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Found 3 results

  1. In earlier Bethesda titles, the spf command allowed the player to export his phenotype directly into a .NPC file that would be found in the main game's folder. A .NPC file can be imported directly into the CK to create a new NPC phenotype (or replacers, etc.) Since there are in-game tools that allow fine-tuned character generation with nice rendering of the result (Chargenmenu, EFS, etc.), and since the CK phenotype creation interface is much less ergonomic and less well rendered, that would be an extremely useful feature. Any emulation of this tool would be great !
  2. make of use for npc / villagers / companions fast travel player made road signs /fast travel. Auto craft mats for buildings /gear if needed (if they unlocked ) Replace own gear to best one unlocked (craft) Replace or fix gear if broken Better response to treat ,,, return to base if its raided ,help each other. treat /agro range if they have bow etc !
  3. Hello! I've been working on a new hostile NPC (My RX-1) and I am really stumped on how to get him in the game and was hoping someone could help me. I've been using the Famished mod as a reference and have tried my best to reverse engineer it to see how he is injected into the RadStag level list and trying to do the same for my RX-1 with the Synth level list. I have all the templates set up appropriately leading from EncNPC01-->EncNPC02Template-->EncNPC03 through 08. I have all the leveled list together in the appropriate LChar templates (LCharRX-1, LCharRX-1Legendary, LCharRX-1AmbushLegendary, LCharRX-1Boss) under leveled list as well as having the LChar base (LCharRX-1) in a LvlNPC template. Everything mirrors a standard level list and NPC template to a T. I added the LCharRX-1 to the LCharSynth list just like it is set up in the Famished mod and can never get the RX-1 to show up in game no matter what. I can spawn all of the different variances in via console command no problem. They all have the correct weapon, skin and name as well as anatomically put together (no floating body parts, no clipping, mesh working correctly.) Is there any other key factors I'm missing or could it be that the Synth Level lists are just very picky? I don't know how to write a script and the one ActorLLInject script I found doesn't work either when set up in the creation kit via quest or created with a quest in FO4Edit. So maybe if someone knows of a good script? It's strange because I used the same script from Defective_Synth because it is very close to what I'm trying to achieve but it doesn't work when I set the public parameters in the ESP. Defective_Synth mod still works great though... When I tried the script: Load CK-->FO4.esm + DLCCoast (for robot voices) + RX-1.esp--->Quest-->New Quest-->name quest, far right tab to script-->Hit Add-->add ActorLLInject (data/scripts/ActorLLInject.pex data/scripts/source/ActorLLInject.psc)--> Set public parameters in properties--> Hit ok-->Save Plugin. side questions: Does Race and Class matter with LVL implementation because I've made my own RX-1 Race and Class and floated the values from the synth gen 1 race for the most part. Does having a custom race with the default characterassests skeleton cause problems? I wouldn't think so because most of the races use this asset and My new enemy is a full suit of armor so setting flags would cover the entire NPC.. Synths are under Raider Class. should I just keep my NPCs under Raider Class? I have armor for skin, not an outfit and do not have any ap_keywords applied to the npcs, just a single skin. Do I need to add the armor to a level list as well to get NPCs to show up at all or if the NPC injection was working and the skin wasn't I'm sure I would just see floating guns.. I apologize for the long drawn out entry and if this is in the wrong section just let me know and ill move it or delete it.
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