___________________________________________ - AFT - Amazing Follower Tweaks [Fallout 4 Edition] ___________________________________________ Jan 05, 2019 Version: 1.23 Written by: Dheu Email: Dheuster@gmail.com Use subject: AFT FO4 Version 1.23 QUICK SUMMARY ------------------------------------------------------------------------------- Multiple follower support, follower appearance sculpting, commentary controls, personality reshaping, outfit autochange, gear management including Bulk sell, scrap and transfer to/from player. Follower Locater. Follower Pose Support. Mobile Camp with optional upgrade quests. AI Tweaks including combat styles, distance, aggression, caution, trap avoidance. Combat helmet toggling. View follower info including likes, dislikes, stats, factions, etc.. Tweak follower settings including Mortality, Carry weight, and even assign a new nickname. Tell followers to gather loot from surroundings, AutoScrap entire settlements, have them build a settlement perimiter wall or build the entire settlement for you. Use AFT on almost any NPC and optionally turn them into a follower or settler. Last but not least, includes option to save your spouse. PC ONLY: Save Settlement snapshots to sharable batch file or papyrus code =============================================================================== Table of Contents: =============================================================================== I. Feature List II. DLC Compatibility A. Automatron B. Far Harbor C. Nuka World III. Installation A. Requirements B. Manual C. Bethesda.net D. Upgrading E. Notes F. Known Issues G. Trouble Shooting IV. Usage A. AFT Activator Overview B. AFT Activator : Follower Mode 1. Actions 2. Gear 3. Combat AI 4. Info 5. Appearance 6. Settings 7. Tools 8. Select All Followers C. AFT Activator : All Follower Mode 1. Actions 2. Gear 3. Tools 4. Select Follower D. AFT Activator : Import/Recruitment Mode 1. Scan 2. Make Follower (Full Import) 3. Make Follower (Leave AI intact) 4. Make Follower (Follow Only. DO NOT MANAGE) 5. Make Settler/UnMake Settler 6. Ignore NPC E. Global Settings 1. Follower Limit 2. Global Chat Settings 3. Global Combat Settings 4. Global Misc Settings 5. Global Cooldown Settings 6. View Readme 7. Restore Aft Activator 8. Summon Everyone! 9. Prepare for Uninstall F. AFT Camp 1. AFT Camp Expansion 2. Camp Terminal 3. Camp Terminal : Buildings 4. Camp Terminal : Amenities 5. Camp Terminal : Defenses 6. Camp Terminal : UFO 7. Camp Terminal : Settings G. Saving your Spouse 1. Where is Vault 81? 2. How do I get in? 3. I'm in, now what? 4. Completing "Hole In the Wall" 5. Maximizing Spouse Interactions H. Creating Your Own Settlement Snapshots (Batch) 1. Make sure you have the PC Version of AFT 2. Enable Debug Logging 3. Take Snapshot using Settlement Menu 4. Rename and move output file 5. Use console to load V. Hot Keys A. The Mod B. How To/Setup C. Command Numbers VI. Advanced Trouble Shooting VII. Uninstall VIII. Technical (For developers) A. Making your custom NPC compatible with AFT B. AFT as a Soft Dependency C. AFT as a Hard Dependency D. AFT Mandatory Resources E. AFT Optionally Required Resources F. Recognized Reactions G. Recognized Effects H. Recognized Factions I. Recognized Perks J. Recognized Keywords IX. Creating Your Own AFT Prefab option (Papyrus) A. How do Addons Work Anyway? (For Developers) B. Prefab Components C. Step By Step D. Save and Name Your Mod E. Package F. Test G. Share X. Version History XI. Credits ------------------------------------------------------------------------------- I. > > > > Feature List: ------------------------------------------------------------------------------- 1) Multiple Follower support Allows dogmeat + 5 additional followers. 2) Appearance Sculpting Change the appearance of human and Ghoul followers using the same sculpting system used to create the player. Includes additional custom appearance editing tools that let you scale followers size, change race, eyes or add gender agnostic hair. 3) Commentary Controls Manage commentary. Filter out negative/positive comments and prevent followers from all blurting out their comments at once. Includes support for multiple interjections. During Main Quest dialogs where companions can interject with their opinion, AFT allows all followers to say their piece before resuming the conversation. 4) Personality reshaping Disable or even flip follower likes and dislikes. 5) Follower Outfits Create up to 4 outfits: A standard outfit, a combat outfit, a city outfit, and a camp outfit. They will automatically change as needed. 6) Gear Management Tell followers to remove all your junk, then have them convert all that junk to scrap or caps. Then with a single command tell them to give you everything they aren't using. (Transfers everything not assigned to an outfit). 7) Follower Locater Includes "Locate Follower" function to select any NPC that AFT manages and have AFT guide you to them with a quest objective locater. 8) Pose Followers POSE non-active followers in an assortment of animations from dancing to praying to add ambiance camp or settlement. 9) Camp Support Includes mobile camp that can act as traveling home-base. An excellent feature for people who like to avoid fast travel and embrace a more immersive play style. AFT Camp includes script-backed furniture that goes beyond the capabilities of normal settlements. For example, a memory lounger that will take you back to the pre-war world. Includes option to Sync up your Camp workbenches with any locally detected settlement. 10) AI Tweaks Assign Combat Styles such as Ninja, Boomstick and Sniper or use AFT's advanced AI management to Dynamically change archetype based on follower load-out and distance to their enemies. And it doesn't end there. Toggling Power Armor helmets on and off for combat, ignore traps, set preferred follower distance and caution levels. Maybe you want your followers to stay out of the fight so you can do all the fighting. Or have Danse scout ahead of the player like dogmeat to draw enemy fire. Followers with Stimpaks and Repair kits will also heal each other and help each other out. You can create a "medic" type Follower by simply loading them up with stimpaks. 11) NPC Info View detailed information about your followers including attributes, traits, perks, factions, race, home as well as personality traits (reactions) and relationship info for those NPCs that support it. NOTE : This feature can also be used from the IMPORT menu on any non-hostile NPC for pre-import evaluation. By Default, Info reveals synths. This can be disabled if you desire. 12) Tweak Settings (all are optional) - Customize S.P.E.C.I.A.L stats and gain new stats to distribute as followers level up. - Unlimited Ammo - Turn off Follower ammo depletion - Sync Weapon Draw - Follower Mortality : Optionally make followers mortal. - Catch-up on Weapon draw : Have followers teleport to your side anytime you draw your weapon. - Synch PowerArmor Usage : Followers can be configured to enter/exit powerarmor with player. - No PA Damage - Turn off Follower Power Armor damage - Home Assignment : Tell a follower to hang out at AFT Camp, go to a Settlement or go back to their original home. You can also tell them To make your current location their home. - Track Kills - Optional Kill count tracker - Pack Mule : A convenience setting to increase Follower base carry capacity to 2000. - Ignore Friendly Fire : In Fallout 4, by default Companions ignore friendly fire. This setting allows you to turn that off if you wish for more realistic responses to being shot. - No Collision : Instead of having to wait for followers to back up and get out of your way, just walk through them. 13) Clear Settlement The worst thing about starting a new game is getting to a settlement and realizing you need to spend 20 minutes re-scrapping everything. Now you can just tell your followers to do it for you with a single command and be done in seconds. 14) Followers Build Prefab Settlements For a price, you can also tell your follower to build the settlement for you. Prefabs include options for building a parameter fence only and options to build the entire settlement. Sanctuary is Free. The others will cost you. 15) Additional Outfits for Nick With all the Gen2 body parts laying about, ever wonder why Nick doesn't just grab some space parts and fix himself up? AFT adds some Nick- compatible outfits in case you want to change his look and fix his hand in the process. 16) Save your Spouse Your spouse was shot in the head, but then immediately frozen. If you visit your spouse with Curie before the power in Vault 111 runs out (at the end of Act I hint, hint), you can save them. See below for more details on what to expect. 