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what mods on fallout 4 can make followers and settlers not go to to settlements

"Fallout 4 companions play like a great start attempt from a gifted modder."
- llamaRCA, writer of the #ane companion mods Willow and Heather.

Allow's add some shine.


November 2019 Mod of the Month

What this modern does

i) Reduces or eliminates repetitive companion dialogue.  How many times do you need to hear Cait say "Can't expect to become out of this goddamn heat" at 2 a.thou. when it'south raining? At present she'll only always say that line one time, and at the right time. Same with comments about looting, crafting, chem utilize, etc.

2) Adds new situation-appropriate dialogue for companions. They'll have more to say and seem more aware of their surroundings.

iii) New dialogue menu options for Cait, Curie, Piper, Valentine, Hancock, Danse, Deacon, and Gage. They all give side quests now, except Curie, who tin serve equally a vendor and combat medic once she'due south converted to a synth.

iv) Generic vanilla settler dialogue now pulls from a bank of over 150 lines instead of just 21, multiplied by upwardly to 10 dissimilar potential phonation types for each line.

5) Settlers are aware of your quest progression, and while they yet occasionally mutter about "my back hurts, my anxiety hurt...", they brandish increased sensation of the dangers lurking in the Commonwealth, expressing gratitude for the protection you lot've provided them, with a more tolerable balance between positive, neutral, negative, and snarky comments. If your settlement happiness is high enough, they will occasionally requite yous minor gifts when expressing their gratitude.

six) Adds additional combat dialogue diverseness to Raiders and Gunners.

In total, the modern adds over 2,300 voice lines to companions, settlers, and enemies.

How it works

This was achieved with vanilla dialogue past:

- Incorporating content that was cutting from the game
- Editing and splicing existing lines to create new ones
- Re-purposing hidden or rare dialogue to apply to new situations
- Flagging sure annoying/repetitive lines to only be said one time (e.g. loot junk comments)
- Calculation cool-downwards timers to other repetitive lines (eastward.g. combat taunts)

No NPC records were edited - but companion dialogue quest records and the 'DialogueFarmGeneric' quest (for settlers). No vanilla scripts were touched. NPC appearance mods are fully compatible, equally are mods that affect NPC stats, NPC leveled lists, and companion affinity.

Companions

Companion dialogue diversity is only as proficient equally the near repeated line. Piper has over two-thousand lines, merely yous hear merely a modest fraction of those on a typical play-through. Some of her wittiest lines trigger only if she's with you on a detail quest, while some of her combat lines she says dozens of times.

I've traveled with Piper over 200 hours. Sorting through the raw audio files to brand this modern, I was shocked to find hundreds of lines I'd never heard her say before.

A lot of usa travel with companions for as long as they're interesting and not annoying. When they start repeating the aforementioned lines over and over, we lose interest and dismiss them. With this modernistic, that happens much afterwards into the game.

The companion dialogue that is added here doesn't modify their characters. It's the same companions you're used to, just with more content. Specifically:

- Triple the amount of general gainsay lines (detect enemy, taunt enemy, victory line) for Cait, Curie, Piper, Valentine, Hancock, Danse, Deacon, and Gage.

- Lots of new random idles, especially in dungeons, and sometimes with a sarcastic slant if it suits the character.

- Certain vanilla random idles that tend to repeat often will now only be said one time.

- When you lot boodle, selection a lock, hack a last, apply a workbench, take drugs, consume a corpse, walk effectually naked, enter power armor, etc., your companion volition comment, but they volition never echo that same comment again.



Settlers

I was trying to figure out why I lost interest in settlement edifice about half-dozen months after the game launched. The settlement mods that have released since and then are incredible. Why am I not motivated to engage with that function of the game anymore?

Partly because information technology doesn't experience like my actions thing. Non but does the game not in any way react to the massive colony I've built on Spectacle Island, the settlers at that place don't care either. They're still lament nearly the same old things.

