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weapons out for scavengers


BigSeaDog

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I don't use the patch myself, but I took a look inside the ESP and I found these entries:

 

REAttachActor01ScavengePatrol [PACK:00039430]

REAttachActor02ScavengePatrol [PACK:000392FB]

 

I haven't tested this, but you could remove them from the ESP with xEdit and see if it fixes your issue. Find them by entering REAttachActor01ScavengePatrol in the EditorID box and press enter. Or just browse to Package FormID. There's only a handful of entries there.

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REAttachActor02ScavengePatrol [PACK:000392FB]

 

this 1 contain the weapon draw the other not(don't have weapon draw ticked), i ques they unticked the weapon draw under flags

prolly can't hurt to delete both

 

(uuuuuh apparently my comment, which politely asked which entries of the UFO4P needed to be edited in order to have scavengers walk around with their guns drawn, was deleted? )

yea sound like artmoor, he don't like comments that question his mod

Edited by speedynl
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I don't use the patch myself, but I took a look inside the ESP and I found these entries:

 

REAttachActor01ScavengePatrol [PACK:00039430]

REAttachActor02ScavengePatrol [PACK:000392FB]

 

I haven't tested this, but you could remove them from the ESP with xEdit and see if it fixes your issue. Find them by entering REAttachActor01ScavengePatrol in the EditorID box and press enter. Or just browse to Package FormID. There's only a handful of entries there.

 

that's great!

 

Could you please tell me where they are located? the editor crashes when i try to enter something in the fields above, but i may be doing something wrong myself since i have only basic understanding.

Edited by BigSeaDog
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REAttachActor02ScavengePatrol [PACK:000392FB]

 

this 1 contain the weapon draw the other not(don't have weapon draw ticked), i ques they unticked the weapon draw under flags

prolly can't hurt to delete both

 

(uuuuuh apparently my comment, which politely asked which entries of the UFO4P needed to be edited in order to have scavengers walk around with their guns drawn, was deleted? )

yea sound like artmoor, he don't like comments that question his mod

 

ok thanks. So i should be able to just safely delete them both? What's the worst i'm risking here?

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Since they are updates to existing entries, nothing should break. I think what these entries do is remove a package that is applied to a settler. My assumption is that these are the patroling with gun package. At least from what I could deduce. Just try it. If something changes that you don't like you can always restore the backup esp or reinstall the patch. No biggie.

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REAttachActor02ScavengePatrol [PACK:000392FB]

 

this 1 contain the weapon draw the other not(don't have weapon draw ticked), i ques they unticked the weapon draw under flags

prolly can't hurt to delete both

 

(uuuuuh apparently my comment, which politely asked which entries of the UFO4P needed to be edited in order to have scavengers walk around with their guns drawn, was deleted? )

yea sound like artmoor, he don't like comments that question his mod

 

ok thanks. So i should be able to just safely delete them both? What's the worst i'm risking here?

 

 

 

you don't risk anyting, they prolly only changed the draw weapon flag, the base game have those 2 to but not altered, so by removing those 2 from artmoore crap you reverd his changes to vanilla

 

the 1 i pointed out has draw weapon enable(looked them up in ck) so they only needed to uncheck the box and draw weapon is disable

Edited by speedynl
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ok found the entries, deleting them...

 

Ok no: deleting those entries causes the NPCs to begin working the scavenger stations, then immediately abandon their task. So no good luck there :sad:

 

 

On an unrelated note: i also discovered that the latest update of the Workshop Framework not only stops the ABSOLUTELY VITAL (for me at least) Spring Cleaning mod from working, but UNDOES any and all work you may have done with it.

 

Therefore starting this evening the Workshop Framework can eat a bag of.... sticks. Sharp ones.

 

 

Anyway.... i'm curious as to why you refer to the UFO4P as "crap"... i mean, i HAVE in fact been going for a very long time without using but... do you consider it THAT unessential?

Edited by BigSeaDog
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ok found the entries, deleting them...

 

Ok no: deleting those entries causes the NPCs to begin working the scavenger stations, then immediately abandon their task. So no good luck there :sad:

 

 

On an unrelated note: i also discovered that the latest update of the Workshop Framework not only stops the ABSOLUTELY VITAL (for me at least) Spring Cleaning update from working, but UNDOES any and all work you may have done with it.

 

Therefore starting this evening the Workshop Framework can eat a bag of.... sticks. Sharp ones.

 

 

Anyway.... i'm curious as to why you refer to the UFO4P as "crap"... i mean, i HAVE in fact been going for a very long time without using but... do you consider it THAT unessential?

Some folks disagree with what the unofficial patch team deem 'bugs', and Arthmoor simply isn't open to any discussion about it. At all. So, if they find things in it they don't like, they either change them themselves, don't use the patch at all, or look for a patch for the patch, that undoes those changes. (something else that appears to annoy arthmoor.....)

 

I don't like some of the changes it makes, so, I don't use it in FO4.

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ok found the entries, deleting them...

 

Ok no: deleting those entries causes the NPCs to begin working the scavenger stations, then immediately abandon their task. So no good luck there :sad:

 

 

On an unrelated note: i also discovered that the latest update of the Workshop Framework not only stops the ABSOLUTELY VITAL (for me at least) Spring Cleaning update from working, but UNDOES any and all work you may have done with it.

 

Therefore starting this evening the Workshop Framework can eat a bag of.... sticks. Sharp ones.

 

 

Anyway.... i'm curious as to why you refer to the UFO4P as "crap"... i mean, i HAVE in fact been going for a very long time without using but... do you consider it THAT unessential?

 

 

way back in oldrim when he just started he did good work, then he started to change thing tat where no bugs, like weapon damage, armors, spels, bed ownerships,

and f*#@ed up alot of mods, like he did last time in skyrim se by changing some stuf on a child npc, witch resulted in xx (children)mods din't work anymore

 

and then when peeps started to say it was his mod he just told them not true, and or banned them from the mod page

i never used his mod in fo4 or skyrim se, maybe some time in old rim, but thats it, any mod that need his crap is a big no for me

as for essential like alot of peeps think, thats not true eighter, i never had big problems in fo4 or skyrim, just some minnor things, but its a beth game so you can expect that

 

thats why i call his mod crap

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I don't use the patch since it changes things I don't want changed. You can't even call it a patch when it doesn't "fix" somethings original purpose, but changes the purpose.

 

It's strange that removing these entries stopped scavengers to work. The original esm has the same entries and works just fine.

 

I'd simply suggest to play without the patch as many of us do. You get stuck in a bug, you can fix most of them quite easily with a simple console command. You get a bug you really want to work around, then there's possible a separate mod that fixes that bug.

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