17) Settlement Export/Import: (PC Only) Export a settlement snapshot as a batch file and share it with others or transfer to another game locally. (Requires console access to load). You can also export a settlement snapshot to papyrus in order to quickly build an AFT Prefab ADDON. (See section X below). The later route is more work, but offers a way to get your settlement onto XBOX. ------------------------------------------------------------------------------- II. > > > > DLC Compatibility ------------------------------------------------------------------------------- AFT Includes DLC companion support. A. Automatron : While technically the DLC lets you install the M-SAT on any Robot, only install it on Ada. B. Nuka World : All companions will work fine in Nuka World however the DLC only provides additional commentary for Porter Gage. Advise including him in your load-out while in Nuka world (once available). C. Far Harbor All companions will work fine in Far Harbor however the DLC only provides additional commentary for Nick Valentine and Old Longfellow. Advise including at least one of those companions in your load-out while in Far Harbor. ------------------------------------------------------------------------------- III. > > > > Installation ------------------------------------------------------------------------------- A. Requirements This mod was compiled against Fallout 4 patch 1.10.120.0.1 To minimize the possibility of bugs, it is advised that users have the same patch or newer. The mod may work with older versions of the game, but may be be less stable. To see what version you have, hit ESC within the game and look in the bottom left corner of the System:Save/Load screen. This Mod does NOT require any DLC. B. Manual (Downloaded from NexusMods) This is probably the safest method as it ensures full control over when you upgrade (or don't upgrade) to the latest version of the mod. Users wishing to make use of the Settlement Export capability should be sure to get the version with that capability enabled (All versions available at NexusMods, but not versions downloaded from Bethesda). 1) If you do not already have it, get 7-zip : www.7-zip.org ** Do not use WinRar to open/extract .7z files. It can corrupt them. 2) Once 7-zip is installed, open the .7z file downloaded from NexusMods Typically you need only double click the file: AmazingFollowerTweaksFO4_v1_23.7z 3) Within the 7-zip window, select the menu options: "Help" -> "About 7-zip" Ensure you have version 9.20 or greater/newer. If you do not, return to step 1 and get the latest version. 4) The 7-zip window will show 3 files: /Data readme_aft_1_23.txt unlockcurie.txt Make sure ALL items are hi-lighted. To hi-light all entries quickly, hit CTRL + A 5) Hit Extract and then [...] to browse to the location of your fallout4 installation. Most people will find it in one of these two locations: Computer -> C:\Program Files (x86)\steam\steamapps\common\Fallout 4 or Computer -> C:\Program Files\steam\steamapps\common\Fallout 4 After you click on and hi-light "Fallout 4", click [OK] and then [OK] once more 6) If you previously had AFT installed, you will be prompted to confirm file overwrite for four files: /Data/AmazingFollowerTweaks - Main.bsa /Data/AmazingFollowerTweaks.esp /Data/unlockcurie.txt /unlockcurie.txt Click [Yes] to each file as it comes up If you did not have AFT previously, skip this step. 7) When you start up Fallout 4, go to Mods (Hit Home to skip the login) and make sure AmazingFollowerTweaks mod is checked. Move the mod to the BOTTOM of your load order. 8) For what to expect after starting a new game or loading a save game, see Usage below. C. Installing from Bethesda.net As far as I know, Bethesda.net does not offer download options. Instead you open the game and browse Mods from within the game. Simply type "Amazing Follower Tweaks" in the mod search box and install from there. Make sure you place it at the bottom of your load order. Bethesda.net does not come with the unlockcurie support support script. D. Upgrading When upgrading AFT, you simply update the mod files. If you are using Nexus, just clobber the existing files with the new files. E. Notes This mod makes heavy use of scripts. Should you decide to uninstall the mod, do not simply deactivate the mod. Follow the uninstall directions below in section VII. *** IF USING AN ALTERNATE START MOD *** My advice to anyone using an alt start mod is to wait and not enable AFT until after you: 1) Have a pipboy 2) Have Completed the Main Quest "Out of Time" (Rescue the minute men in Concord) That will allow AFT to initialize immediately and hopefully prevent any initialization bugs an alt-start mod may introduce. F. Known Issues - Loading a Prefab and/or Clearing a Settlement can crash your game if done from a settlement where you have children actively harvesting plants or sleeping in beds. Use caution when the settlement has children. (Warwick Homestead, Nordagen Beach, Somverville Place) - Do not assign ring to managed follower outfits. The ring slot is used to bump the AI and can fail if an outfit includes a ring. (leaving them naked or wearing the wrong clothes) - The sculpt command is fragile. It lets you do something the game never intended to let users do. So here are some pointers to avoid issues: -- Only use from a safe location where you wont get attacked. -- Make sure you are standing up when you use it. -- It is best to holster your weapon before you activate. -- After activating Sculpt from Pipboy, position yourself and activate it a second time from dialog. -- Once the dialog activation is started, don't move and be patient. -- Once you are finished sculpting, wait until the sculpt finalizes (normally 3 to 10 seconds). Don't fast travel or do anything that would cause a loading screen for at least 10 seconds. -- In the case of Curie: --- Some of the longer hair styles may have issues with Curie. --- On PC, you need to travel to another Worldspace to cause her model to reload and the changes to take effect. Typically you must fast travel into/outof Diamond City. Sometimes telling her to enter/exit PA will also reload her model. --- On XBOX, Curie will become invisible after the edits. You need to save your game, then shutdown Fallout 4 and reload for the edits to take effect. This will also work on PC (but is more work). -- If you change Codsworth to human, he will have blood around his neck. You must change his face with sculpt (even if you just change it back) for the blood stains to go away. -- Nick is not compatible with the human race. However AFT allows you to make him human so that you can activate sculpt on his floating head and change his hair color. (Sculpt is incompatible with the Gen2 Synth Race). After changing his hair color, you should change his race back to Gen2 If you later assigned hair to nick using the PARTS menu, the hair will maintain the color assigned when using the sculpt command. G. Trouble Shooting First Steps: 1) Ensure AFT is at the Bottom of your Load Order 2) Ensure the file /Data/Scripts/followersscript.pex does not exist. install directory for most user is: C:\Program Files\steam\steamapps\common\Fallout 4 3) Visit the mods home page at nexusmods and check the forum that tracks known incompatible mods. Make sure you are not using one of the mods listed. 4) TGM (God Mode) stops player combat events. When activated mid-combat, it makes the game think the player is forever in combat, which can break things like outfits, auto-relax and even idle chatter. For those who use TGM, go to 3rd person view, open console, click on the player and use the command "IsInCombat". If it says the player is in combat when they are not, you need to disable TGM and get into a fight to fix the state. Second Steps: If the above steps do not fix the issue, then confirm the following: 1) Does your version of Fallout 4 match the version AFT was compiled against? You can get the version of Fallout 4 from the bottom left corner of the Settings screen (You have to load a save game first) AFT Version 1.05 : FO4 Patch 1.10.26 AFT Version 1.06-1.14 : FO4 Patch 1.10.40 AFT Version 1.15-1.16 : FO4 Patch 1.10.64 AFT Version 1.17-1.19 : FO4 Patch 1.10.89 AFT Version 1.20-1.22 : FO4 Patch 1.10.114 AFT Version 1.23+ : FO4 Patch 1.10.120.0.1 2) Did you clean your Cache? Steam -> Library -> (All Games) Fallout 4 -> Properties -> Local Files -> Verify Integrity of Game Cache 3) AFT Master Controller not appearing If you are starting a new game, the AFT items will not appear in your inventory until you emerge from Vault 111 (AFT delays initialization until the quest Out of Time begins). Some Alt-Start mods do not start the quest Out of Time, which can cause AFT to not initialize properly. If you use an ALT START mod, you should leave AFT disabled until you do something within your play-through to start/finished the quest Out of Time (such as talking to Codsworth and then rescuing the MinuteMen in Concord.) #4 below can also cause the AFT Master Control to now show up. 4) Were you using another multi-follower mod before AFT? Follower mods all tend to change the same core game resources. So if you are loading a save game that previously was exposed to a different Follower Mod, you may encounter issues that appear to be related to AFT but are in fact due to a lingering mod conflict. It is possible for mods to hold onto resources even after they are uninstalled. To fix these issues, you have to revert to a save that only had the previous Follower Mod. (You may have to disable AFT/Re-enable the previous Follower mod). Follow the previous mods uninstall instructions (Similar to the instructions this mod provides). If you used a Follower mod that has no uninstall instructions, your only option may be starting a new game or reverting back to a save from before installing the other follower mod. Mod Conflict Diagnosis: ----------------------- Issue these