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rlbaxter

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rlbaxter

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About this mod

This 'work-in-progress' mod attempts to make Covenant residents (settlers) behave more like normal settlers when siding with Covenant in the quest "Human Error".

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If you are not siding with Covenant in the quest 'Human Error', you do not need this mod!

Run this mod only in a new game!

Updated 3/13/2024  A continuation of my efforts to re-make the Covenant residents.  If new to this mod be sure to read the considerations and limitations. 
  • Changed Honest Dan's voice and added settings to make him a weapons dealer.  Now he has an actual role.
  • Changed Blythe's voice and made him an actual Doctor.
  • Changed the templates for the Compound Guards to leverage more variety in faces.  You will get even more variety if running Better Settlers, The New Settlers, or better yet both of these mods.
  • Beefed up the Compound Guards (not protected) and giving them stimpacks.  This should make them more survivable in most games.

Important considerations  Please READ
  • If you are running this mod or any of the mods below in an existing game, do not upgrade.  Start a new game. The prior (prior to 5/27/2023) versions of  these mods  (non esl tagged) are not compatible.  Do not mix the old (non esl tagged) versions with the new 'ESL Tagged' versions of the mods below; you will corrupt your saved game. 
  • Animal Rescue
  • Nomads (Wandering Settlers)
  • Recruitable NPCs
  •        Normalized Covenant Settlers (formerly Moveable Covenant Settlers)
  • Run this mod only in a new game. If installed into an existing game the changes made to the original residents will not be applied as intended  (i.e. you lose any mod added ability to move, assign, etc ) .   See note regarding this issue further in the description under Limitations.
  • This mod and the mods above  require the ESL tagged version of the RL Recruit Framework.

Covenant Quest 'Human Error (MS17)' Considerations:
  • When this mod is installed into a game where  the 'Human Error (MS17)' quest has not yet started (i.e. stage 0) the quest will be automatically set to completed as if you had sided with Covenant. In this scenario, Honest Dan and Amelia will remain in the game and both can be recruited as settlers.
  • If installed into a game where the 'Human Error (MS17)' quest has started but not yet been completed; the quest will progress in normal vanilla fashion.  Honest Dan and Amelia are removed from the game when the quest is completed irregardless of outcome.
  • To get control of Covenant, you must still speak with Jacob even if the quest has been auto-completed when this mod loads.

What this mod does:


This is my 'work in progress' attempt to make Covenant residents behave like normal settlers and ensure no-one dies. I never liked the quest 'Human Error'  where there is no good ending.  The quest reminds me of Star Trek's Kobayashi Maru training scenario.  So like Kirk, I cheated and eliminated the quest (if not already started).   Now everyone survives and no one dies.

After obtaining control of Covenant as a settlement, you can:
  • Version 4.0 Converted mod to ESL see considerations above as the old esp is not compatible with the new 'esl tagged' esp.
  • As of version 3.0 the 'Trade' dialog should work with all residents (settlers) once any initial dialogs complete.
  • As of v3.0, you can recruit Honest Dan and Amelia if the mod is installed BEFORE the quest Human Error (MS17) is started.  Note: the quest will be set to completed by the mod as if you had sided with Covenant.
  • Assign Covenant residents to tasks
  • Move Covenant residents between settlements
  • Assign the two generic settlers to supply routes
  • Recruit the vanilla compound NPCs which now have the workshopnpc script attached.
  • Optionally recruit the unique named NPCs in the Compound; these NPC's now have the workshop script assigned and the properties needed to be settlers. 
    Spoiler:  
    Show
    Allowing the recruitment of unique NPCs might break associated quests. Only enable recruitment of select unique npcs if you accept this risk.   In the console, type the following:  Set RL_Recruit_Vanilla to 1  then save your game.   If you load a prior save, you will need to reset the global value.


All unique 'named' residents are protected but the generic npcs,  if recruited from the compound,  are not protected.  Many of the idle animations should be disabled once the 'Human Error' quest is completed which should stop the residents from wandering once assigned to a task.

This mod pairs nicely with Covenant Not So Small to provide a well populated settlement early in the game.


LIMITATIONS:

* Recommend this mod be installed before you initiate a new game.   This mod should be installed before your first game save; otherwise, you will probably see the issue described in the next bullet.

* If v4.1 is installed / updated into an existing game the new settings will not be applied. 
4.1 can only be installed into a new game.

* If installed mid-game,  some Covenant settlers randomly revert and cannot be assigned to tasks.  In the most recent release 4.0 there is a script attached to each resident that should keep the settings applied.  Fast travel to a location other than covenant and then fast travel back. The script fires and resets the NPC keywords when the cell is loaded.  If the above fails to fix a Covenant settler, open the game console, target the covenant resident that is not working, then type 'bat fixCovsettler'.  This will execute a batch file included with the mod (v 4.0) that should fix misbehaving Covenant residents. 

* This  has not been tested through every possible scenario; however, it has been stable in my play-through when installed prior to starting a new game.

* Some Covenant residents lack the typical settler dialog; and many therefore lack 'trade' dialog. Fixed in v3.0   This issue is not addressed by this mod.  To trade with those characters you will need to use the console.  This issue can be partially addressed when using SKK Workshop Utilities which offers a Settlers menu, but this  does not work with all Covenant residents.
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