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Invisible Settlers?


Pellape

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Posted (edited)

I am sure this is not a SS2 problem for sure but maybe someone here knows about this issue anyway?  There was a question about this  4 years  ago at the SS1 forum as well: https://simsettlements.com/site/index.php?threads/invisible-settler-bug-any-solution.13251/

I use F4 1.10.163

When I edit the face of a settler,

slm <RefID> 1

or use a preset it turns invisible, I do not know when but maybe after reboot or after 24h. Only way I know of  how to fix it is to replace the settler with a new one, so I free up the plots by moving it to another settlement, empty their inventory if they have nice outfits, disable, markfordelete... 😕   This is not a fun solution. I can edit bodies without issues but not faces.

Edit Companions or SS2 NPC's just work great, well Curie do return to default after reload.

I also use better Settlers which is described in the old post and maybe that mod have a problem?  Well, I stop speculate here and we see if anyone have any tips to give?  I started to look around as another player at Reddit have similar problems, who also use SS2, but I doubt SS2 is the problem as as far as I know, it just use standard settlers or any settlers from settler mods.

I made this post after I read about similar problems at Reddit:

 

Edited by Pellape
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Better settlers is not your problem.

If you are editing settlers that are not "unique" coded they will generally disappear/ turn invisible.

Sometimes even some unqiue coded ones, like piper depending how they are written into the game ( piper has  a patch for that)

This will allow you to determine if a settler is unque coded or not (nearly all of them are not, named settlers or settlers form tales of the commonwealth or settlers of the commonwealth mods generally are unqiue coded though)

https://www.nexusmods.com/fallout4/mods/26976

 

There is also settler builder:

All the settlers created by this are unqie coded IF u download the optional files, (which are seperated for either male or female):  and then they will be amenable to SLM appearance changes)

https://www.nexusmods.com/fallout4/mods/63451

these settler builder settlers will be game default level 2 though, so I just use it for hotties not fighters

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@363rdChemicalCompany Thanks a lot 🙂

 

The Settler builder seems to be the best option as I already use mods that do some things that the Amazing Companions Tweaks does. I did change all the settlers to level offset with CK, as that is what I have over all in the game. All Gunners that spawns in the settlement do have the same stats as my companions as I did check that in game right now before editing them and I also took a peek at a couple of settlers as well and some old ones where lvl 2  but most where lvl 9 but as the enemies are lvl offset, I think it should be proper that the settlers are as well.  🙂

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12 hours ago, Pellape said:

@363rdChemicalCompany Thanks a lot 🙂

 

The Settler builder seems to be the best option as I already use mods that do some things that the Amazing Companions Tweaks does. I did change all the settlers to level offset with CK, as that is what I have over all in the game. All Gunners that spawns in the settlement do have the same stats as my companions as I did check that in game right now before editing them and I also took a peek at a couple of settlers as well and some old ones where lvl 2  but most where lvl 9 but as the enemies are lvl offset, I think it should be proper that the settlers are as well.  🙂

Thank you for the kind words.

I been having a lot of fun with craftable settlers.

Too bad the base mdoels you cna shape are limited to 7.

I found that if I want more and starting SLMin say the first one in line then all other that are form that tab will also be changed to that look.

So the max distinct female settlers is 7 

 

There is also Comonwelath Captives.

Whenever u bust up a raider den , they have a number of beauties tied up naked and oyu cna rescure them and send to your settlement.

This will add variety in thier looks.

Be sure to check the mod settings in MCM so it doesnt throw in any dudes. There is a slider % male.

Also from Commonwealth Captives they are also all default Level of 2.

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Posted (edited)

It's not true you can only edit "unique" settlers, you can edit any settler, but you need to know their base id.

Steps for doing so are as follows.

1.  Open console and type "help settler 4" without the quotation marks.  This brings up a list of all settlers and their IDs.  You don't want the ones beginning with "FF" - they are your "in-game" settlers.

2.  type "player.placeatme <refid>" - find the settler you wish to edit.  You say you run better settlers, find where that is in your load order - it may be something like "0E", so your better settlers will all be like "0E000845", something like that.  Of memory NN000845 is a female better settler.

3.  Use the slm commands on your "new" settler to edit their face.

4.  Disable new settler by typing "disable" into the console (with the settler selected of course), and reload game - the settlers in your settlements who use that as the template will have their new face/hairdo, and will not go invisible.

 

Let me know if you need further help.

 

AFAIK, the only thing you can adjust on a "live" settler that will stick and not turn them invisible is the body  type triangle.

Edited by Weightaholic
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12 hours ago, Weightaholic said:

It's not true you can only edit "unique" settlers, you can edit any settler, but you need to know their base id.

Steps for doing so are as follows.

