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https://www.nexusmods.com/fallout4/mods/22160/?
This will make named NPCs that are 'not essential' in the game to become protected. Although, if any of them are already dead... such as Abraham Finch in my game...this won't bring them back to life in mine or your saved game Still, I think I'd rather give this mod a try and hope to have no more unwanted deaths show up in the rest of my game.
So, off to make a backup and then see what happens... or not happen :)
I did a similar thing before survival for all my new games. I just ran through all the console commands to fix various NPCs.
The crappy thing about a mod like that is the creator never took the time to actually list the NPCs protected.
I didn't know there were console commands to fix Named NPCs though, can you share the command and how to use them in the game? The bother of doing it that way would seem to me a real bother since I have no idea which NPCs are and are not essential other than the Finch family.
setessential 3f22c 1
setessential 3f22b 1
setessential 3f22d 1
For other NPCs you may run into.
targetID.isessential (shows either a 1 or a 0)
setessential <baseID> 0 – Allows the NPC to be permanently killed.
setessential <baseID> 1 – Sets them to be unkillable.
Keep in mind essential does not prevent them from dying to drowning. Which is a common occurence at Warwick.
So I don't have to be on their farm or target them before doing these console commands?
This I do know for a fact!
To keep Bill alive I never read his letter or the one his hitman has in their inventory. Also, I'v been putting up a chain link fence all around their property with only one gate facing that beached ship... just in case Bill decides to do himself in at any point. I also block any entrances that go to those big water tanks so he can't reach them either. My first game I learned the hard way when he found a way around my flimsy first attempt to keep him from the water tanks but forgot to fence off the ocean side. Found him wedged down behind the sea wall where he had drowned himself instead. So far these 2 times playing Fo4 after that game I've not had that happen again. He's a good farmhand to have around... even if he doesn't like me :)
Oh, and thank you for your help too,
Nope. You can run them at the begining of any new game. I used to do it for the Junkyard Dogs before Automatron fixed them to be protected. Never did figure out how to do it from brahmin though, too many brahmin ids :(
Also, just wanted to add... out of curiosity I decided to make a quick-save and then resurrect Abraham Finch to see if he truly was dead and could be raise back from the dead. I already knew what the consequences would be in trying this. When I did this he didn't show up but I wondered if he might be somewhere else that I hadn't looked for him in my search before. So I use the command to bring him to me if he was resurrected successfully and he showed up standing in front of me but only in his undies and nothing else.
Funny thing is, the first thing he starts talking about was about the Gunners and what a hard bunch they were to beat! I assume he must have headed over to where his son Jake had originally been kidnapped, and there is where he must have died and his body being stripped of his possessions. I went ahead and gave him some new things and a better weapon, re-assigned him to farming and a new bed. For the next few hours while I fenced of the entire farm things seemed to be going fine even though he doesn't talk much since his initial statement about the Gunners when he came back from the dead. Well, at least I have him back and he's even using the workshop I set up for the family and the gym for recreation and exercise :)
Yep, liek I said he aggroed to the Gunners on the bridge. Then of course since he is not protected or essential he dies.
Walling in the settlement does no good. The main issue is any turrets close enough to them gunners is what draws the settlement into combat. So basically to avoid the issue you have to like not put up turrets on liek half the settlement.
Also, I'm using the mod "NSA No Settlement Attacks" which does wonders for all my other settlements. As long as I'm not in any of the settlements at the time I never have settlement attacks while I'm away, only once in a while when I come back to visit on them there might be a random enemy walk-by or something like that where I have to help them out. So when Mr Finch disappeared I was surprised and shocked to find he had wandered off and evidently died outside of his farm.
I understand now that the Finch Family are not marked as essential and that he has a thing about going after the bad guys (I've actually seen both him and his wife run off towards the military checkpoint outside of their farm's boundary to chase after insects.)
BTW Bored Peon, do I apply those codes you gave me when I re-enter my game from a previous save before resuming my game? I wasn't sure if that's what you meant or if I had to start a whole new game altogether.
You can do it before you ever meet them.
*Type in console :
- - - - - - - - - - - - - - -
prid [ref id]
enable
moveto player
- - - - - - - - - - - - - - -
-----------------------------------------
*If you cant interact with him :
- - - - - - - - - - - - - - -
setpv bCommandable 1
setpv bAllowMove 1
setpv bAllowCaravan 1
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+( travel far away from the farm,after fast travel close to the farm,and walk up there.)
-----------------------------------------
*If is bugged [missing head,hands,etc] :
(if u teleported him to you,click on him on console and type )
- - - - - - - - - - - - - - -
disable
placeatme [ref id]
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(it should spawn one,if you cant interact with him,do the same in step 2).
-----------------------------------------
if you do not want him to die anymore from damage :
- - - - - - - - - - - - - - -
setessential [base id] 1
- - - - - - - - - - - - - - -
(if u want to test it travel far away from the farm,after fast travel close to the farm,and walk up there).