two console commands. If either method reports an error, then there is a mod conflict (possibly baked into your save game). cqf Followers GetStandardLoiterCoolDownTime cqf Followers GetInfatuatedFollowers Users can attempt to force initialize AFT with the following command: Some users have reported this command can correct a rare issue where the prefabs do not properly initialize. cqf TweakMonitorPlayer InitializeAft ------------------------------------------------------------------------------- IV. > > > > Usage ------------------------------------------------------------------------------- New Game: If you start a new game, your first sign that AFT is installed will be some new commentary regarding your spouse in (future) Vault 111. Specifically, if you take your spouses wedding ring, the player will mention that they are not a doctor but that they will return (implying they realize the spouse could be saved). Upon exiting Vault 111, AFT will initialize, a thank you will appear and you will find 2 new items in your inventory: The AFT Readme, the AFT Activator and the AFT Settings holotape. The AFT Activator will automatically be assigned to Quick Slot 3. ** Sometimes the police baton will override the AFT favorite assignment. If this happens, you will need to manually assign the favorite by hi-lighting the AFT Activator and hit the Fav key (Normally Q). Loading an Existing Save Game: If you load a save game where you have already exited Vault 111, AFT will immediately begin initializing. During initialization, a progress bar will appear as a flashing notification in the upper left corner. Once initialization is complete, a thank you message will appear and you will find 2 new items in your inventory: The AFT Activator and the AFT Settings holotape. You will also find that the AFT Activator has already been assigned to Quick Slot 3. Managing Followers with AFT: You don't have to do anything special to manage one of the games original companions with AFT. Just talk to them and ask them to follow you when the time comes. AFT also allows you to import NPCs who were not originally companion options. To do this, you use a special item called the AFT Activator on an NPC and select how you wish to import them. More on that below. Terminology : Managed Follower : Any NPC that is being managed by AFT. AFT can manage up to 32 NPCs. For example, AFT can be used to LOCATE anyone it manages. Active Follower : An NPC that actively follows the player around in the game. AFT supports up to 5 active followers. 6 if you include Dogmeat. A. AFT Activator : Overview The AFT Activator is a small device that appears in your inventory in the AID category. It is a usable inventory item, so it can be assigned to a quick slot. The AFT Activator is auto-assigned to slot 3 during initialization. You can choose to assign it elsewhere if you wish (or not assign it at all). When used, the activator will raise your PipBoy and you will see one of three menus appear depending on what was under the cross-hair when the activator was activated. If the cross-hair is on a Managed NPC, you will see all AFT commands and options with the followers name at the top of the screen. ---------------------- [FOLLOWER NAME]: ---------------------- > Actions > Gear > Combat AI > Info > Appearance > Settings > Tools ---------------------- > Select ALL Followers > Cancel ---------------------- If the cross-hair is on an unmanaged but eligible NPC, you will see import options and an option to scan the NPC for more information. ---------------------- IMPORT: ---------------------- > Scan NPC > Make Follower (Full Import) > Make Follower (Leave AI intact) > Make Follower (Follow only. DO NOT MANAGE) > Make Settler > Ignored NPC > Cancel ---------------------- If the cross-hair had no target, you will see a list of commands that affect ALL Active Followers (Equivalent to selecting everyone). Not all menu options will appear in this mode of operation. ---------------------- ALL FOLLOWER MODE: ---------------------- > Actions > Gear > Tools ---------------------- > Select Follower > Cancel ---------------------- NOTES: - The activator will not work on NPCs who are in combat. - Using the activator on an Active Follower will randomly result in Follower commentary. Selecting Additional commands may result in even more commentary. This provides immersion but also introduces delays. Users who prefer a more responsive interface can disable follower commentary associated with the activator from the followers chat settings - Should you lose the activator, you can use the Aft Settings Holotape to spawn another one. B. AFT Activator : Follower Mode We start follower mod by placing the cross hair on someone who is already following us (and activate the AFT Activator. The following Menu will appear: ---------------------- [FOLLOWER NAME]: ---------------------- > Actions > Gear > Combat AI > Info > Appearance > Settings > Tools ---------------------- > Select ALL Followers > Cancel ---------------------- 1) Actions A list of commands you can issue to the Follower(s). Many of these commands mirror the options you see when you talk to Companions. -------------------------- Actions -------------------------- Gather Loose Items Get Behind Me Command Mode Wait Here Hangout Here Come with Me Follow Me Enter Power Armor Exit Power Armor Fetch my Power Armor Setup Camp Teardown Camp Dismiss -------------------------- DETAILS: a) Gather Loose Items The Follower searches around the player (Radius = 1.5X the size of AFT CAMP) and gather up any items they see. In Follower Mode, the Follower you order to Gather Items receives the items. Progress messages will be shown (normally less than 5 seconds) with a summary of discovered items as well as items ignored because they were owned or containers that were locked. NOTE : Gather Loose Items is a time saving convenience method and ignores followers carry weight limits. If you are opposed to followers carrying more than their limit allows, then don't use this method. b) Get Behind Me Causes the follower you are speaking with to teleport behind you. while no clip support may allow you to pass through them, they may still choose to stand somewhere that is in the way. For example, if you need to pick a lock or hit a button they are standing in front of. c) Command Mode The follower will enter command mode. Usefull for imported NPCs that may not normally support command mode. Also supports remote access. If used from ALL FOLLOWER MODE or as a hotkey, this command places the previously commanded actor back into command mode. Activating a second time toggles command mode off. d) Wait Here Appears if the follower is an Active Follower currently in Follow mode. Selecting will cause follower to enter Wait mode. e) Hangout Here Appears if the follower is an Active Follower currently in Follow mode. Selecting will cause follower to enter Wait mode and Sandbox. Hangout Mode is also more persistant that Wait mode. If the player fast travels or causes a loading screen, the follower will not catch up until summoned using Summon All Followers. f) Come with Me Appears on followers you dismissed. That is, they are managed, but not active. Causes the previously dismissed Follower to begin following you once again. For many imported followers, this is the only way to make them follow you once dismissed. If you are at the maximum active follower limit, another follower will automatically be dismissed. g) Follow Me Appears if an Active follower is in WAIT or HANGOUT Mode. Causes them to begin following you again. h) Enter Power Armor Appears if Follower is not wearing Power Armor but has one assigned. Causes the NPC to enter their PA. They will run up to it if it is nearby or the PA will be teleported to them if it is not. POWER ARMOR ASSIGNEMENT: To assign a PowerArmor to a follower simply have them enter a power armor. Assignment occurs when they enter. For those unfamiliar with the process, Start Command-Mode by "grabbing" the follower from a distance. On PC, you use the [e] key by default. This will cause the target hair to show context sensitive information based on what the target hair is hovering over. Hover over a PowerArmor and tell the Follower to Enter. This assigns the PowerArmor to the Follower. It will remain assigned until another NPC or the player enters the PowerArmor. The easiest way to un-assign PowerArmor is to have the player enter a followers PA. i) Exit Power Armor Appears if NPC is wearing PowerArmor. Causes them to exit. j) Fetch My PowerArmor Causes the players PowerArmor to teleport to the follower, as if the follower fetched it. k) Setup Camp Appears if Camp is not already setup. The command scans the terrain around you and builds camp based on characteristics. Construction can take up to a minute depending on what you have enabled and purchased. l) Teardown Camp Appears if Camp is currently setup. If you issue the command in the vicinity of camp, camp will immediately begin to fade. Teardown can take up to two minutes depending on the complexity of your camp and what you have purchased/enabled. If you issue Teardown when you are away from camp, a 24 hour delay penalty is added. (1 game day). This is to simulate the amount of time it would take your follower to return to camp, tear it down and return to you. Activating Teardown a second time while the penalty window is active will tell you how much time is left before camp is available. You can cancel the penalty by returning to camp and issuing the command from camp itself. NOTES : Special things happen the first time you setup camp. See the Aft Camp section below for more details. m) Dismiss Appears on Active Followers and will cause them to stop following the player and return to their assigned Home. Since AFT has a dedicated home assignment menu, dismissed followers will not prompt you for a home location. 