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Question Faction soldiers as Unique NPCs?

smogmonster512

Active Member
Messages
199
I'd like to be able to use some of my face presets to customize my soldiers, but from my understanding looksmenu presets can only be used on unique NPCs.

Is it possible for me to create unique npc records to add to my soldier records so that I can do that? Would this cause any problems? Or is there a better way to do this?

Thanks!
 
I'd like to be able to use some of my face presets to customize my soldiers, but from my understanding looksmenu presets can only be used on unique NPCs.

Is it possible for me to create unique npc records to add to my soldier records so that I can do that? Would this cause any problems? Or is there a better way to do this?

Thanks!

I keep looking at this too, so I'll be watching the thread.

Like is there a way to do something like these mods do, only for Conqueror?

It seems to be a bit beyond what I can do, but hey I like breaking things. :umnik2 I keep thinking I can do it though.

Below are the three mods I look at trying to figure it out.

"folks don't know but you can edit a SS-visitor's face even use a custom preset"
Diverse Visitors for Sim Settlements
https://www.nexusmods.com/fallout4/mods/37965

Spawnable Unique Minutemen Settlers
https://www.nexusmods.com/fallout4/mods/43713

Spawnable Unique Settlers
https://www.nexusmods.com/fallout4/mods/27969
 
Spawnable Unique Setters was the one I've been trying to reverse engineer to see if I can figure something out. I haven't seen those others, I'll check them out. Thanks! I've also looked into how mods for presets for companions, ie. Hancock, Piper, Danse etc. work to see if I can glean any info from them.

From what I've gathered in my research as someone brand new to modding (and PCs for that matter...), Spawnable Settlers just has a ton of unique npc records that can be spawned by console, and then manually move them to a settlement via the workshop. My thought was to try and copy those over to the raider soldier records, or recreate them in a similar way.

The thing that I think is the biggest hurdle is to somehow prevent a unique record from getting spawned again after it's already in use. I imagine that could wreck havoc with the soldier management. I'm fine with a couple soldiers ending up as clones, but I have no idea what that would do to the underlying code.

I suppose it's possible that I can add them by console commands myself and that might work, but I'd really much rather be able to figure out a way to do it that fits within the existing systems and feels more immersive.

Another idea I had was trying to manually enter the face morphs from the presets into an npc record via FO4Edit, but that seems like a nightmare. Is there a way to reference the .json preset files from an .esp?
 
Spawnable Unique Setters was the one I've been trying to reverse engineer to see if I can figure something out. I haven't seen those others, I'll check them out. Thanks! I've also looked into how mods for presets for companions, ie. Hancock, Piper, Danse etc. work to see if I can glean any info from them.

From what I've gathered in my research as someone brand new to modding (and PCs for that matter...), Spawnable Settlers just has a ton of unique npc records that can be spawned by console, and then manually move them to a settlement via the workshop. My thought was to try and copy those over to the raider soldier records, or recreate them in a similar way.

The thing that I think is the biggest hurdle is to somehow prevent a unique record from getting spawned again after it's already in use. I imagine that could wreck havoc with the soldier management. I'm fine with a couple soldiers ending up as clones, but I have no idea what that would do to the underlying code.

I suppose it's possible that I can add them by console commands myself and that might work, but I'd really much rather be able to figure out a way to do it that fits within the existing systems and feels more immersive.

Another idea I had was trying to manually enter the face morphs from the presets into an npc record via FO4Edit, but that seems like a nightmare. Is there a way to reference the .json preset files from an .esp?

I have come to the conclusion I need to go back to the KG mod school videos. I think what we are talking about will need the CK not just Fo4edit.
 
That's what I was afraid of. Haven't used the ck yet, though I found a video from Seddon earlier today about creating unique npc's in the ck and my eyes just glossed over...
 
Not sure how helpful this will be since it uses the ck, but I use FaceRipper to add the faces to our faction soldiers. If the faction pack you are using has custom faces for their NPCs, you could make a patch for it and let FaceRipper overwrite the NPC templates that are faces. I'm afraid this probably isn't a beginner subject, but it can be done and I can give more advice if you want to take a walk down this dark road.
 
Not sure how helpful this will be since it uses the ck, but I use FaceRipper to add the faces to our faction soldiers. If the faction pack you are using has custom faces for their NPCs, you could make a patch for it and let FaceRipper overwrite the NPC templates that are faces. I'm afraid this probably isn't a beginner subject, but it can be done and I can give more advice if you want to take a walk down this dark road.
Thanks, Tinuvia, I would love to hear more about it. This is a dark road I am excited to head down!
 
;)

EDIT: Just realized that what I wrote is a bad idea since you make the changes directly in the Conqueror esp, you want to do them in a patch that overwrites Conqueror. Let me see if I can think of a better way.

EDIT2: Here is an amended version that I haven't tried - but I think it should work:

Which faction pack are you editing? Here's a quick example of how you could apply your character's face to one of Jammer's Gang Raiders:
Screenshot (676).png

1. First you need to make a patch for Conqueror, meaning you need to flag your SimSettlements_XPAC_Conqueror.esp as a Master file in the header in FO4Edit. Keep the file extension as .esp
2. Here I'm a bit unsure, since I do most of my editing in the ck, but I think you need to Copy as Override any kgConq_Enc_RaiderFace_FemaleXX and kgConq_Enc_RaiderFace_MaleXX that you wish to change.
3. Save your Patch.

