surg23 Posted October 14 Author Share Posted October 14 18 hours ago, subaverage said: You should at least be able to change hair and haircolor with mods like this: https://www.nexusmods.com/fallout4/mods/86640 (and it' requirements). I don't know how the look and feel on settlers with dirty skin would be, but maybe it's wort a try. It seems that there are some more mods out there doing a similar thing. Thanks for the info on that. The thing is I already have several mods with specific brows, skin, physics-hairs and eyes that I want to use. Having several extra mods to do an inferior job of what I already have seems counter-intuitive and not that ideal. For all the headache and potential issues I think I would be best just using slaves instead. That or manual overrides. @363rdChemicalCompany It might please you to know that there is no relentless beating of unarmed victims within the capture process for JB. For hostiles you simply have to defeat them as you normally would. For neutral/friendlies, you can simply mark them and open dialogue with them, or you can also take the more violent approach. Though if you have escapes enabled, you will have to recapture targets by shooting them down again as a disciplinary action. With JB, the flags of slaves will depend on the target. For normal factions/NPC's slaves will be cloned from the base you take from, will be set protected and match player level. Can also be used as companion, worker, trader, prostitute or unassigned resident. If you want unique slaves you will have to target unique actors specifically. I'm not sure if there is much to be gained by doing that other than roleplaying satisfaction, as with all slaves, they retain only a fraction of their original AI package. Personally I do enjoy taking unique slaves. There is roleplay value in that. Though mechanically it doesn't make much difference. If you do end up going that route be forewarned that there are some uniques that should be avoided, such as Tessa, And similarly anyone in Power Armor can cause headaches/oddities, especially for the purpose of LM manipulation. Yeah, I don't mind using commands here and there, but ideally not when there is roleplay value to capitalize on, which is for me something that persists the entire playthrough. I have slaves/settlers from my last game where I can still vividly recall the struggles and defining moments that resulted in our partnership. I often find myself reflecting on that stuff while in settlements. All adds to the flavour lol. 1 Link to comment Share on other sites More sharing options...
subaverage Posted October 14 Share Posted October 14 I didn't think about settlers that much, yet. But I like the idea. Maybe this mod could help and maybe I'll try it myself. https://www.nexusmods.com/fallout4/mods/33587 1 Link to comment Share on other sites More sharing options...
surg23 Posted October 14 Author Share Posted October 14 10 hours ago, subaverage said: I didn't think about settlers that much, yet. But I like the idea. Maybe this mod could help and maybe I'll try it myself. https://www.nexusmods.com/fallout4/mods/33587 Thanks for the link. Seems people are having a lot of struggles with settler behaviour and LM functions with that one. Many reports of assignment issues, or at least some user testimony that they don't use the full settler AI package. Not sure what to make of that. I guess I could try it if I get desperate. Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted October 16 Share Posted October 16 On 10/14/2024 at 3:32 PM, subaverage said: I didn't think about settlers that much, yet. But I like the idea. Maybe this mod could help and maybe I'll try it myself. https://www.nexusmods.com/fallout4/mods/33587 I never tried it. it has a holotape hmm , maybe its easier to ise than arch unique? has anyone other than me tried the Arch unique mod yet? With the arch unqiue settlers file I posted above in this thread, I sometimes have issues with assignments and AI also,, but that may or may not have been by my inability to proper assign them to a settlement via "move to" command as all my favorite settlements were too full to accept more. Maybe the issues are similar with this file. Even so I may also try it. Perhaps its easier to use and I am curious if the level boost from Better Settlers "hooks into" these or not. I would like that especially for my male settlers as they are the guards mostly and with AFT I frequently take settlemnt guards form Somerville (which I always buuild up into a huge fortress, due to its location) along on my Reconaissance in Force Patrols agains the Atom's Storm Forces (a mod with the glowing sea settled by highly militarized Children of Atom under a new prophet and heavily armed with weapons from the glowing sea.) (But taking settlers as followers via AFT and then dismissing them back to the settlement later, causes its own issues with settler dialogue back in the sttlements, its often gone altogether but at least they are still assignable) Link to comment Share on other sites More sharing options...
Recommended Posts