BurnTyre Posted September 22, 2018 Share Posted September 22, 2018 So I've tried to make a mod, where you can stumble upon captured settlers and free them. So far so good, the vanilla system just makes them disappear after you rescued them. But I want those settlers to be recruitable for settlements, just like those in the Mechanist radiant quest, when you kill the robots and can recruit nearby settlers (if there are any). So far so good, they are randomized by using the workshopNPC template, they can be found where they are supposed to be, have the dialogue window to free them (and eventually share items), and then... well. Adding the REDialogueRescued faction gives me the dialogue to send them to settlements ("join me"), but there's no settlement selection window popping up. They just leave the cell where I found them afterwards to vanish into the wilderness. Any ideas where I went wrong? Link to comment Share on other sites More sharing options...
BurnTyre Posted September 22, 2018 Author Share Posted September 22, 2018 Ok forget it - I just forgot to add the workshopnpcscript to them. LOL But I'm leaving this up just in case someone faces the same problem - it's easy to forget a script in this wasteland. ;) Link to comment Share on other sites More sharing options...
Pelgar Posted September 24, 2018 Share Posted September 24, 2018 I've been working on some similar RE Quest for a while now. I'd be glad to compare notes if you're interested. So far I have a RECamp quest where ghouls attack scavengers, the scavs are recruit-able if you help them kill the ghouls. I have a REScene with a farmer and two scavengers that are attacked by ghouls farmers and scavs are recruit-able. A REScene with gunners attacking farmers, A scene where gunners have a prisoner you rescue. A rescene where raiders have a prisoner to rescue. I'm working on a RECamp with an injured scavenger and a friend asking for help. This ones driving me nuts because I'm having to learn how to do scenes as I go.I've mapped out most of the RETrigger locations in the Commonwealth, for testing, and turned off nearly all of the vanilla REQuest for easier testing of mine. Link to comment Share on other sites More sharing options...
BurnTyre Posted September 28, 2018 Author Share Posted September 28, 2018 As you are doing more or less the same thing as I was trying to do, I guess, I can quit, as I still didn't get as far as beginning to script the scenes. Just let me know when your mod is ready, I'm really looking forward to it! Link to comment Share on other sites More sharing options...
Pelgar Posted September 28, 2018 Share Posted September 28, 2018 I wasn't trying to get you to quit, I was offering to share information. If you decide to continue let me know what you need and I'll help if I can. Feel free to PM me if you want. There is close to 200 REQuest in the vanilla game not including DLCs. I don't think it would be a problem if we both released a mod with recruit-able settlers. Link to comment Share on other sites More sharing options...
BurnTyre Posted October 2, 2018 Author Share Posted October 2, 2018 I've replanned. The main idea of my mod was and is to put slavery (as in FO3) into the game; but with a different approach. This means: There will be a settlement of Raiders, where you cana) kill all the Raiders, so the slaves are free to go wherever they want (no recruiting in this case), orb) buy slaves (which become then settlers) from a trader there.That's rather easy: You just take the workshop spawn script and add it to the dialogue with a npc instead of, let's say, a button or something. So you then only have to talk to the purchased slave to send him to your desired settlement.So far, so good, that's working.Even the companion, which you can find in the settlement, works so far (I'll maybe add an affinity system, but I'm not sure about that one atm).So, I removed the whole REQuest part for now, which doesn't mean that I might come back to it to add it to one or more of the raiders. After all, I'm still not sure if I really should go through with it. On the one hand, the slavery system as used in FO3 is something definitively missing in FO4, on the other hand, there is a slavery system mod at Lovers Lab already. But if I do the mod only for me, it' still worth the time learning all that stuff. Idk. ATM, I'm busy working, my holidays are over, so I can't really work on the mod now. Link to comment Share on other sites More sharing options...
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