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Created by

ASlySpyDuo - beardofsocrates - Blaze69

Uploaded by

Blazze69

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About this mod

Adds new generic NPCs using Canine Races to different factions throughout the Commonwealth.

Currently supported factions: Raiders, Settlers, Scavengers, Gunners, Trappers, Disciples, Operators, Goodneighbor Drifters.

Requirements
Permissions and credits
Changelogs


Description:

This mod adds new generic NPCs using Canine Races to different factions throughout the Commonwealth.

Currently supported factions: Raiders, Settlers, Scavengers, Gunners, Trappers, Disciples, Operators, Goodneighbor Drifters.

Requirements:

--- Canine Races

The following two are optional (although strongly recommended) and are only required to avoid ill-fitting/clipping headgear on Canine NPCs.
--- Custom Race Headwear Refits - REDUX
---
RobCo Patcher

Notes & Compatibility:


--- This mod uses scripted injection to add most of the new NPCs to the vanilla Leveled NPC lists, which means it should be compatible with any other mods editing those lists as long as they don't fundamentally alter the way those lists are set up.

\---> For example, mods like More Generic NPC Faces or rsm000rsm's "Diverse (faction)" series just add new NPC presets to the vanilla lists, without changing the way the lists' "logic" works. These kinds of mods are perfectly compatible with this addon, and the new NPCs it adds will spawn alongside Canines as well as the vanilla NPCs.

\---> Any other "(Custom Race) - Generic NPCs" mods or mods built using the same scripted injection system (such as Proto-Argonian Race - Generic NPCs or Dinosaur Races - Generic NPCs) should be perfectly compatible as well, and all the different races will be available in the generic NPCs spawn pools.

\---> On the other hand, mods like Better Settlers add new lists of their own that replace the vanilla lists; these mods are not compatible and will result in weirdness (such as all NPCs being Canines only, or Canines being completely absent).

--- The mod should be safe to install in an existing save. Already-spawned generic NPCs will remain as whatever race they currently use, but new ones should be able to spawn as Canines right from the point the mod is installed and the LL injection messages are displayed.

--- The downside of scripted injection is that it cannot be reliably reverted once it has taken place. Thus, uninstalling this mod mid-save is NOT SUPPORTED. You have been warned.

--- The new NPCs are added to the vanilla "Faces" leveled lists, which are only used for appearance and are separate from the actual lists that determine stats/level/gear. Thus, other mods that edit Raider/Settler/Scavenger/Gunner/Trapper stats, weapons, apparel, etc. should be compatible.

--- The mod includes a RobCo Patcher config file that will remove certain items from the vanilla Raider headgear leveled lists, most notably Sack Hoods and Assault Gas Masks.

\---> The way outfit and item distribution is set up in the vanilla game makes it impossible to add new NPCs to the vanilla factions with separate outfits/gear from the vanilla NPCs. These items do not have Canine refits (and probably never will), and IMO are just ugly and nonsensical in the first place anyway, so the only way to prevent those from spawning on Canines was to remove them from the whole faction altogether.

--- Any mods that edit Raider/Gunner/Trapper outfits should still work and Canine NPCs will spawn using those new items, but any face-covering headgear will most likely have clipping or weirdness when worn by them. Manual patching would be required to either refit the items for Canines or prevent faction members from spawning with those items in the first place.

Changelog:

V1.0

--- Initial Release


Credits and Thanks:


Mod made by ASlySpyDuo - beardofsocrates - Blaze69.

NONE OF MY ASSETS CAN BE USED IN MODS AVAILABLE FOR SALE OR OTHERWISE REQUIRING PAYMENT IN ORDER TO BE ACCESSED. EVER!
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