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Commonwealth Captives - Essential to non-essential


Becerra9

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Posted

Hey all, 

 

I am currently using the mod Commonwealth Captives and I am trying to set the NPC's you free to be non-essential. I also have Better Settlers, Unique Settlers, and Zombie walkers installed. I set my settler NPC's to mortal using a optional patch in the Better Settlers mod and I have also enabled the Zombie Walkers mod to allow "zombies"  (ghouls) to be able to kill protected/essential NPC's.

 

Here is my problem; every settler I rescued via the Commonwealth Captive mod is essential. They can't die and always go into bleedout. There is something stopping the ghouls from finishing them off. The mod Unique Settlers has NPC's in FO4Edit labled as protected but they can still die, while NPC's from CC dont die. I am not sure what's allowing these rescued settlers to be essential and I have already gone into FO4Edit to remove the protected flags from all the mentioned CC NPC's. What else am I missing and can I make the NPC's from Commonwealth Captives get killed via FO4Edit? I would really appreciate some guidance.

 

Posted

The mod author created 36 female actors and 20 male actors for his mod.  All of them have Protected status in their base form.  They might gain Essential status instead of Protected status when you free the captive and the mod author's script uses the SetPlayerTeammate command to make the captive a companion of the player.  Actors cannot have both Essential and Protected status at the same time.  If you enable one, it cancels the other.

 

You can check this in game using console commands.  Next time you find a captive, open the console while facing them and click on them using your mouse cursor.  Once you see their actor/objectreference showing on screen, type IsEssential or IsProtected in the console.  Before you free the captives, IsProtected should have a value of 1.00 and IsEssential should return a value of 0.00.  After you free the captive, if you do the same console check, IsProtected should be 0.00 and IsEssential should have a value of 1.00.

 

The mod author also set the Captives alias to have a Protected Status too.  I am not sure when the captives in game use the Captives alias versus the other aliases in the mod, none of which have the box checked for Essential or Protected.

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