фоллаут 4 мод unique npc
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Essential Unique NPCs and Pets
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About this mod
This mod marked every notable unique NPC and pet essential. 2 versions available.
Nexus requirements
Credits and distribution permission
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This author has not provided any additional notes regarding file permissions
File credits
Thanks Bethesda for Fallout 4
Thanks ElminsterAU and Zilav for FO4Edit
— xEdit Team
Donation Points system
This mod is opted-in to receive Donation Points
This mod marked every notable unique NPC and pet, from my list, with an essential flag.
So they dont die in unseen battles while you play Fo4.
The Minutemen in «Taking Independence» are named now:
Female Minutemen as Selene
Male Minuteman as Henry
Unnamed settlers from The Slog are named now:
Male Worker as Lyle
Female Worker as Zora
Female Worker (with mask) as Veil
____ _________________ ____ _________________ ____
This mod is available in 2 versions:
1. Required only basegame (all NPC and pets in description)
2. Required UF4P (all NPC and pets in description)
Dont matter about the faction «Railroad» or some quest NPC or the synths. They have a protected flag instead of the essential flag.
____ _________________ ____ _________________ ____
INSTALLATION:
Use your favorite mod manager (recommended)
____ _________________ ____ _________________ ____
°°°
LIST OF THE NPCs AND PETS WHAT MARKED ESSENTIAL WITH THIS MOD:
SPECIAL NPC:
Trashcan Carla and her brahmin Wastey
Doc Weathers and his brahmin Idiot
Two Caravan Guards from Doc Weathers (v.3)
Cricket and her brahmin Spot
Two Caravan Guards from Cricket (v.3)
Lucas Miller and his brahmin Ol’ Girl
Two Caravan Guards from Lucas Miller (v.3)
Vault-Tec Rep
Sheffield
Drinkin’ Buddy (Robot)
Random encouter NPC:
Smiling Larry
Ron Staples
Trader Rylee
The Scribe
Doc Anderson
Kat and her Robot Gus
Gene the Junkyard Dog Seller
Junkyard Dog (what you can buy from Gene)
Kelly
Mac (v.3)
Manta Man (v.3)
Sonya Mk II (Mel’s eyebot) (v.3)
Clinton and Charlie (v.3)
Mikey and Moss (v.3)
Abernathy Farm:
Blake Abernathy
Connie Abernathy
Lucy Abernathy
Clarabell (Brahmin)
Maisie (Cat)
Finch Farm:
Abraham Finch
Abigail Finch
David Finch
Warwick Homestead:
June Warwick
Janey Warwick
Wally Warwick
Cedric Hopton
The Covenant:
Dora (Cat)
Deezer (Robot) (v.4)
Sunshine Tidings Co-op:
Professor Goodfeels (Robot)
Graygarden:
Supervisor White (Robot)
Supervisor Brown (Robot)
Supervisor Greene (Robot)
Vault 81:
The Slog:
Arlen Glass
Wiseman
Jones
Holly
Deirdre
Lyle («Male Worker») (v.3)
Zora («Female Worker») (v.3)
Veil («Female Worker with mask») (v.3)
Shanty Store:
Leonard Moore
A shack near Arc Jet Systems:
Bethany
A trailer near Fairline Hill Estates:
Eleanor
Teddy, Eleanor’s dog (v.3)
WRVR broadcast station:
Anne Hargraves
George Cooper (v.3)
Rex Goodman (v.3)
Atom Cats:
Zeke (v.2)
Duke (Random encouter guy) (v.2)
Roxy (v.2)
Rowdy (v.2)
Bluejay (v.2)
Johnny D. (v.2)
Peepers (Eyebot) (v.3)
Salem:
Barney Rook (v.3)
Diamond City:
Travis Miles (v.3)
Taking Independence:
Selene («Female Minuteman») (v.3)
Henry («Male Minuteman») (v.3)
°°°
LIST OF THE NPCs AND PETS WHAT MARKED PROTECTED WITH THIS MOD:
Random encouter NPC:
Timothy (v.4)
Fred and Angie (v.4)
Egret Tours Marina:
Phyllis Daily (v.4)
National Guard training yard:
Shelly Tiller (v.4)
The Covenant:
Brian Fitzgerald (v.4)
Penny Fitzgerald (v.4)
Doctor Patricia (v.4)
Jacob Orden (v.4)
Talia McGovern (v.4)
Ted Huntley (v.4)
Dr. Roslyn Chambers (v.4)
Honest Dan (v.4)
Bunker Hill:
Belinda (Brahmin) (v.4)
Nessa («Female Caravan Worker 1») (v.4)
Berry («Female Caravan Worker 2») (v.4)
Tobias («Male Caravan Worker 1») (v.4)
Robin («Male Caravan Worker 2») (v.4)
Railroad Hideout:
Opal (v.4)
East of D.B. Technical High School:
Slim (v.4)
You need more unique NPC or pet (what are not essential or protected) what i may forget to put into the list?
