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Traveling Visitors v1

  • Thread starter Deleted member 10215
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Deleted member 10215

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I finally stopped slacking and decided to finish up where I was at with what I'd been working on, and here it is.
As I said on the Nexus page, this is just the first iteration of what I'm truly planning - I just want to make sure I did this right before I REALLY get stuck in.


side note: this is literally the first mod I've ever made that I got to a point that I felt was worth releasing for other people
 
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Welcome to the modding community!
With your knowledge base I am curious to see that else you create.
Short term plans are at least another dozen more of these Travelers when I get some more time at my actual PC.
  • the other three 'main factions'
  • more 'main quest' acknowledgement
  • check which notable sidequests i missed (already noticed one)
  • DLC stuff as a Maybe

Part of why I released this before I was "100% done" was to get feedback on if it's something people are interested in me continuing to flesh out, and to see if things were done correctly - really not sure I got the voice-factions right on a few of them (the people from base-game towns are meant to keep the relevant voice lines instead of just "Yeah?", which I now realise AFTER I got it working just how often their phrasing only works if you're still in their home town).
 
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I have "version 1.1" written in my head (estimated more than doubling of the number of possible spawns, including doing some mutually-exclusive ones), just need to actually find a few hours to make them all where I am not obsessively bug testing the core mod for other people.
 
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I got a visitor in the Nu Cafe Ola player home. He's been squatting there for in game weeks. My female player character is just about creeped out enough to start shooting trespassers

I also have an eyebot playing diamond city radio hanging out where I used to get new settlers at Starlight. It doesn't move and I can not interact with it (I don't have robotics expert perks either). Haven't had a settler show up since it did
 
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I got a visitor in the Nu Cafe Ola player home. He's been squatting there for in game weeks. My female player character is just about creeped out enough to start shooting trespassers
There's a "known issue" where they only generate their list of which settlements they'll travel between when they spawn, and if there's only one at the time they'll just stay there forever, even if another settlement that meets their requirements is developed up later. I'll double check I set all their "preferred locations" correctly though.
I didn't know that player-home counted though, which one is it?

(This also applies to the "Unique Settlers" btw - I'm literally just using the same system as them, only with "can be recruited" set to "no")
 
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The Radio Eyebot is one of mine too, yeah (glad the radio script copy pasted properly), odd that itd block settlers though - no idea why. I wasnt sure if that one was a good idea tbh, not like those have any way to animate.
All of them SHOULD be set as only Protected tho, not Essential, if you decide you dont want to see one any more.

Think I know what I did wrong on him not moving though, will fix that for v1.1.
 
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I didn't know that player-home counted though, which one is it?

(This also applies to the "Unique Settlers" btw - I'm literally just using the same system as them, only with "can be recruited" set to "no")
Nu Cafe Ola from creation club nuka cola collector workshop
 
Travelling Resident.....if I can figure out where my screenshots get saved I'll post it
Alright, I'll check the "preferences" on that one. Does their voice work properly, btw? I think that one should be using the "Diamond City Resident" set.
 
"Hi, how are ya"
"Yes"
"Yeah"
"Huh"
Argh, alright, I'll have to triple check how to do that. Part of my 'design' was to have Visitors that say more than that, that one in particular is meant to have the "comments on what you're wearing" and such like the generic Residents in DC do.
 
Updating to 1.0.9a fixed the eyebot. The travelling resident now moves around but never leaves. I'll try to console command him somewhere else and I'll recheck his dialogue

Dialogue still generic....couldn't move him either
 
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After some fiddling at this end, I can't see any reason why he wouldn't be getting the Generic Diamond City Resident pseudo-radiant dialog (like "Newcomer, huh? Talk to Abbott at the Wall, if you want a history lesson." kind of lines) unless that's hardcoded at the engine level to only work in that zone.
 
You may want to pose a question or 2 on the SS2 Discord. From the little I have dabbled with dialog, there are a lot of things that need to be set just right. It may be just a simple thing that was overlooked. (not like much is self evident in the CK...)
 
Yeah, unless there's something significant I'm missing, it looks like there isn't a way to do what I wanted with those voice lines without either doing more "edits of vanilla content" than I'm comfortable with, or duplicating a ton of script assets. This is incredibly frustrating. I don't really WANT to abandon that concept (it's been part of the 'design' since I first came up with the idea) but...
 
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Yeah, unless there's something significant I'm missing, it looks like there isn't a way to do what I wanted with those voice lines without either doing more "edits of vanilla content" than I'm comfortable with, or duplicating a ton of script assets. This is incredibly frustrating. I don't really WANT to abandon that concept (it's been part of the 'design' since I first came up with the idea) but...
It could be on my end. I'm running over 170 mods on that playthrough
 
It could be on my end. I'm running over 170 mods on that playthrough
Nah, I've been experimenting here for the past few hours, I cannot find a way to get them to actually use the dialog I want, they all only do the "Huh?" "Yeah?" etc. no matter what I try. Might just be how it is.
 
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