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Static non-settler guards


SkeleTheBerserk

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I have used this mod in the past: https://www.nexusmods.com/fallout4/mods/34144?tab=files it is a bit fiddly and requires a little bit of patience. It has a gun pose option, LMCC options and a bit of a learning curve for the poses. They can be LooksMenu customized and clothing/armour/weapon equipped as well. They even have a basic idle animation, so they don't look like static mannequins. The big thing is to not place too many too close together, as performance can suffer (low FPS and possibly CTD). I have placed groups of 5 with no problems... Hope this helps.

I've been trying those, the problem is that if I put them into a pose anything other than the base stand pose or the base gun pose, they stand so still they don't even breathe. Currently it is the one I'm using if there is nothing better coming.

 

 

You could try Minigun Emplacements. I think the gunners on those are just static and don't count as settlers.

I've not been able to get that to work I'm afraid.

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My experience with the Constructible Guards mod is that they do not count towards settlers in terms of resources. But they do defintiely move around randomly. Sometimes they fall through floors or just get it in their heads that they really don't want to stand where you put them. Maybe they left something in the oven? If you don't mind that issue, it's not a bad mod. If they kept walking off, I would put them back into the workshop and replacing them in different places until they stayed in place.

 

I tried the Animated Mannequins mod too and it seemed to be time intensive. Though I should probably take a second look.

 

Hope that helps.

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The Create Followers mod would work. Just place the follower beacon in a non-respawning container where you want the guard to stand. I've used it to create provisioner guards (place the beacon on the provisioner and they'll follow), extra guards for the Diamond city entrance (beacon in nearby container) and other locations.

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My experience with the Constructible Guards mod is that they do not count towards settlers in terms of resources. But they do defintiely move around randomly. Sometimes they fall through floors or just get it in their heads that they really don't want to stand where you put them. Maybe they left something in the oven? If you don't mind that issue, it's not a bad mod. If they kept walking off, I would put them back into the workshop and replacing them in different places until they stayed in place.

 

I tried the Animated Mannequins mod too and it seemed to be time intensive. Though I should probably take a second look.

 

Hope that helps.

In my game they shoot up the number of settlers, as in the number on the top left corner in workshop goes up. That's why I'm not using them.

 

 

 

The Create Followers mod would work. Just place the follower beacon in a non-respawning container where you want the guard to stand. I've used it to create provisioner guards (place the beacon on the provisioner and they'll follow), extra guards for the Diamond city entrance (beacon in nearby container) and other locations.

Does that make the settler count go up? The whole point of this is not to make the settler count be any higher than the base game allows since the settlers stop working everytime I go over that line.

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The Create Followers mod would work...

Does that make the settler count go up?

No, the created NPCs aren't settlers and have no effect on any settlement stats. They work just like a (non settlement-assigned) follower would but they, in essence, follow their associated settler beacon i.e. whoever/whatever is equipped with it. So if the beacon's in a container, they'll just stay close to that (again, ensure the container is non-respawning, like a container built in workshop mode). Or, you could equip the beacon on a settler via trade dialogue and they'll follow that NPC around.(e.g. a settler you've assigned to guard duty.) That's how I created 3-person provisioner caravans - by equipping provisioners with a couple beacons via trade dialogue. I also used the mod to create caravan guards for Trashcan Carla, by equipping her with beacons via console commands (using trade dialogue with merchants won't work since it only adds the beacons to their respawning trade inventory).

 

The created NPCs are aligned with the player faction so will attack enemies of the player - though they're not super aggro and won't go running off to attack far away enemies. (And you can always add them to other factions via console commands.) There's a bunch of options so, for your purposes, just make sure that you check the box that makes them have their weapon out even when not in combat. (They need 1 round of ammo for the equipped weapon.)

 

Note that I haven't played FO4 for a while, so I'm talking a relatively older version of the mod, but I can't imagine that any of the major features I've described have changed. If so, it'll be spelled out in the mod description. But it's an extremely well-made mod and I'd wager that, if changes have been made, they'll just be options that allow for more customization.