Wrote it into the comments.
____ _________________ ____ _________________ ____
CHANGELOG:
Updated to Version v.2
1. Added Atom Cats NPCs into essential list.
Added NPCs marked in list with (v.2)
2. Correct some wrong files (all versions).
3. Add UF4P as needed master file for the UF4P version.
Updated to Version v.3
1. Added much more requested NPCs and pets into the list.
Added NPCs marked in list with (v.3)
2. Correct a wrong named NPC (all versions).
3. Correct some NPCs what still flagged protected and need to be essential.
4. Give some special NPCs what are no named before a name for more immersion.
Updated to Version v.4
1. Changed much NPCs from essential flag to protected flag and add much new NPCs to protect them.
Added NPCs or changed into protected marked in list with (v.4)
2. Remove some NPC complete out of the list for good reasons.
Most settlers from Bunker Hill (essential before with this mod)
Dreth
Jake Finch
Roger Warwick
Bill Sutton
3. Remove the «no Railroad or Synth».esp from download section, because those NPCs are protected now and still be killable.
4. Add a better description into the comments, which NPCs cant be add into the list.
THANK YOU FOR DOWNLOAD THIS MOD AND HAVE FUN!
CREDITS
Thanks Bethesda for Fallout 4
Thanks ElminsterAU and Zilav for FO4Edit
— xEdit Team
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File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
A new. non-replacer way to introduce exceptional variety to the Creatures of the Wasteland.
DLC requirements
DLC name |
---|
Automatron |
Wasteland Workshop |
Far Harbor |
Contraptions Workshop |
Vault-Tec Workshop |
Nuka World |
Nexus requirements
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Please see all the mod links inside each and every creature touched by this mod.
Thanks especially to the early Beta testers:
DarkTi
https://www.nexusmods.com/fallout4/users/34929545
ImNotDexDex
https://www.nexusmods.com/fallout4/users/20086574
Also:
Zzyxzz, who patiently bludgeoned me about the head until I listed regarding some misconceptions I had regarding NPC’s and what safe and proper edits were.
https://www.nexusmods.com/fallout4/users/8515543
kkthebeast (Invaluable 3ds assistance, and the man who decoded the majority of the BSSubindex information now used in OutfitStudio / Bodyslide.
https://www.nexusmods.com/fallout4/users/6194747
Gambit77 (Sound advice and helped crack the whip by demanding to get a copy to beta)
https://www.nexusmods.com/fallout4/users/2695294
kingtobbe for infrequent but rock solid help with troubleshooting / talking through wacky 3ds things I want to try and occasions finding fun nifs to play with.
and many others I’ll try to add later!
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Version v2.1
Balance:
-DLC04_RadRat Damage Multipler increased from 2.0 to 3.5 for incoming head hits.
-DLC04_Rad Squrriel Damage Multipler increased from 2.0 to 3.5 for incoming head hits.
New Content:
Go kill a few Crows and tell me what you think.
