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- Unique NPCs will now travel between and around your settlements, rather than piling up!
- New art and sounds for Building Classes!
- And loads more!
-kinggath
all but one went to rr, then three split off and went to Abernathy, one stayed, the other two I think are headed to my settlements in the SouthAaaaa it’s tooo soooooooon.
im assuming they have different routs otherwise the knot of them That I still have will just be moving around as a group.
granted on new games from this point on It will help.
As both a player who loves tons of mods and a mod maker, I have found (for me) it is easier just to delete them all.My problem is I have way to many save files from way too many started games.
one from waaaay back prior to nuke world had most of the Vanila and far harbor settlements the last save on that list wanted me to meet jake at a sanctuary that had everyone but nick (who was with me)and Preston their for some reason. I think he may be at the castle on that one? Anyhow Only 2 NPCs, not tied to the starting quest for the mod did show up but at decent intervals. One after putting down a lot of plots in sanctary the other after running out of asams, and getting more from the supermutants and using up my surprisingly large stash of chalk. I’m going to run it some more later to see what happens
So the Uniques explicitly pick "up to 3" settlements to wander between? Does which 3 they picked ever get 're-rolled' as it were?
Also from what little I managed to test in 1.0.4a they seem a little TOO rare now, but I might've miscounted whether my 'test save' (that hasn't even done any of the Jake Questline) settlements were even 'big' enough, since I hadn't seen any generic Visitors yet either...
EDIT1: I just peeked at their spawn requirements in the CK (I know I know), and it turns out that at least one (Isaiah) had actually previously been spawning for me despite his requirements not being met. He's meant to require 7 player-owned Settlements if I'm reading this right, I've DEFINITELY had him pop without that being met in previous patches
EDIT2: Disregard, it turns out it'd decided to reset the "Visitors" setting in the MCM/Holotape to Disabled without my noticing. Derp.
EDIT3: Another ingame month worth of repeating "sleep 24 hours and run on foot between Tenpines and Sanctuary" and still haven't seen any Uniques, despite Tenpines, Sanctuary, and Red Rocket all being large enough to trigger Generic Visitors... beginning to wonder if you DO have to have at least started Jake's Questline to make them pop now.
Is that formlist showing the ones that CAN spawn, or the ones that already DID? Because it's reporting there as being 0 forms in that list for me. And I know this character is eligible for at least three of the Uniques (according to their Unlockables data).You can check if any of them have been released with the command:
dfl XX01FDB3 (replacing the XX with the load order ID for SS2)
This will dump out the misc records for each of the characters that has been released into the world. If you've seen normal visitors already, this should start happening relatively soon.
Each time a normal visitor is calculated to come, there's a 5% chance they are replaced with a unique settler that has been released into the world. So the more visitors you're getting, the more die rolls you get to potentially meet a unique person.
I just went in-game and confirmed what happens when you to talk to him with and without the schematics, and everything appears correct.Not sure why but at vault 81 with the vigor tester is a bug when talking to deputy overseer Mansfield. He still is at the first chat when you walk in. Nothing with the tester also he walks away when talking to him. Also buggy when using the AFT mod ( Amazing Follower Tweaks ).
That's who has already spawned. The data on the Unlockable record determines when they are eligible to be put into the world, but does not put them in the world. When they are deemed eligible, they get placed into an Awaiting state.Is that formlist showing the ones that CAN spawn, or the ones that already DID? Because it's reporting there as being 0 forms in that list for me. And I know this character is eligible for at least three of the Uniques (according to their Unlockables data).
Alright, so I must've just "failed that roll" a frankly absurd amount of times in a row. I'll do a little more testing.That's who has already spawned. The data on the Unlockable record determines when they are eligible to be put into the world, but does not put them in the world. When they are deemed eligible, they get placed into an Awaiting state.
Each time you visit a settlement, if you received at least one "winning die roll" in the visitor lottery, a random unique in the Awaiting state is Released, which means they are placed in the world from their holding cell, and their unlockable record is moved to that formlist. So now you have a chance to run into them.
Once the very first one is released, a timer loop begins to guarantee the release of another Awaiting approximately once a week. This does not replace the visitor injection, it's in addition to it, to make sure they don't just dry up due to bad luck, and so people who end up not focusing much on Commercial/Recreational in any of their settlements can still see them eventually.
Completing both of The Ron's misc objectives also triggers this loop to begin.
They're all set to use the vanilla outfits as far as I can see, so if you have any clothing mods that either adjust those or add more items to the vanilla clothing 'leveled lists', that might be interfering.Ok one final point, from the look of things all of my clump went to different settlements,
one question about the visitors, do I have my clothing mods causing unintended consequences, or are seamstresses a reference to Disk World? Because there either Wearing a minimal Amount of otherwise colorful clothing, or black.
Some of the CK forms with kgSIM_ are obsolete. I try and name them as such when I find them. We started SS2 with a copy of SS1 to speed up development, and so a lot of unused forms still exist in the plugin.I realise Probability Math is an evil mistress, but I've still not had any of the Uniques spawn. By my count I've seen approx 100 'generic' Visitors (plus or minus a couple) since my last post in this thread. We're approaching mathematical implausibility here if that 5% is correct.
I do notice in the CKit that it's showing me the const variable kgSIM_Visitors_UniqueBaseChance is set to 0? Not sure if that's even what it's checking for this.
[01/09/2021 - 10:45:10PM] CreateVisitors called for [workshopscript < (00054BAE)>], calculation determined 2 should be spawned. Rolling for uniques...
[01/09/2021 - 10:45:10PM] CreateVisitors unique roll: 0.885547 (Must be under 0.050000 to succeed.
[01/09/2021 - 10:45:10PM] CreateVisitors unique roll: 0.508912 (Must be under 0.050000 to succeed.
[01/09/2021 - 10:45:10PM] CreateVisitors rolled 0 uniques.
Cheers! I realise I'm being a bit obnoxious about this, but it's a mechanic I really want to make sure is working (so I can build off it myself!)Some of the CK forms with kgSIM_ are obsolete. I try and name them as such when I find them. We started SS2 with a copy of SS1 to speed up development, and so a lot of unused forms still exist in the plugin.
I did some tests and confirmed the 5% is in place. The output for next patch will be something like this:
Code:[01/09/2021 - 10:45:10PM] CreateVisitors called for [workshopscript < (00054BAE)>], calculation determined 2 should be spawned. Rolling for uniques... [01/09/2021 - 10:45:10PM] CreateVisitors unique roll: 0.885547 (Must be under 0.050000 to succeed. [01/09/2021 - 10:45:10PM] CreateVisitors unique roll: 0.508912 (Must be under 0.050000 to succeed. [01/09/2021 - 10:45:10PM] CreateVisitors rolled 0 uniques.
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