type of settlers after completing the quest. The face pool they use are very limited and spawn regularly among vanilla settlers (about 50% chance), this results in a lot of settlers with repetitive faces because these new ones are not affected by mods that gives more faces to vanilla settlers. I deleted their NPC leveled list entries but they still spawn, and couldn't find any kind of script injector responsible for this, any idea how to stop the spawning/removing them? Link to comment Share on other sites More sharing options...
worm82075 Posted May 24 Share Posted May 24 Most likely you will have to start a new game because the LL data is already embedded in your save. Link to comment Share on other sites More sharing options...
JunkyardLazyGhoul Posted May 24 Author Share Posted May 24 I thought it would change after cell reset if I removed the leveled npc entry records? I understand injector script required a new game to have effect, but I don't see the mod using anything like that. Link to comment Share on other sites More sharing options...
LarannKiar Posted May 28 Share Posted May 28 You call revert script made modifications to any Leveled Base Form (LeveledCharacter, LeveledList, etc.) with the Papyrus script function Revert(). The problem is, you'd need to a have a Papyrus script to do that. So, if you can compile this script: Script testScript Function RevertLeveledForm(Form akLevForm) global If !akLevForm Debug.MessageBox("RevertLeveledForm: ERROR: parameter akLevForm is None.") Return None EndIf If akLevForm as LeveledActor ; what the Creation Kit calls "LeveledCharacter", FO4Edit calls "Leveled NPC" and Papyrus calls "LeveledActor" Debug.MessageBox("RevertLeveledForm: ERROR: the provided akLevForm cannot be casted as LeveledActor.") Return None EndIf (akLevForm as LeveledActor).Revert() Debug.MessageBox("RevertLeveledForm: SUCCESS: the provided akLevForm was reverted to its vanilla (i.e. editor defined) state.") EndFunction You call it in the Console ( CGF "testScript.RevertLeveledForm" FormID ). Replace FormID with the actual FormID of the Leveled Character (like 00113341 of the vanilla LCharWorkshopNPC for example). 1 Link to comment Share on other sites More sharing options...
JunkyardLazyGhoul Posted June 7 Author Share Posted June 7 Thank you LarannKiar for the advice and script example, do you happen to own this Creation Club mod? I want to make a patch/mod to stop "Capital Wasteland Mercenaries" adding new type of settlers after its quest, would utilizing this script be the ideal method? Link to comment Share on other sites More sharing options...
ShannaniganO Posted August 2 Share Posted August 2 Did you have any luck with this issue? All new settlers that spawn into my game since completing Capital Wasteland Mercenaries are Good Fighters... its maddening!! I did a test spawn just to make sure I wasn't crazy and this happened... When I did the test on another save where I didn't complete the CC quest everything was great... loads of variety. So I'm desperate to make it stop on my main save! Link to comment Share on other sites More sharing options...
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