Version v2.0
-Removed a ton of Armor Record overrides no longer needed after merging the ArmorAddon’s and Nifs into ArmorKeywords.
-Resolved the issue with a rare issue with RadRoaches spawning with a RadSpider name, linked to LvlRadRoachNOSCALE [NPC_:001BBEAB]
(thanks to Gambit77, he helped me isolate this one)
-Fixed a Faction issue causing Domestic Animals (CC Dogs for example) to attack Dogmeat.
-Added WorkshopDog «Junkyard Dog» [NPC_:00176337] and lined it up with Creatures and Monsters
-Corrected typo in RadSpiderMeat03_Small_MisterOverseer «RadSpider Meat (Small Chunk)» [ALCH:5D012FFC] (Pointed out by Wufaris)
-Corrected typo in RadSpiderEgg02_Small «RadSpider Egg (Small)» [ALCH:5D00A2D4] resulting in no world model (Pointed out by Wufaris)
-Corrected the «First Mate» DN158LvlFeralGhoulGlowingOneAmbush «First Mate» [NPC_:001B48AB], missing SkinEntry, I’m blaming CK for this one, because I know I made this change. (Thanks to Wufaris for checking on this one)
-Corrected a typo in Underarmor_Vault088_Tattered01_NonPlayable «Grime coated, Tattered and Filthy Vault 88 Jumpsuit» [ARMO:6500E973] (Thanks to HadToRegister for pointing it out)
-Fixed a Vanilla Bug on both the DLC03_EncGulper04AmbushLegendary «Legendary Gulper Devourer» NPC’s, where their Traits and Stats templates were pointing at the wrong NPC. (Thanks to Resh for pointing it out)
-Fixed a Vanilla Bug on StingWings, only a few of them have Poison Resistance Added. (Thanks to Reshfor pointing it out)
-Corrected a truckload of typos (Thanks to multiple people making bug reports **Don’t make bug reports for typos, seriously**, posts and PM’s/DM’s)
-Legendary Erratic Bleater Buckling renamed to DLC03_EncBleater02b_Legendary «Legendary Erratic Bleater Doe» [NPC_:6500EAC8]
(Thanks to Resh for pointing it out)
-NightstrikerSqueezins FortifyPoisonResist correction. (Thanks to Resh for pointing it out)
-RadSpiders (All) BodyPart Data edited, correcting a VATS targetting Error.
-RadSpiders (MisterOverSeer)
VATS Restricted Keyword Removed.
BodyPart Data on their Sub-Race changed to my RadSpiders
-RadSpiders (MisterOverSeer) had their Body «Tweaked».
Rebuilt the Nif in 3dsMax
Erased subindexing and fully (and correctly) SubIndexed the whole Spider
Edited Weighting a bit on the Abdomen to assist with some stretching.
-Edited the NightStrikers to be more «Compatible» with a change to their Race Record.
Balance:
RadSpider Hatchlings scale vs player level at 0.95 and cap out between level 25 and 25
-Mirelurk Spawns are now 0.75 to Player level, and cap at level 35
-GatorClaws are now no long level caped, (60 to 75) but also lost the 1.25 to Player level multipler.
-DLC03-FarHarbor «Ghoul» creatures gained Radiation healing and lost Immunity.
-RadRoaches scale at 0.9 to player level and cap at 45
-DLC03_EncHermitCrabSpawn scale at 0.9 to player level and cap at 25
-New Mirelurk for FarHarbor, based on the RedDeath (At popular Request) added as a rare spawn for the «Glowing Mirelurks» for FarHarbor Only.
-RagStags got a separate LLD for RagStag Doe’s.
-RagStag now have the Possibility for a RagStag Skull.
-Bleaters got a separate LLD for Bleater Doe’s.
-Bleaters have the possibility for a Bleater Skull
-Introduced Rotten Feral Ghouls
Rotten Ghouls use the «More Fair Feral Ghouls» attack Data
-Built up additional Tables for the «Newly Feraled Ghouls»
-Additional outfit combinations added for the «Newly Feraled Ghouls»
-Commonwealth Chickens and Rabbits merged in.