1.  Open console and type "help settler 4" without the quotation marks.  This brings up a list of all settlers and their IDs.  You don't want the ones beginning with "FF" - they are your "in-game" settlers.

2.  type "player.placeatme <refid>" - find the settler you wish to edit.  You say you run better settlers, find where that is in your load order - it may be something like "0E", so your better settlers will all be like "0E000845", something like that.  Of memory NN000845 is a female better settler.

3.  Use the slm commands on your "new" settler to edit their face.

4.  Disable new settler by typing "disable" into the console (with the settler selected of course), and reload game - the settlers in your settlements who use that as the template will have their new face/hairdo, and will not go invisible.

 

Let me know if you need further help.

 

AFAIK, the only thing you can adjust on a "live" settler that will stick and not turn them invisible is the body  type triangle.

I am trying to understand your post.

I am not trying to be sarcastic or combative in any way, just sincerely trying to understand your point given my long time efforts in this exact area of the game.

getting the base ID is something we do routinely when changing NPC appereance its a precondition of the process.

If it were this easy, many mods would then have never needed to have been made. Unless this is a new thing on the updated game ? (which would rupise me if they did anythign this insightful and mod friednly on the update)

Its been a truism in the community for a long time that only unique coded settlers can be SLMed (successfully w/o either transparency or face distortions that is) which is why entire mods exist to either create unqiue coded settlers or to convert settlers to unique (I have tried quite a few of them and not all of them worked out) for this precise reason.

I believe you are describing a process that would woprk successfuly to edit mod added settlers (most mod added settlers (but not all of them!) are unique coded for this exact reason to enable SLM)

Settlers from "Settlers of the Commonwealth"for example are unique coded if memory serves, I have changed Luke's and Pumpkins appearance for example before w/o ill effects.

Some mods added settlers are not unqiue coded; the otherwise excellent Commonwealth Captives being an example.

If u dont know where an NPC is from you need to check each individually on their unqiue status or not, using a mod like AFT . This is why AFT has that funtion so people know if they cna use SLM on this NPC without ill affect. This is a step u can skip IF u know they are from a source (such as settler builder witht he right extra file used) that only makes unqiues amenable to SLM.

Otherwise even some unqiue settlers from the vanilla game such as Piper, the abernathy's daughter and a few others, while unqiue and accepting of your SLM at first, will suffer hideous face distortion on cell reload. Same with some mods added NPCs.

(there are seperate mods to prevent this for some of them, such as Piper who even though unque coded will get issues on being SLMed, https://www.nexusmods.com/fallout4/mods/76690)

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The issue with "regular" settlers is, they are not usually persistent.

Means, when the area they're in unloads, they unload as well and will only be recreated in memory by the game engine when the area loads again. If some change to them is not persisted by the engine inbetween unload and reload, it is lost.

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Posted (edited)
12 hours ago, Weightaholic said:

1.  Open console and type "help settler 4" without the quotation marks.  This brings up a list of all settlers and their IDs.  You don't want the ones beginning with "FF" - they are your "in-game" settlers.

2.  type "player.placeatme <refid>" - find the settler you wish to edit.  You say you run better settlers, find where that is in your load order - it may be something like "0E", so your better settlers will all be like "0E000845", something like that.  Of memory NN000845 is a female better settler.

3.  Use the slm commands on your "new" settler to edit their face.

4.  Disable new settler by typing "disable" into the console (with the settler selected of course), and reload game - the settlers in your settlements who use that as the template will have their new face/hairdo, and will not go invisible.

This is in my eyes the way you would have to go if you want to change the human Curie without mods. And I know that this can make the origninal Curie invisible. To make her visible again it is necessary to disable her and afterwards reenable. Maybe that would work for the invisible settlers, too.

Edited by subaverage
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Posted (edited)

@363rdChemicalCompany Thanks a lot 🙂

I will install Commonwealth's Captives and I do save a lot of Presets from other NPC that I meet and we can do that of course with the captives. I think I have  maybe 15 presets now, to get each settlement as unique as possible. I even save a preset from a nice  looking Gunner.  😄  Just type

slm <refID> 1

Press [P]

Press [X]

Give the preset a name but I guess you knew about this alreay. Damn my new settlers have  double the HP than my companions has. I try to use the standard ones that pop in to a settlement first but the damn Slog has 45 so I guess I have to delete a couple of  doubles there.

There  are a couple of Presets at Nexus for DL, but it is also a matter of personal taste, also like the remade companions and I do think they do look best as the author intended, but with a few edits, like this:

Heather Hasdin

77985963-1718746133.jpg

I am Darlene

36254-1719782888-1305695594.png

Who is this?  😉

77985963-1717672019.jpg

 

Edited by Pellape
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