2) Gear Use this menu to configure outfits or issue commands for bulk inventory management. ---------------------- Gear ---------------------- Trade > Outfits Dedupe Dejunk Sell Unused/All Gear Unequip All > More ---------------------- DETAILS: a) Trade Opens up the followers inventory. b) Outfits ---------------------- Outfits ---------------------- [X] Set/Use Standard Outfit [ ] Set/Use Combat Outfit [ ] Set/Use City Outfit [ ] Set/Use Camp Outfit [ ] Set/Use Home Outfit [ ] Set/Use Swim Outfit [ ] Force Combat Outfit Weapon Clear All Outfits Unmanage ---------------------- Standard Outfit: The default outfit that gets used when no other conditions apply. If you only setup 1 outfit, this is the one to setup. Combat Outfit: Equipped when combat begins. Unequipped when combat ends if the environment matches another configured outfit (standard). Setting a Combat+Standard outfit is an easy way to cause auto-toggling of gear that you only want during combat. Whether it is simply a helmet toggle or a full wardrobe change. NOTE: If you setup a combat outfit, AFT will force the follower to use that weapon assigned to the outfit. If you do not want this behavior, skip the combat outfit and only create a standard outfit. City Outfit: Equipped when entering settlements and cities. When leaving a settlement/city, the Outfit will be removed if the environment matches another configured outfit. Camp Outfit: Equipped when approaching AFT Camp. When leaving camp, the Outfit will be removed if the environment matches another configured outfit. Home Outfit: Equipped when within the Location or Anchor that marks the Followers HOME (set via Settings -> Set Home). This outfit will trump all but combat outfits. So if you setup camp within a settlement and set Home to be AFT Camp, you will use the Home outfit over the Settlement or Camp outfits. Swim Outfit: Equipped when the player is swimming. You must be swimming for a minimum of 3 seconds before the outfit(s) will activate. Once swimming, you must be on dry land for at least 5 seconds before the outfit(s) will deactivate. [ ] SET/Use [TYPE] OUTFIT: When you "Set" an outfit, the trade menu will open allowing you to make adjustments. When the trade menu closes, AFT takes a snapshot of what the follower is wearing, assigning it to the outfit. Toggling an outfit OFF will disable/clear the outfit but will also equip the outfit in the process. Users can use a quick toggle Off/On to make updates or just get a glimpse of what is assigned. Force Combat Outfit Weapon: Toggle indicates if AFT should force the follower to use the weapon assigned to the combat outfit when combat begins. When toggled, the combat outfit weapon is equipped with flags indicating the game should not allow the NPC to unequip it. When not toggled, the weapon is still equipped, but the follower is free to switch weapon mid-combat. (unceck this box and don't assign a weapon to the combat outfit if you want the AI to handle weapon selection at all times) CLEAR ALL OUTFITS: Unsets all outfits assigned to the selected NPC (SELECTED MODE) or all Active Followers (ALL FOLLOWERS MODE). Unlike other toggles, this will not restore any outfits. Followers will keep wearing what they have on and simply stop reacting to outfit change events. UnManage Outfits The presence of this command indicates AFT is managing your followers outfit. When AFT is managing your followers outfits, not only does it change outfits in different environments, but it also removes the followers default weapon from the outfit. This gives you more control over what weapon your follower uses in combat. Selecting "Unmanage Outfits" will Clear All Outfits (if any are set), attempt to restore their original outfit and re-enable the default weapon. c) Dedupe The purpose is to safely offload excess gear onto a follower when you get weighted down. The command scans the players inventory for a list of common items and removes duplicates, transferring them to the follower. It also removes ALL Junk. The idea is that unique and quest items are unlikely to be found in pairs. So removing duplicates and junk is probably safe and shouldn't break quests or inadvertently remove something you want to keep. The scan list excludes a number of items such as Fusion Cores, Stimpaks, lock picks, ammo and other rare or valuable stackables. This command ignores the follower's Carry Limits. d) Dejunk Transfers all items considered "Junk" from the players inventory to the followers inventory. Junk is anything that can be broken down into more basic raw materials. This command ignores the follower's Carry Limits making it easy to bring large amounts of junk with you to support settlement renovations. e) Sell Unused/All Gear This command will convert a followers inventory into caps. The only items that will remain are those assigned to an outfit. If no outfits are assigned, it will appear as Sell ALL Gear. Background : The idea behind the command is that you are basically sending your follower on an errand to sell their gear where ever they can at a reduced price. As a result, You wont get as many caps, but you also don't have to spend hours/days running around the commonwealth looking for buyers (With caps to spend). When issued from ALL FOLLOWERS MODE, you will first receive a confirmation prompt. f) Unequip All The command is pretty self explanatory. A few notes: - If the follower is in PowerArmor, they will exit the PowerArmor, unequip all and then Re-enter the PowerArmor to avoid PowerArmor related glitches. - Following the command, only PLAYABLE items will be visible in the followers inventory. If the follower was wearing unplayable items, you may not be able to re-equip them. AFT includes fixes for some NPCs such as Nick Valentine. Other NPCs such as Deacon may need new clothes (and a wig). Saving is recommended before using the command. G) More Various commands to help manage inventory and junk in bulk: ---------------------- More ---------------------- Convert Junk to Scrap Give me your junk Give me your scrap Give me unused Gear ---------------------- CONVERT JUNK TO SCRAP: This command instructs a follower to convert all the junk in their possession into scrap. You might do this to lighten the load or just to keep tabs on how much of each type of scrap you have collected. Since followers can have massive accumulations of junk, a progress bar is provided while the operation is underway. GIVE ME YOUR JUNK: Transfers all the JUNK to the player (this includes scrap). GIVE ME YOUR SCRAP Transfers only raw scrap to the player. Does NOT transfer non-scrapped Junk. GIVE ME UNUSED GEAR Transfers any items that are not assigned to a follower outfit to the player. NOTES: - If an outfit has a weapon, the ammo that the weapon uses is also considered part of the outfit even if the ammo wasn't equipped when the outfit was created. - If you setup any outfit for Nick Valentine, AFT adds an assortment of Nick-Compatible accessories and outfits to Nicks inventory that you can see and use to optionally change his look and appearance. - Any items assigned to an outfit are protected from Bulk inventory commands. For example, if you say "Give me unused Gear", you will get everything the follower has... except items assigned to one of the outfits. - Outfits do not have to be different. If nothing else, each outfit provides an opportunity to flag an additional weapon as being protected from bulk commands. Many users for example want their followers to have a primary, secondary and backup melee weapon to account for ammo depletion. 