-Chickens, Rabbits, Squirrels Factions tweaked, similar to «Companions do not shoot Rabbits and Chickens»
-2 Dozen +/- of new Outfits for «newly feraled ghouls»
-Deadlier Deathclaws
Multiple changes
-Deadlier Deathclaws Insanity
Multiple changes
-Decay (and VIS version)
Multiple Changes
Version v1.9
-RadRabbit horn fix (Material file path error) thanks to Rivnat pointing it out!
-Corrected the GatorClaw armor records
-Removed an Incorrectly placed OMOD in the «Cats» MODCOLS
-Resolved an issue with the RadRat tails that had not yet been noticed.
-Fixed an error in the Doombased Glowing Hound Material Swap
-Fixed the «First Mate» on the Yangtze DN158LvlFeralGhoulGlowingOneAmbush «First Mate» [NPC_:001B48AB], (Thanks to Wufaris for pointing out the issue)
-Mirelurk Spawn DLC04EncNukalurkSpawn01 «Nukalurk Spawn» [NPC_:0601234A]
Corrected an MODCOL issue causing a 1/3rd chance of a purple texture.
-Bloodbug
Fixed Material file error on Doombased Bloodbug Set. (Thanks to Wufaris for pointing out the issue)
-FEV Hound/Mutant Hound / Glowing Hound.
Fixed a Material file error causing a uni-glow.. This is my bad, due to also having SuperMutantRedux running, all the testers also had that going and we missed it completely. (Credit to ikuroami for pointing it out)
-Corrected [OMOD:5B000C44] causing it to spawn without a properly matching head texture.
-Corrected spelling in Legendary RadSpider Hunter Hatchling
-Corrected an Issue with the RadScorpion MODCOL template assignment on the Legendary / Ambush Legendary, you should see a massive increase in variety
-Resolved Orange Glowing Deathclaw issue (I accidently included a modified «base» material file.
-Included a fix for some bugged D.E.C.A.Y. Files in their main BA2 that only shows up when using my fixed Vanilla Glowing one Bodies.
-Updated Both D.E.C.A.Y. versions for the changes to the Radiation Immunity mentioned below.
-Tweaked Several creatures, removing Radiation Immunity, preventing Radiation Healing from working. (DeathClaw, Ghouls, etc)
-Tweaked DN092AmbushDeathclaw «Stunted Deathclaw» [NPC_:0002C969], adding back «Traits» to «Creatures and Monsters» and the Deadlier Deathclaws patches. Could cause a glowing body and no glowing textures if you started the quest above level 10, resulting in a light orange’ish glow. (Thanks to psychoramix for indirectly helping me find this)
-Found and Fixed an issue with the DeathWingOutfit09_DLC04_Quantum [OTFT:5D00A235] (Possible cause of the invis Quantum Deathclaw
-Corrected naming of SnakeStalker to Nightstalker [url=http://fallout.wikia.com/wiki/Night_stalker][Night_stalker Wiki]
-Added Variant, Quantum RadScorption
-Added Variant, Quantum RadSpider
-Added Variant, Albino Mirelurk King
-Added DLC02 Compatible WorkShop Cages for the Previously included RadSpiders
-Finished the EncRaiderDog_Nightstalker templates
-New Underarmor added. Tattered Vaultsuits. the really dirty one’s will need some cleaning!
-(4) New Deathclaw Bodies, thanks to Hopper31, introduced to the Regular, Glowing, Nuka and DeathWing tables. This means 10 possible different Deathclaw bodies.
New Creatures:
-New Deathclaw Race Introduced. «DeathFin».
-Newly Feraled Ghouls Introduced,
Recently Feraled Ghouls.
Based on the Human Ghoul (male and female) I rigged and tweaked the bodies to have a Malnourished look, skinned and warped.