I wanted the game to experience like the settlers were on the aforementioned team equally me, functioning as more than professional person mooches. If I'm General of the Minutemen, call me "General" once in a while, and talk to me about tactical stuff. Acknowledge the threats we confront and the things we're doing to solve problems. Or barring that, at to the lowest degree be semi-interesting and make me laugh occasionally.

So that'southward what I tried to implement via more dialogue lines, much of it conditioned upon what's going on in the game and/or the settlement. The increased diversity in settler dialogue but occurs if a settlement'due south happiness is to a higher place 60, and some of the lines won't trigger until happiness is closer to 100.

Raiders and Gunners

Raider and Gunner combat lines accept been tweaked to make them sound a fiddling smarter, and to increase diverseness. This was done by calculation lines (over 130) from cut content, DLC, and re-purposing vocalisation files from quests where lines are merely said once in specific areas (east.1000. Museum of Freedom, Combat Zone, Cabot quest line).

The new lines are general in nature, not location specific, and it's stuff like: "You're goin' nowhere", "C'mon, I got places to exist!", "Become information technology over with and dice already!", "God dammit! You're gonna regret ever comin' here!", etc. It sounds indistinguishable from the vanilla combat, there's just more of it.

Also, Raiders won't call you "Rookie" once you're not a rookie anymore, and several of the lines that make Raiders sound comically obtuse have been flagged as "say once": due east.thou.  "Hiding? From me? Not even possible..."", "What the...!? No, no, it's zippo.." Raiders will yet sound dumb, proverb lines like "Huh?", Wha?", "What the...", but it won't be quite as over-the-top every bit it is in the vanilla game.

When stalking Gunners, they'll no longer say a few of the lines that brand them sound incompetent: e.g. "Huh?" "Wha?", so it feels more like you're encountering trained mercenaries instead of impaired Raiders.



Quests

Certain companions give repeatable quests now:

- Piper gives you the quests "

Anything for a Story" to explore places you oasis't cleared nonetheless and "You Tin can't Stop the Press" to gather supplies for her paper business organisation.

- Cait offers a quest "

Lookin' for Problem" to hunt downward those Raiders she talks then much about antisocial.

- Danse assigns you the quest "

Outstanding, Soldier!" to eliminate Super Mutants and Feral Ghouls.

- Hancock has a quest "

Because I Got High" to rails down chem stashes.

- Nick gives the quests "

Lost and Found" to track down stolen holding for Diamond City residents and "Democracy Justice" to complete bounties on behalf of the Diamond Metropolis Council.

- Cuff gives the quest "

Let'south Become Kill Some Sh*t" to wipe out rival gangs.

- Deacon besides gives a non-repeatable quest called

"Coming Clean" once you've maxed his affinity. Inquire him "What's News?" and bike through all the dialogue to start the quest and experience a new chapter of his never-catastrophe stream of B.S.

Radiant quests are lame

Typical BoS/Institute quest: Talk to Quest Giver > Travel to Dungeon > Kill bad guys > Travel to Quest Giver > Talk to Quest Giver.

Typical Preston quest: Talk to Preston > Travel to Settler > Talk to Settler > Travel to Dungeon > Kill bad guys > Travel to Settler > Talk to Settler > Travel to Preston > Talk to Preston.

That's a lot of talking and load screens for non much action. It'south more than fun when the quest giver travels with you to practice the quest: Talk to Companion > Travel to Dungeon > Impale bad guys > Talk to Companion.

These new quests are optional, nothing is forced, and you can abolish the quest by talking to the companion. The side quests are accessed via the 'More than Options' dialogue menu. Completing a quest for a companion will raise their affinity ("like" or "love" event), grant a small amount of XP, and yield caps or a custom advantage.

This gives you potentially a new way to explore the Commonwealth and detect most locations naturally without needing to do the main quest.

What else?

Beyond quests, this mod didn't fit well into an existing category. Information technology's similar in spirit to Human relationship Dialogue Overhaul for Skyrim, but "Overhaul" typically implies something that edits a lot of things and requires a slew of patches. This has a lite footprint- shouldn't require whatsoever patches. Doesn't add a new companion, or new NPC's, or conflict with whatever mods that alter companion/NPC appearance or stats.