3) Combat AI Follower Specific options for Combat: ---------------------- Combat AI ---------------------- > Combat Style > Aggression > Flee Settings > Player Distance [ ] PA Helmet Toggle [ ] Ignore Friendly Hits > Global Settings ---------------------- DETAILS: a) Combat Style Choose a combat style for your follower to match the archetype you have in mind for the follower. When you set a combat style, stats will automatically be redistributed to match the style. ---------------------- Combat Style ---------------------- (*) Default ( ) Gunslinger ( ) Bruiser ( ) Commando ( ) Boomstick ( ) Ninja ( ) Sniper ( ) Dynamic ---------------------- Default: Combat AI is not enforced and falls through to whatever AI is normally configured. This is useful if you use AFT with other combat AI enhancing mods. Gunslinger: Holds ground (doesn't close distance or back off). Looks for cover and keeps on shooting with a gun. Bruiser: Prefers closing the distance and fighting hand to hand. Will use melee weapons if they have one that can do more damage than their hands. Only uses ranged weapons when they can't seem to reach the enemy. Commando: Holds ground (doesn't close distance or back off). Generally also doesn't seek cover because of the spin up time of large weapons. This is a good style for followers in power armor. Boomstick: Prefers closing the distance but then fights with guns looks for cover. IE: Useful for followers who use shotguns like Hancock. Ninja: Closes the distance, but then prefers melee weapons. Will also use hands or guns if they can do more damage. Excellent close-combat defense. Trained to use special moves more often. Sniper: Will back off to increase distance, then seek cover to avoid detection. Will almost exclusively use guns. Dynamic: Advanced AFT AI. Based on weapons and distance to enemy, switches combat style to optimal settings. You could think of this like the coarser setting. Evenly distributes stats to remain versatile. b) Aggression ---------------------- Style ---------------------- [*] Aggressive [ ] Defensive [ ] Auto ---------------------- AGGRESSIVE: Sets follower aggression to "Aggressive". Aggressive Followers attack enemies on sight. (Even if the player is sneaking and hasn't been detected yet). DEFENSIVE: Sets follower aggression to "Unaggressive". Unaggressive Followers will not attack anyone unless they are directly attacked first. AUTO: Sets follower aggression to "Aggressive" however follower automatically changes to Defensive when they player begins sneaking. ** NOTE : Activating Info (reading a book) ends sneak mode, so INFO will not show Unaggressive when sneaking. c) Flee Settings These settings determine when a follower decides to run from combat. The decision is based on a combination of Follower Health and Enemy Difficulty. ---------------------- Caution ---------------------- [ ] Coward [ ] Cautious [ ] Average [ ] Brave [*] Foolhardy ---------------------- Coward - Will run at first sign of combat. Cautious - Fight if Enemy is easy and health > 75%. Otherwise run. Average - Fight until health gets below 50% Brave - Fight until health gets below 25% Foolhardy - Fight to the death. NOTE: By default followers are made Foolhardy since they can't die. However if you set mortality to enable follower death, Caution automatically changes to Cautious. d) Player Distance Player Distance does not force distance during combat, but rather affects distance outside combat. This will affect how close the follower is to the player when combat begins ---------------------- Player Distance ---------------------- [X] Scout Ahead ( ) Near (*) Medium ( ) Far ---------------------- [X] SCOUT Ahead Should the follower attempt to stay in front of the player? In this mode, Near/Med/Far determine how far ahead of the player. Dogmeat uses scout ahead by default. However AFT allows you to enable or disable this behavior on any companions you want. NEAR: ( about 8 feet away) Sets the follower AI to remain close to the player when exploring. This setting affects proximity of NPC to Player when combat begins. Distance during combat is actually determined by the Combat AI Style. MEDIUM: ( about 16 feet away) Sets the follower AI to remain moderately close to the player when exploring. This setting affects proximity of NPC to Player when combat begins. Distance during combat is actually determined by the Combat AI Style. This is the games default distance. FAR: ( about 32 feet away). Sets the follower AI to keep their distance from the player when exploring. This setting affects proximity of NPC to Player when combat begins. Distance during combat is actually determined by the Combat AI Style. e) [ ] PA Helmet Toggle Toggled on to have the follower automatically un-equip the helmet of their PowerArmor when outside combat and put it back on when combat begins. When traveling with multiple followers wearing PowerArmor, I found this necessary as it was hard to tell who was who without being able to see their faces. f) [ ] Ignore Friendly Hits Determines if follower will react to friendly fire. By default, Followers have this option checked. However if you want a more immersive experience, you can uncheck the value. When unchecked, if you hit a follower a certain number of times, they will automatically dismiss themselves and turn hostile. When this happens, you must distance yourself from them and wait 24 hours (game time) before approaching them again. g) > Global Settings Takes you to the Global Combat Settings window. See below for more detail. 4) Info Scan followers to learn things about them. You can generate a full report (ALL) or generate a report for a specific area using the menu options: ---------------------- Info ---------------------- All Stats Relationship Reactions AI Traits Effects Perks Factions Keywords ---------------------- a) All Scans for everything and returns a "book" that contains all known information regarding the NPC. The scan normally takes 5 to 10 secs. b) Stats Scans for SPECIAL attributes (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck) as well as Resistances and overall health. Also reveals kill count of each follower. c) Relationship Relationship: A single term that summarizes your current relationship with the follower: Hate, Disdain, Neutral, Friend, Admiration, Confidant, Infatuated, In Love Romance Option: Indicates if the follower Can be romanced Is Romanced: Indicates if follower is currently in a romance with the player. Player Opinion: Provides score which reflects how much the follower likes or dislikes the player based on an accumulation of observed actions and traits. The score ranges from -1100 to 1100 Most followers start off at 0. At certain threshold points, the follower relationship may shift from say... Neutral to Friend or Neutral to Disdain. The closest thresholds are provided above and below the Player Opinion score to show how close you are from a relationship shift in the positive or negative direction. Relationship shifts are normally (but not always) accompanied by Companion specific comments, conversations and scenes. d) Reactions: Provides a comprehensive list of actions and events that Fallout 4 monitors and shows the selected Follower's reaction to those events. See Section "V.A Recognized Reactions" below for full listing Ratings are color coded for easier reading. Like's are colored Green while dislikes are colored red. e) AI Aggression: Determines when or if your followers will attack other characters. - Unaggressive: Only attack if hit by another NPC - Aggressive: Attack enemies on Sight - Very Aggressive: Attack non-allies on Sight - Frenzied: Attack everyone on sight Confidence: Confidence determines how low your followers health can get before they begin to run from a fight. - Cowardly: No damage necessary. Immediately Run - Cautious: Run if health below 75% - Average: Run if health below 50% - Brave: Run if health below 75% - Foolhardy: Never Run Assistance: Assistance determines who a follower will "Follow into" combat. For example, the player is considers a friend and an ally. Even if your followers aggression is set to Unaggressive, they may begin fighting when the player takes a hit, even though they didn't receive it directly. - Help No One: Never enter combat because of someone else. - Helps Allies: Assist anyone belonging to a friendly group. - Helps Friends: Help "friends" regardless of group association. Morality: Morality controls whether an NPCs will commit crimes or refuse commands against certain people, groups or owned containers. - No Crime: Wont do anything considered unethical - Property Crime: Will steal from owned containers - Violent Crime: Will attack Non-allies + Property Crime - Any Crime: Will attack Allies + Violent Crime f) Traits Race: Some NPCs can change their race as part of the game (Most notably Curie). AFT also allows you to change follower race for appearance. AFT tracks both original race and current race. By default, synths are treated as Humans and display as Humans to prevent spoiling quests. The AFT Settings holotape includes a setting to reveal Synths under Misc Settings. Home Location: Managed NPCs will have an Original and Current Home location. The Current Home Location is the place that the Follower will go if they are dismissed. Unique: This is a technical trait that indicates only 1 copy of that specific NPC is allowed in the game. (No duplicates). Generally speaking, NPC's with unique names are unique. This Property is necessary for the Sculpt system to work. Templated: Templated characters are normally generated by scripts and involve randomized elements. IE: a head from here, an outfit from there, a weapon from somewhere. NPCs that show up at your settlements are generally templated. The game continuously enforces the traits of templated NPCs. For this reason, you generally can't change their appearance. Sculpt and Set Name wont work for example. (They work very briefly, but the NPCs changes back so fast all you see is a blink). Curie is a special case and has special code to defeat this limit. But in general, you can't sculpt a templated NPC. Curie also includes a special "New Body" menu where you can assign an entirely new pre-fab face/Body from a small collection we created. Managed Slot The "Slot" or ID within AFT that the NPC is using. A number between 1 and 32. This can be useful if you wish to setup targetted hotkeys. See the HotKeys section below for more details. g) Effects AFT may not be able to account for every item, potion, recipe or perk mod you