Full armor compatibility with the Feral outfits. RE Clipping..I might have missed a spot here and there, but be kind 😉
Added to the Feral tables, non-glowing, as a rare, roughly 1 in 3.
-DLCworkshop03.esm added as a dependancy
Vault88 Ferals replaced with a new LvlActor, fully «newly turned ferals».
-Bleaters
New Race of Goats introduced, Collaboration between MadMax713 and Thirdstorm..
Custom Accessories to help make each one unique. Horns, Udders, etc etc etc..
Custom Sounds.. Currently tweaked vanilla sounds, but I hope to introduce custom «goat» sounds once I have time and familiarize myself more with the CK Sound system.
Cages added
Some rare spawn locations added.
Version v1.8
Version v1.7
Version v1.6
-Deathclaws
Tweaked the usage on Deathclaws «Skin Record», a few reports of unseen deathclaws, could not replicate and seemed uncommon, but update switches the Deathclaw to Slot 33 only.
-EncBrahminClarabell «Clarabell» [NPC_:0006C507]
Protected flag added at the request of HadToRegister
-Flagged all Creatures bodies as «Non-Playable», even those not normally flagged by Vanilla, some people using AutoLoot reported being able to look the «Skin» right off the creatures!.
-Fixed issue with RaiderDogs, I found a Synth while testing new textures linked to LvlRaiderDog [NPC_:001AF06C] / LvlRaiderDog_Aggro1536 [NPC_:001AF06D]. I actually saw a synth spawn.
Version v1.5
-Corrected issue with the BloodRage Mirelurks being unable to accept the «Body swaps» that other Mirelurks were. Original configuration resulted in some erratic results (which is likely why it was not caught by the testers/me) Changed slot usage and tested. (Thanks to good info from ikuroami)
-Corrected Issue with one of the two BloodRage Mirelurk Glow Effects (was default green)
-Corrected Issue with the alternative mm137 texture. Alpha Channel was not presenting, sometimes when Textures are editted with GIMP Alpha can be saved on a BC1 Texture (not usually possible) and will function when loose.
Once packed into a BA2 the issue showed it’s head.
Added back the Alpha channel and resaved as BC7. Updated 1k and 2k packs as well.
Version v1.4
-RadRabbits got some addition options / mutations thanks to Shadowliger. (If your curious look up Shope papilloma, it looks like what they were aiming for when they made the creature and she nailed it)
-Fixed material file path in RadRoach material swap
Version v1.3
-Updated One of the ghoul bodies with a UV Mapping quick fix to remove the seams from the vanilla model.
-Fixed the Glowing Deathclaw issue, some glowing deathclaws were not properly emiting light.
-Made a seperate LLD for the RadSpider Hatchling.
-Separate Meat for the RadSpider Hatchling.
-Receipe created for the RadSpider Meat
-Receipe created for the RadSpider Hatchling Meat
-Receipe created for the RadSpider Egg
-Marked DLC03_SkinMutatedWolf0x Skin records as non-playable. Should not be required but one person mentioned being able to loot one.
Version v1.1
Bloatfly, it alone has around 8+ variants per sub-species (Glowing, Colorful, etc).
Black Bloatfly
-3 Different «Body Types» (Fat, Skinny, Standard)
-Size Scaling from 0.75 to 1.25
-5 different possible Textures (more to come)
= 15 Possible Outcomes not including the «Scaling» for one of the 6 different BloatFly Sub-Species.
This means over 70 possible distinct Bloatfly possibilities, not accounting for scaling, for the 6 different Sub-Species
Vanilla Textures have not been replaced, but additional texture possibilities introduced from the mod authors credited below, adding to the possible variations you encounter.
FYI, it’s worth noting if you have one of the Texture sets listed below as a replacer, you might want to uninstall it, otherwise you loose significantly on the variety, that better yet install one not added to this mod.