Load Guild and Compatibility

In that location are various mods that add or edit Fallout 4 dialogue. If you lot run one of those mods, hither's where they go in load order relative to this mod (SCDO) so that information technology all plays nice together and you receive the benefits of both mods. "Beneath" means "Subsequently", and "Above" means "Before".

Beneath SCDO in load gild

Deeper Thoughts Curie - Adds some additional dialogue to Curie. Generally redundant with SCDO installed, but will add a lilliputian actress variety to idle comments.

Icebreaker Piper - Companion Dialogue Overhaul - Adds more dialogue to Piper. Largely redundant with SCDO unless y'all would like more than Piper responses to specific role player actions (eastward.g. boodle junk, swim, eat corpse, pick lock, etc), and some additional greetings.

Nick Valentine Romance -  Allows you lot to romance Nick Valentine. Load social club shouldn't matter, just put it beneath SCDO to be safe.

No companion junk comments - Companions never comment on looting junk at all (versus in SCDO they'll say it one time). Load guild shouldn't matter, just identify below SCDO just in example.

In a higher place SCDO in load order

Flirty Commonwealth - Edits and adds some flirty some companion idle comments. The Raider taunts it adds play really well with this mod (no overlap).

Immersive Generic Dialogues - Edits some settler idle comments and companion idle comments.

Player Comments and Head Tracking - Edits some companion idle lines by adding player responses to them. If you lot place this, or its patch, beneath SCDO in load order, the repetition that SCDO removes from certain companion comments (e.1000. Boodle junk, pick lock, eat corpse, walk around naked) and idle comments (e.one thousand. Cait's "we'd move faster if you kept your eyes on the route and off me arse"), will be reintroduced. For all-time results, do not use the unauthorized SCDO patch bachelor for download on the Player Comments mod folio.

Unofficial Fallout iv Patch - Fixes typos on companion idle lines, and these fixes accept been incorporated into SCDO, without requiring UF4P to exist installed (although you should probably have it installed for a plethora of other reasons).

Icebreaker Settlements - Settler Dialogue Overhaul - Adds more dialogue to settlers via the 'DialogueFarmGeneric' quest. Largely redundant with SCDO. Load order shouldn't matter, but as SCDO has more than variety in settler dialogue, place SCDO lower in load order to exist safe.

In Full general

As a starting point, put SCDO below your quest mods.

Except as noted above, place SCDO

below anything else editing the companion dialogue quests. (ComPiperTalk, ComCaitTalk, etc). If you screw up, not a big deal, the result is that y'all may not meet 100% of the features from this mod for a item companion if another mod is overwriting the aforementioned dialogue topic.

You can bank check whether a mod edits a quest by loading all your mods in FO4Edit, clicking on the Quest records in this modernistic, and seeing whether whatsoever other mods edit the same Dialogue Topic within a quest (i.eastward. look for red and orange records when both mods are loaded in FO4Edit).

Other than that, SCDO should be

compatible with everything unless explicitly stated otherwise.

Compatible with mods that edit NPC appearances, mods that edit leveled lists, mods that touch on companion affinity or companion stats, multi-follower mods, Horizon, Sim Settlements/Conqueror, Offset Me Upwardly, Meliorate Settlers, No Negative Analogousness, Visible Companion Affinity, Full Dialogue Interface, Extended Dialogue Interface, Realistic Conversations, Amazing Follower Tweaks, Unlimited Companion Framework, Combat Zone Restored, Go on Both X6-88 and Porter Gage Plus Deacon, Danse Dialogue Overhaul, and the other xxx,000 or and so mods for Fallout 4, unless stated otherwise on the mod page.



Requirements and Installation

The base of operations game, Automatron, Nuka Earth, and Vault-Tec Workshop are required. No other mods are required.

Install similar whatever regular modern. You tin can use the mod at any point on an existing save game. It besides works on a new salvage game.