install, but under the hood most of these mods end up applying one of a few dozen effects. This screen lists these lower level general effects. You will typically see some overlap between what you see here and in other areas such as Perks. See section V.B "Recognized Effects" below for a full listing of detected effects. h) Factions A Faction is a named group or organization. For example, there is faction for Diamond City and a faction for the Brotherhood of Steel. A Faction for raiders and a faction for Synths. Much of the fighting that occurs in Fallout 4 is due to Faction membership and the relationships defined between the factions. When a follower is a member of a faction, they may show loyalty to that faction by attacking other NPCs on sight because they are a member of an enemy faction. They may also refuse to attack other faction members. Here, we show what factions the NPC is/was a member of. See section V.C "Recognized Factions" below for a full listing of detected Factions. NOTES: AFT removes followers from all factions to ensure loyalty and avoid unintended hostilities. When used on a managed NPC, the factions shown reflect a snapshot of the follower's factions BEFORE they joined the player. If you are scanning an unmanaged NPC, then Factions will be current. i) Perks Player Perks are well known, get cool names and are chosen by the player as the player levels up. NPC perks are less glamorous, more limited and also generally very direct. You will see perks for things like adding damage resistance or increasing attack damage. See section V.D "Recognized Perks" below for a full listing of detected Perks. j) Keywords Keywords are small nuggets of information used in making AI decisions. For example, there is a keyword that allows an NPC to attempt to pick locks. Keywords can also be used to determine things like which seat of the Vertibird the NPC will climb into. Some keywords operate like spell effects. The keyword ImmuneFrenzy grants immunity to frenzy just like a spell could. Keywords are broad in scope, but as they are so heavily used by the game engine, we felt it was worthwhile to scan for the most common ones and show them. See section V.E "Recognized Keywords" below for a full listing of detected Keywords. 5) Appearance The Appearance menu offers number of ways you can customize your followers appearance. Some commands such as Scale will work against any NPC or creature. Other commands like Sculpt are very picky and will only work with Humans and Ghouls who are both unique and non-templated. Most commands are neither as lenient as Scale or as strict as Sculpt and fall somewhere in the middle. For these reasons, some companions are more customizable than others, but every NPC can be customized to some degree ---------------------- Appearance ---------------------- > Pose > Scale > Parts > Race > Voice Sculpt/Edit Body Posture Expression New Body Reset ---------------------- a) Pose The Pose Menu contains a number of options for posing the NPC. ---------------------- Pose ---------------------- Browse > Select Move/Rotate Stop ---------------------- You can only pose humanoid companions. This option will not appear if the follower is a dog or non-humanoid robot like a Mr. Handy. BROWSE: Visually browse the various poses applied to the NPC and choose the one you wish to use or cancel. On selection, begins a Dialogue Scene where the Right and Left options cycle poses and the up and down options choose/exit. SELECT: Brings up a list of all Poses and allows you to jump directly to a named pose without going through the Pose Browser (saves time). MOVE/ROTATE: NPC position becomes locked to the player so that as the player moves so does the NPC (like picking them up). Dialogue menu arrows allow you to rotate, lean and shift the follower in small detailed increments for fine-grained placement. STOP: Ends the current Pose. NOTES: If you pose an ACTIVE follower, the pose will automatically end once you get more than about 15 feet from them. b) Scale The Scale Menu contains a number of options for changing the size of an NPC. Worn items such as clothes and power armor will scale up or down to match the Follower. ---------------------- Scale ---------------------- 200 % 150 % 125 % 105 % 95 % 80 % 66 % 50 % Reset ---------------------- PERCENTAGE: If the value is greater than 100%, the NPC will get larger. If the value is less than 100%, the NPC will get smaller. RESET: Returns the NPC to their original proportions. This is the only command that ignores the Followers current size. NOTES: Scale is always based on the Followers CURRENT size. So if you scale a follower to 200% twice, they will be %400. You can mix and match commands to achieve values outside the 8 listed above. c) Parts While the SCULPT command insists on Human or Ghoul races, the PARTS command is less picky. It uses papyrus commands to force models onto the NPC and can even offer access to content not available from the sculpt command. For example, you can assign hair to Nick, a beard to Cait or Synth Eyes to Preston. We can even make Piper look like Nate (with some scaling). The parts command has no restrictions. ---------------------- Parts ---------------------- Hair Eyes Beard Face ---------------------- HAIR: Use Dialog Arrows to browse the Hair styles applied to the NPC and choose one. Eyes: Use Dialog Arrows to browse the Eye styles applied to the NPC and choose one. Beard: Use Dialog Arrows to browse the Beard styles applied to the NPC and choose one. Face: Use Dialog Arrows to browse the Prefab Face Meshes and choose one. NOTES: The first time you use PARTS/SCULPT against an NPC, AFT unlocks the FACE for editing. The technical trick we use to do this removes any existing EXTRAS added to the face (blemishes, scars, freckles, etc...). You can of coarse add them back, though you may not know exactly what they were. You will recieve a confirmation prompt regarding this when you use either of those two commands. d) Race ---------------------- Race ---------------------- Human SynthGen1 SynthGen2 Dog Rabid Dog FEV Dog ---------------------- AFT allows you to change the racial appearance of your follower. For example you can use AFT to make Hancock a much more attractive human for those wanting to romance him. You can turn Codsworth into a Human (Synth) so that he can operate PowerArmor and be a more effective fighter. You can turn strong into a Behemoth or a talking Dog (both relatively entertaining). AFT restricts the available options on a per-companion basis to those deemed "safe". So for example, Piper has very few options because testing revealed she wasn't compatible with most races. e) Voice ---------------------- Voice ---------------------- Restore Original Voice > Female > Male > Other ---------------------- When you use AFT to force recruit other non-player characters, sometimes those characters are silent and have nothing to say. The Voice option allows you to assign a Voice to a companion that falls into that category. This option only appears on force recruited NPCs. Female Voice Options: Female BOS1 Female BOS2 Female BOS3 Female Atom Female Boston Female EvenToned Female Rough Female Child Female Old Female Ghoul Female Institute Female Guard Male Voice Options: Male BOS1 Male BOS2 Male BO33 Male Atom1 Male Atom2 Male Boston Male EvenToned Male Rough Male Child Male Old Male Ghoul Male Institute Male Coarser Male Guard1 Male Guard2 Male Guard3 Other Voice Options: SuperMutant1 SuperMutant2 SuperMutant3 Mr Handy Mr Gutsy Ms Nanny Protectron Sentry Bot Assaultron f) Sculpt/Edit Body The Sculpt command starts up the games surgery menu, only with the companion as the target instead of the Player. This is the same editor you used to customize the players appearance when the game started. So it allows full editing of the appearance from hair color to facial blemishes. Unfortunately, the built-in surgery menu only supports humans and Ghouls. If you try to plug in any other race (supermutant, synth, MrHandy), it will crash the game. Therefore AFT does checks and only presents the menu if the race is human or ghoul. Sometimes, this command will say "Edit Body". That means that AFT has determined that edits to the NPC's face will likely fail, but you can still use the Surgery Menu to change the body proportions. This is most common with randomly generated NPCs you pick up at settlements and random encounters. NOTES: The first time you use PARTS/SCULPT against an NPC, AFT unlocks the FACE for editing. The technical trick we use to do this removes any existing EXTRAS added to the face (blemishes, scars, freckles, etc...). You will receive a confirmation prompt regarding this when you use either of those two commands. g) Posture Posture is the stance that the follower takes when they are relaxing. Some NPCs such as Mama Murphey use the elderly posture. You can change the NPC's posture if you wish to add or remove behavior. Note: You wont really notice unless the Follower relaxes. h) Expression Expression is a visual representation of someone's mood. Like posture, it only gets used when the follower relaxes and even then it may be so brief that it is easy to miss. i) New Body Currently, NEW BODY only appears with Curie and only if you complete her quest to become a synth. It allows you to assign Curie to one of several pre-fabricated bodies/face combos. This may become available on other robotic companions in a future version. j) Reset From time to time, NPC's animations can become broken. For example, if you leave Piper's apartment while she is smoking a cigarette, a cell detach bug in the game can cause Piper to forever attempt smoking cigarettes when at idle. This command can be used to correct broken animation issues. It can also correct behavior issues if they are related to a stuck animation. Reset brings up a menu with two options. Light Reset: This is always recommended as a first step. It simply disables and reenables the NPC, forcing the game to reload their model and animation data. Full Reset: When a Light Reset doesn't fix your issue, you can try a full reset. This command resets the NPC back to their begin-game state. It immitates the console command recycleactor, but unlike the console command, it takes a snapshot of the NPC and attempts to restore them after recycling the actor. Gear, outfits and keywords (relationship progress) are saved off and then restored after the NPC is reset. 