In addition to adding new possible Textures for every creature listed below, new models were added or unlocked, «Size» and Scaling options unlocked, which in the end makes every creature you run into a little different from the last (RNG God willing!) for a truly Unique experience in the Commonwealth.
BloatFly: (Photo Credit OhDeerSKR])
-Additional «Size» variation unlocked for the BloatFly.
-Removed the «Thin», «Standard» or «Fat» from being tied to the Sub-Species with Textures controlling the Sub-Species rather than the models. Those models were added as a possibility for all of the Sub-Species, Increased variety by doing this by x3 before texture additions.
-Glowing variants for the «Thin» and «Fat» created and added to it’s possible Bodies.
BloodBugs (Photo Credit OhDeerSKR])
-Additional «Size» variation unlocked for the BloodBugs.
-Reconfigured the NPC’s to be able to spawn as a Hatchling, Teen or Adults
-Glowing variants for all of the different «Age» variants created and added to it’s possible Bodies.
-2 Sets of Textures beyond vanilla for each BloodBugs, with the Unlocked «Body» models that is 6 variants of each Sub-Species.
Brahmin: (Photo Credit SavrenX])
-Additional Model combinations added.
-Added the DLC04-NukaWorld Textures as a rare possibility to the CommonWealth Brahmin, and added the CommonWealth Brahmin textures as a rare possibility for the DLC04-NukaWorld Brahmin.
-More than a Dozen Textures and some unlocked options for the Brahmin should mean not every single darn one will look identical, which is an improvement to say the least!
-Added Addition «Size» variations for the Cats.
-More than a Dozen Textures available, some better than others, but variety is the spice of life!
Deathclaws: (Photo Credit jimhsu])
-Unlocked «Size» Variations for the Deathclaws.
-Eyes Broken off into a separate material file to allow for glowing eyes/
-All 6 Models for the Sub-Species broken off and now can appear on any Deathclaw, with the Textures dictating the Sub-Species. Increases model variety by a huge degree from the start.
-5 New Chameleon Models created, one for each Sub-Species.
-5 New Glowing Models created, one for each Sub-Species.
-New NPC’s for the Chameleon Sub-Species created, linked to each color, with LLD*’s for each Chameleon created.
-Mythic Dethclaw’s have their own Textures
-4 Sets of Textures (Minimum) for each Deathclaw, with the Unlocked «Body» models that is 24 variants of each Sub-Species (Aka Glowing Deathclaw), not including SubSpecies or Scale, upping the combinations to well over 100 different possible Deathclaw Combo’s with all the Subspecies Factored in.
Models (Thanks to Hopper31)
Aku
Dogs (Photo Credit sUiCiDe.bUnnY])
No Companion is ever touched, that includes Dogmeat.
-Unlocked «Size» variations for the Raider Dogs.
-Added additional model Variants for the «Raider Dog» Sub-Species.
-New Sub-Species added, «German Sheppard» based on the Dogmeat model, but not using the Vanilla Textures. It is SubIndexed for VATS targetting but does not allow full dismemberment (head only).
-Textures added for both the «Raider Dog» and the German Shepherd (Dogmeat) breeds. With 8 Textures for each and a few «Body» Variants non-Vicious Dog’s should actually be Diverse now.
Feral Ghouls: (Glowing, Bloated, etc) (Photo Credit OhDeerSKR])
-Unlocked Additional Size variations for the Ghouls.
-Fixed some Vanilla Material paths, including creating some missing material files.
-Created Armor and Body variations with the colors, breaking the Material swap from the «whole» Feral Ghoul to separate for the Ghoul and the Armor, increasing the possible combinations by a massive degree right off the bat.
-Created some missing DLC04-NukaWorld armor/clothing items missing from the Ghouls and added them.
-Created additional Glowing model variants.
-More than 24 Different Texture variants available for the Bodies, and an equal or greater number for the outfits, EVERY feral Ghoul should look different, add in the Head and Body options, Outfit options (Reworked) you end up with in excess of TWO THOUSAND FIVE HUNDRED possible combos currently.