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Npcs travel fallout 4
Npcs travel fallout 4










npcs travel fallout 4

If you are a mod author wanting to make your human based actor NPCs persistent in the Fallout 4-76 world, to avoid them being automatically disabled (and replaced) apply a keyword that can be acquired dependency free If (Game.IsPluginInstalled("SKK476OpenWorld.esp") = TRUE) Quick and dirty script (a lookup per spawn) (2) Click on the actor to protect so the 8 digit reference id is showing in the middle of the screen. (2) Type or paste CTRL+V įor any other actor you can find on screen, use the PC Console to apply a keyword on them: (2) SKK Unlock all companions enables and protects any/all base game companion(s).įor any UNIQUE actor you know the 8 digit reference id (look ’em up in the Fallout wiki), use the PC Console to apply a keyword on them BEFORE the 476 conversion is run: (1) SKK Combat Settlers protects existing settlers from removal. If you are a mod user wanting to make some human based NPCs persistent in the Fallout 4-76 world, to avoid them being automatically disabled (and replaced) there are mods to protect existing actors BEFORE the 476 conversion is run: If you are surprised by an actor being removed, it has one of those keywords. This solution looks for actors with keywords ActorTypeNPC (Race: SynthGen2, Human, Ghoul, Child, Valentine) or ActorTypeSynth (Race: SynthGen1, SynthGen2, Valentine) to remove.












Npcs travel fallout 4