6) Settings ---------------------- Settings ---------------------- > S.P.E.C.I.A.L > Assign Name > Assign Home > Personality > Chat Settings > AI Tweaks [ ] Enable Pack Mule [ ] Unlimited Ammo [ ] No PA Damage [ ] Enable Follower Death ---------------------- a) S.P.E.C.I.A.L Use this screen to reset special attributes and reassign them as you see fit. As the player levels up, new attributes may become available. ---------------------- SPECIAL ---------------------- [+] Strength [5] [+] Perception [5] [+] Endurance [5] [+] Charisma [5] [+] Intelligence [5] [+] Agility [5] [+] Luck [5] Available [8] ---------------------- Reset > Back ---------------------- Stat Effects: Strength : Carry Weight boosted by 10 pts for each stat allocated. So with a strength of 5, the follower will receive a boost of 50. At 25, the follower receives a max boost of 250. (Game also provides melee damage boost) Perception : Each stat allocated over 10 adds 10% damage to attacks using ranged weapons. So at 11, the follower does 110% damage with guns. At 25, the follower does 250% damage with guns. Endurance : Each stat allocated over 5 adds 25 points of health. So at 10, the follower gets a health boost of 125 and at 25, the boost is 500. Charisma : The player receives a synergy bonus for every 10 points allocated to active followers beyond the base value of 5. So at 15, the player gets +1 charisma and at 25, the player gets +2. If the player has 5 active followers all with 25 charisma, the boost is 10 points Intelligence : AFT does not add any additional benefits beyond those naturally granted with high intelligence. Agility : Each stat allocated (over base value 5) adds 3 damage resistance to follower. So at 10, the follower gets 15 damage resistance and at 25, the follower gets 60 damage resistance. Luck : The player receives a synergy bonus for every 10 points allocated to active followers beyond the base value of 5. So at 15, the player gets +1 luck and at 25, the player gets +2. If the player has 5 active followers all with 25 luck, the boost is 10 points NOTES: A max of 25 is enforced for any specific stat. Minimum total = 25 + level up to level 50 so that at level 50, the minimum will be 75. After level 50 the minimum grows every other level. So at level 100, the minimum will be 100. b) Assign Name Select one of 60 unique names to assign to your followers. For example, give Dogmeat your own unique name. This is particularly handy when importing NPCs that have generic names like "Settler", "Guard" and "Resident". It will also work against the original 13 companions. What to Expect: - When bringing up the PipBoy, the assigned name will always appear at the top. - AFT also attempts to change the name that appears when you hover the target hair over the NPC. However this can sometimes fail if the NPC is currently being used by a higher priority quest/script at the time you attempt to assign the name. (See Notes) NOTES: When you ring a settlement Bell to summon all settlers, a high quest/script directs all the NPCs assigned to the settlement to the bell. For this reason, you should almost never attempt to name an NPC while a settlement bell is in effect. The best way to avoid this specific issue is to sleep for a few hours before attempting to name your companions. The target hair name change is less likely to work for core companions if you in the middle of their personal quest. I've never gotten the Target Hair Name to change for Curie. Not sure why. c) Assign Home Selecting this option will pop up a message box that prompts you for a Home location. This is the location that the Follower will return to when they are dismissed. Your options can include: - Original Home Location - Settlement - Camp - Current Location The message will include the name of the original home location so you know where you would be sending them. Settlement will pop up yet another menu so you can select one of your settlements. CAMP will only appear if you have setup camp at some point in the past. d) Personality The original 13 "core" companions all come with reactions to things they like and don't like. This can make traveling with some of them difficult. So AFT includes some tweaks to help ease the friction. ---------------------- Personality ---------------------- [ ] Disable Dislike/Hate Reactions [ ] Disable Like/Love Reactions [ ] Convert Dislike/Hate to Like/Love [ ] Convert Like/Love to Dislike/Hate ---------------------- [ ] Disable Dislike/Hate You can have followers simply ignore things they normally don't like. NOTE That ignoring something will not stop the commentary. It will simply stop the Player Opinion score from dropping. [ ] Disable Like/Love You can have followers simply ignore things they normally like or love. NOTE That ignoring something will not stop the commentary. It will simply stop the Player Opinion score from increasing. [ ] Convert Dislike/Hate to Like/Love This setting will actual cause the relationship to improve when you do things the NPC normally doesn't like. For example, stepping into PowerArmor while traveling with Strong. For immersion, this setting automatically disables negative commentary from the NPC. If you wish to hear the negative comments despite the reaction reversal, you can uncheck Ignore Negative Comments in the Commentary section after you enable this. [ ] Convert Like/Love to Dislike/Hate This setting will actual cause the relationship to diminish when you do things the NPC normally likes. For example, helping settlements while traveling with Preston. For immersion, this setting automatically disables positive commentary from the NPC. If you wish to hear the positive comments despite the reaction reversal, you can uncheck Ignore Negative Comments in the Commentary section after you enable this. e) Chat Settings The original 13 "core" companions all come pre-configured with things they say in response to what they observe. With up to 5 companions, there can be a lot of NPCs all talking at once. So AFT includes commentary management. ---------------------- Chat Settings ---------------------- [ ] Disable Idle Comments [ ] Disable Player Comments [ ] Disable Like/Love Comments [ ] Disable Dislike/Hate Comments [ ] Disable Activator Comments [ ] Mute follower (No Comments) > Global Chat Settings... ---------------------- [ ] Disable Negative Comments The follower will no longer say things when they observe something they don't like. Checking this setting alone will not stop their opinion score from decreasing. This toggle only stops the commentary. [ ] Disable General Comments The follower will no longer say things about the mundane things they observe such as looting corpses or taking radiation damage. [ ] Disable Positive Comments The follower will no longer say things when they observe something they like. Note that checking this setting alone will not stop their opinion score from increasing. This toggle only stops the commentary [ ] Disable Activator Comments The follower will no longer say things when you activate them using the AFT activator. GLOBAL CHAT SETTINGS... A convenience link to the Global Chat settings, which is where you control things like whether AFT should make NPCs talk in turn and how many comments are allowed per event. See Section "III.B.2 Chat Settings" below for more details. f) AI Tweaks ---------------------- AI Tweaks ---------------------- [ ] Sync PowerArmor use w/Player [ ] Sync Weapon use w/Player [ ] Avoid Traps [ ] Disable AutoRelax [ ] Track Kills ---------------------- [ ] Sync PowerArmor use w/Player When toggled, the follower will enter and exit their assigned Power Armor when the player enter and exits power armor. [ ] Sync Weapon use w/Player When toggled, the follower will draw there weapon when they see the player draw a weapon. When not toggled, they will wait until they see a threat. Defaults for core companions are based on background and personality. For example, Danse is military trained, so he draws with the player. Meanwhile, Hancock is laid back, so he doesn't. You can of coarse change the settings if you wish. [ ] Disable Auto Relax Toggle this setting to prevent the specific follower from auto relaxing when you holster your weapon. This is the individualized version. There is a global version under the AFT Settings Holotape. [ ] Avoid Traps When toggled, Followers will not set off physical traps even if they accidentally run into them (including mines). [ ] Track Kills AFT begins tracking kills for the NPC during combat. This option uses ONHIT events for tracking, so it may cause lag on slower machines. Kill Count can be seen under INFO -> Stats g) [ ] Enable Pack Mule When toggled on, follower carry capacity increased to 2000 lbs. h) [ ] Unlimited Ammo Check to cause follower to have unlimited ammo i) [ ] No PA Damage Check to prevent damage to Follower PA. j) [ ] Allow Follower Death Name says it all. Toggle will allow followers to die. NOTE: (Nick, Dogmeat and Piper are essential until certain game milestones are complete.) 