Translations

Check the Translation drop down menu at the top of the mod page for an updated list of available translations.

Troubleshooting

- If a companion's buy/sell vendor bill of fare comes up empty the first time, exit the conversation and attempt again. If Cuff isn't selling chems, dismiss him and re-recruit.

- If Cuff turns hostile in "Open Season", use the "Brand Gage a Companion Once again" holotape on the counter in Fizztop Grille to restore him, or craft the holotape at a chem station under "Utility". If you lot never want Cuff to go hostile in the first place during "Open up Season", utilise the modern Continue Both X6-88 and Porter Gage Plus Deacon.

- If a companion gives a quest, but no quest comes up, it's possible you've cleared all the eligible quest locations and may need to wait for them to respawn. Try asking again, and if that doesn't work, fast travel somewhere else, await a mean solar day or so, then ask again.


XBox, PlayStation?

PS4: not possible due to voice files.
XBox: Yep, here.

Additional dialogue for other companions?

Cait, Curie, Piper, Valentine, and Danse were initially chosen for additional dialogue and new content based on a Discord poll asking the question, "

Which companions do you still play with for 6 hours or more on a Fallout 4 play-through? (Bank check all that apply)". At that place were over 100 responses, and those were the five companions people still really use long enough for dialogue repetition to matter. And Dogmeat, just he doesn't talk. Hancock was also given boosted dialogue because I like Hancock. Same with Gage, Deacon, and MacCready.

Every bit it stands now:

- Companions with boosted dialogue and new content: Cait, Curie, Piper, Valentine, Danse, Deacon, Hancock, Gage, and MacCready
- Companions adapted to avoid/reduce repetitive dialogue: All of the above plus Ada, Preston, Codsworth, X6-88, and Potent.
- Companions for whom no adjustments were made: Dogmeat and Old Longfellow

More Quest Content?

This mod plays overnice with the following quest mods if you lot want another threescore+ hours of Fallout 4 content:

Depravity - (Baronial 2019 Mod of the Month)
Project Valkyrie - (August 2018 Modernistic of the Month)
Outcasts & Remnants - (April 2017 Modernistic of the Month Runner Upward)
Fusion Urban center Rising - (September 2016 Modern of the Month)
Diary of a Madman - (Alternate path to Depravity's evil ending to the vanilla game)



The quest locations in this modern accept very little overlap with the locations in the mods above. If you lot are looking for a workable Fallout 4 modernistic list based on flexibility, fun, prophylactic, ease of install, and popularity over personal preference, check out Thuggyfied.

Donations?

We exercise not accept donations, nor is the modern opted in to receive Donation Points from Nexus. However, we'll accept endorsements and game-play screenshots if you've got skilful ones.

Another manner to support what we're doing: nosotros accept a Discord server where we answer questions about these mods + provide general mod support, assistance people with making mods, discuss modernistic ideas, practise play-testing and early admission to upcoming mods, etc.

It helps united states if you boost that server (visit the Discord server, Click on the server in the upper left, then click on 'Server Boost', so 'Boost This Server').

Nosotros don't receive any money from that, it all goes to Discord, but information technology helps us and all the Discord users past allowing access to more Discord features (eastward.one thousand. uploading larger files, streaming at high resolution directly into the server, meliorate user interface, etc). So huge thanks in advance if you do it!

If y'all're a Discord Nitro subscriber, they give you ii free boosts with which you tin heave any servers you'd like.

Credits

Project Valkyrie Discord Server for play-testing and feedback. LlamaRCA, Flashy(Joer), Nika Cola for technical help. Sacremas for content help.

Mod folio art: @Raikou.ff for Cait, [e-mail protected] for Curie and Piper, GirlAndGeese for Nick, ItsPreciousTime.Tumblr for Danse, Yuhimebarbara for Hancock, Odme1 for Gage, Bjorn Kissel for settler comic, SMB92 for city skyline.

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Source: https://www.nexusmods.com/fallout4/mods/41785