 

Really one of my must-have mods as, imo, it really adds to immersion by letting the player bulk up the defences of vanilla and mod-added locations in a super-cool looking way. E.G. in addition to adding more guards by the Diamond City entrance, I equipped the various DC patrolling guards with beacons so the patrols are 2 people each. (Very handy if you have a mod that increases enemies in that area.) Although I massively increased the vanilla guards' health, and equipped them with high-level armor and weapons, via console commands to prevent them from dying since, if they do, I think the beacon would disappear when the game despawns the bodies.

 

I trust that long-winded explanation gives a pretty good idea how the mod works.

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My experience with the Constructible Guards mod is that they do not count towards settlers in terms of resources. But they do defintiely move around randomly. Sometimes they fall through floors or just get it in their heads that they really don't want to stand where you put them. Maybe they left something in the oven? If you don't mind that issue, it's not a bad mod. If they kept walking off, I would put them back into the workshop and replacing them in different places until they stayed in place.

 

I tried the Animated Mannequins mod too and it seemed to be time intensive. Though I should probably take a second look.

 

Hope that helps.

In my game they shoot up the number of settlers, as in the number on the top left corner in workshop goes up. That's why I'm not using them.

I find this really strange. In my games they don't add to settler numbers. and it seems Vanguardascendant has the same experience as me with this mod. Wonder why it does change your settler count.

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The Create Followers mod would work...

Does that make the settler count go up?

No, the created NPCs aren't settlers and have no effect on any settlement stats. They work just like a (non settlement-assigned) follower would but they, in essence, follow their associated settler beacon i.e. whoever/whatever is equipped with it. So if the beacon's in a container, they'll just stay close to that (again, ensure the container is non-respawning, like a container built in workshop mode). Or, you could equip the beacon on a settler via trade dialogue and they'll follow that NPC around.(e.g. a settler you've assigned to guard duty.) That's how I created 3-person provisioner caravans - by equipping provisioners with a couple beacons via trade dialogue. I also used the mod to create caravan guards for Trashcan Carla, by equipping her with beacons via console commands (using trade dialogue with merchants won't work since it only adds the beacons to their respawning trade inventory).

 

The created NPCs are aligned with the player faction so will attack enemies of the player - though they're not super aggro and won't go running off to attack far away enemies. (And you can always add them to other factions via console commands.) There's a bunch of options so, for your purposes, just make sure that you check the box that makes them have their weapon out even when not in combat. (They need 1 round of ammo for the equipped weapon.)

 

Note that I haven't played FO4 for a while, so I'm talking a relatively older version of the mod, but I can't imagine that any of the major features I've described have changed. If so, it'll be spelled out in the mod description. But it's an extremely well-made mod and I'd wager that, if changes have been made, they'll just be options that allow for more customization.

 

Really one of my must-have mods as, imo, it really adds to immersion by letting the player bulk up the defences of vanilla and mod-added locations in a super-cool looking way. E.G. in addition to adding more guards by the Diamond City entrance, I equipped the various DC patrolling guards with beacons so the patrols are 2 people each. (Very handy if you have a mod that increases enemies in that area.) Although I massively increased the vanilla guards' health, and equipped them with high-level armor and weapons, via console commands to prevent them from dying since, if they do, I think the beacon would disappear when the game despawns the bodies.

 

I trust that long-winded explanation gives a pretty good idea how the mod works.

 

I'll give it a try. I have an army themed play through going and I need like 100 guards all in all. Wondering if that mod will break stuff at those numbers.

 

 

 

 

 

My experience with the Constructible Guards mod is that they do not count towards settlers in terms of resources. But they do defintiely move around randomly. Sometimes they fall through floors or just get it in their heads that they really don't want to stand where you put them. Maybe they left something in the oven? If you don't mind that issue, it's not a bad mod. If they kept walking off, I would put them back into the workshop and replacing them in different places until they stayed in place.

 

I tried the Animated Mannequins mod too and it seemed to be time intensive. Though I should probably take a second look.

 

Hope that helps.

In my game they shoot up the number of settlers, as in the number on the top left corner in workshop goes up. That's why I'm not using them.

I find this really strange. In my games they don't add to settler numbers. and it seems Vanguardascendant has the same experience as me with this mod. Wonder why it does change your settler count.

 

Don't know, but it 100% does that and has done that for me every time I've tried it.

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