Then:
1. Download FaceRipper (and probably read up a bit on it, if you haven't already).
2. Load up YourPatch in the ck, in the Object Window filter for kgconq*enc*face. You will now see all the faces that the recruits use. Note down the FormID numbers of a few faces you want to change in the second column.
3. Load up FaceRipper, in the first dropdown, locate the save where your character has the face you want to add (under Documents/My game/FAllout4/Saves)
4. In the second dropdown, choose 7-Player
5. In the third dropdown, find the esp you want to change under Fallout 4/Data (YourPatch.esp)
6. In the last dropdown, find the formID you wrote down earlier. The first two figures are related to load order and probably won't match.
7. In your Data folder there is now an esp YourPatchXXXXXXX.esp where xxxxx is the formid. This is the esp with the new face, so delete the esp without xxxxxx (or move to a safe backup place) and rename the xxxxx version to regular old YourPatch.esp.
 
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;)

EDIT: Just realized that what I wrote is a bad idea since you make the changes directly in the Conqueror esp, you want to do them in a patch that overwrites Conqueror. Let me see if I can think of a better way.

EDIT2: Here is an amended version that I haven't tried - but I think it should work:

Which faction pack are you editing? Here's a quick example of how you could apply your character's face to one of Jammer's Gang Raiders:
View attachment 8614

1. First you need to make a patch for Conqueror, meaning you need to flag your SimSettlements_XPAC_Conqueror.esp as a Master file in the header in FO4Edit. Keep the file extension as .esp
2. Here I'm a bit unsure, since I do most of my editing in the ck, but I think you need to Copy as Override any kgConq_Enc_RaiderFace_FemaleXX and kgConq_Enc_RaiderFace_MaleXX that you wish to change.
3. Save your Patch.

Then:
1. Download FaceRipper (and probably read up a bit on it, if you haven't already).
2. Load up YourPatch in the ck, in the Object Window filter for kgconq*enc*face. You will now see all the faces that the recruits use. Note down the FormID numbers of a few faces you want to change in the second column.
3. Load up FaceRipper, in the first dropdown, locate the save where your character has the face you want to add (under Documents/My game/FAllout4/Saves)
4. In the second dropdown, choose 7-Player
5. In the third dropdown, find the esp you want to change under Fallout 4/Data (YourPatch.esp)
6. In the last dropdown, find the formID you wrote down earlier. The first two figures are related to load order and probably won't match.
7. In your Data folder there is now an esp YourPatchXXXXXXX.esp where xxxxx is the formid. This is the esp with the new face, so delete the esp without xxxxxx (or move to a safe backup place) and rename the xxxxx version to regular old YourPatch.esp.
Awesome, thanks! I'm using the Industrial City Rust Devils, and all of the soldiers look the same, which was why I wanted to give this a shot. I might just try it with Jammer's in order to follow your guide with as few different variables as possible.

Thanks for your help!
 
Sweet! Looking at Mytigio's pack, he hasn't made any custom faces that you can use the above method on. But there's an easier way that you could get more variation, using the vanilla raider faces. This is a small edit, so I'd actually do it directly in Industrial City instead of making a patch.
1. Load Industrial City in the ck. In the Object window under Actor, find "mytigio_Faction_RustDevils_Soldier_DLC01_EncRaider02", double-click it to open and edit.
2. Click the tab Templates and let it load (this can crash the ck if you move too fast, so keep calm)
3. Under the Use Traits dropdown, change the EncRaider02 to LCharRaiderFaceAndGender
Save and Done!

Screenshot (677).png

Again, I haven't tried this, but if you do and it doesn't work I can probably help see what went wrong. This won't change the look of any already spawned recruits, but should work on new ones.

EDIT: Oh, and make a back up of IndustrialCity_Sim_Settlements_Addon.esp so you can go to back to the original if it doesn't work. Probably a good idea to make a backup of the save you are playing on too, just in case.
 
Thanks for all your help! I'm currently trying to get a stable working load order using Horizon as well. As soon as I get that fixed I'm gonna jump on this. I'll let you know how it goes!
 
I came across this thread looking for a solution to get Unique NPC's to work with a faction pack.
All the Faction pack NPC's that I am getting are males with the same build and face.
Is there anyway to get Unique NPC's to work on faction pacts?
 
I came across this thread looking for a solution to get Unique NPC's to work with a faction pack.
All the Faction pack NPC's that I am getting are males with the same build and face.
Is there anyway to get Unique NPC's to work on faction pacts?
The Extra - Full Custom Faction Help.pdf in the Faction Toolkit has lots of info on how to set your faction pack up with face variations etc. You will have to look into what vanilla levelled lists Unique NPC's adds its variants to and pull your recruits from these lists (as described in the pdf above).
 
I came here searching for a solution in order to apply this in an easy way since I'm really noob regarding CK/FO4Edit, but well... Guess I'll have to fight my way through It and learn the hard way XD.

I just want to edit the standard faction though, the raider's Jammer recruits on the start of the quest to get somewhat of an "OG raiders" feeling as the faction grows.
 
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