7) Tools The Tools Menu is actually a Global menu available under both Follower Mode and All Follower Mode. Access is included from Follower Mode primarily as a convenience. See See section C.3 below for more details. 8) Follower Selection Allows you to switch to ALL FOLLOWERS mode. In ALL FOLLOWERS mode, only commands are shown that can be applied to all active followers. 9) Force Recruit NPC Forces the NPC to become a follower, fully managed by AFT. 10) AFT should ignore this follower This option will mark the NPC so that AFT will ignore them. Selecting this will cause the "Force Recruit NPC" option to disappear. If you can talk to the NPC and ask them to follow you, AFT will not fully import them and treat them as an "Unmanaged" follower. This is the same behavior that occurs if you reach the managed follower limit (32) and ask someone new to follow you through conversation. C. AFT Activator : All Follower Mode We start all follower mod by Activating the AFT Activator when the crosshair is NOT located on any NPC. The following Menu will appear: ---------------------- [ALL FOLLOWER MODE]: ---------------------- > Actions > Gear > Tools ---------------------- > Select Follower > Cancel ---------------------- 1) Actions A list of group commands you can issue to all followers. -------------------------- Actions -------------------------- Gather Loose Items Unlock Visible Summon All Command Mode All Retreat All Attack All Wait All Hangout All Follow All Dismiss All Enter Power Armor All Exit Power Armor Fetch my Power Armor | Setup Camp \ Teardown Camp -------------------------- DETAILS: a) Gather Loose Items Followers search around the player (Radius = 1.5X the size of AFT CAMP) and gather up any items they see. If the crosshair is on a specific follower, they will receive the items. If the cross hair is not on any follower, then the preference will be: 1) Dogmeat : If dogmeat is a companion, he is preferred as the holder of gear because he will not attempt to use any of it and for most users, they can scrap or sell everything in dogmeats inventory without having to worry about messing up an outfit. 2) Random Companion : If you do not have dogmeat but at least 1 AFT managed companion, then one of your companions will be randomly chosen to hold the gear. 3) The player : If you are playing solo and have no companions, the items will be funneled to your own inventory. This may be dangerous if you are playing in survival mode. Progress messages will be shown (normally less than 5 seconds) with a summary of discovered items as well as items ignored because they were owned or containers that were locked. NOTE : Gather Loose Items is a time saving convenience method and ignores followers carry weight limits. If you are opposed to followers carrying more than their limit allows, then don't use this method. b) Unlock Visible AFT assesses what is in front of the player, searching for locked doors, containers or terminals. Then looks at your companions and selects the one best suited for the job. This helps avoid the need for command mode or placing the crosshair over the item that needs to be unlocked. An excellent command to link to a favorite or hotkey if the player does not prefer to unlock things. If you have 2 people in your party that can unlock something, then the first recruited will be preferred over the other. To change AFT's preference, dismiss everyone and then ask the NPC you prefer, to follow you first. Then ask the others. c) Summon All Teleports all active followers in front of you and causes them to begin following you again if they were told to wait/hangout or individually stay somewhere. Note: - There are some areas of the game where Summon All is disabled for immersion reasons. d) Command Mode Places the previously commanded actor back into command mode. Activating a second time toggles command mode off. Recommend using as a HOTKEY. e) All Retreat Causes all followers to stop fighting and retreat for 20 seconds. After 20 seconds, they will continue to fight and defend themselves unless you renew the command with another call. f) All Attack Typically used when sneaking to have your followers attack nearby enemies that have not yet spotted you. (You want everyone else to attack so the attention is not on you). It can also be used to cancel a retreat that is in progress. All Attack will direct your followers to attack any non-allies. This can include neutral NPCs such as merchants, so use with caution. g) All Wait All followers enter WAIT Mode. (As if you walked up to them and told them to STAY) h) All Hangout All followers begin to Wait and Sandbox. Command overrides followers individual Auto Relax settings. i) All Follow All followers begin to Follow the player. This command will cancel individual states like STAY HERE. j) All Dismiss Dismisses all followers after presenting you with a confirmation prompt. k) All Enter Power Armor Any follower with an assigned Power Armor who is not already wearing it will immediately enter their power armor. Followers will run up to it if it is nearby or the PA will teleport to them if it is not. POWER ARMOR ASSIGNEMENT: To assign a PowerArmor to a follower simply have them enter a power armor. Assignment occurs when they enter. For those unfamiliar with the process, Start Command-Mode by "grabbing" the follower from a distance. On PC, you use the [e] key by default. This will cause the target hair to show context sensitive information based on what the target hair is hovering over. Hover over a PowerArmor and tell the Follower to Enter. This assigns the PowerArmor to the Follower. It will remain assigned until another NPC or the player enters the PowerArmor. The easiest way to un-assign PowerArmor is to have the player enter a followers PA. l) All Exit Power Armor Any follower wearing Power Armor will immediately exit. m) Fetch My PowerArmor Causes the players PowerArmor to teleport to the Player, as if a follower fetched it. n) Setup\Teardown Camp "Setup": Appears if Camp is not already setup. The command scans the terrain around you and builds camp based on characteristics. Construction can take up to a minute depending on what you have enabled and purchased. "Teardown": Appears if Camp is currently setup. If you issue the command in the vicinity of camp, camp will immediately begin to fade. Teardown can take up to two minutes depending on the complexity of Your camp and what you have purchased/enabled. If you issue Teardown when you are away from camp, a 24 hour delay penalty is added. (1 game day). This is to simulate the amount of time it would take your followers to return to camp, tear it down and return to you. Activating Teardown a second time while the penalty window is active will tell you how much time is left before camp is available. You can cancel the penalty by returning to camp and issuing the command from camp itself. NOTES : Special things happen the first time you setup camp. See the Aft Camp section below for more details. 2) Gear Use this menu to configure outfits or issue commands for bulk inventory management. ---------------------- Gear ---------------------- Unequip All Give me ALL Junk Give me ALL Scrap Give me ALL Unused Gear Give me ALL Gear ---------------------- DETAILS: a) Unequip All The command is pretty self explanatory. A few notes: - If a follower is in PowerArmor, they will exit the PowerArmor, unequip all and then Re-enter the PowerArmor to avoid PowerArmor related glitches. - Following the command, only PLAYABLE items will be visible in the followers inventory. If the follower was wearing unplayable items, you may not be able to re-equip them. AFT includes fixes for some NPCs such as Nick Valentine. Other NPCs such as Deacon may need new clothes (and a wig). Saving is recommended before using the command. b) Give me ALL Junk Transfers all the JUNK to the player (this includes scrap). c) Give me ALL Scrap Transfers only raw scrap to the player. Does NOT transfer non-scrapped Junk. d) Give me ALL Unused Gear Transfers any items that are not assigned to a follower outfit to the player. e) Give me ALL Gear Transfers all follower items to the player, even those belonging to an outfit. NOTES: - If an outfit has a weapon, the ammo that the weapon uses is also considered part of the outfit even if the ammo wasn't equipped when the outfit was created. 3) Tools ---------------------- Tools ---------------------- > Locate Managed NPC > Settlement > Unmanage NPC > Global Settings > QUEST: Camp Expansion ---------------------- a) Locate Managed NPC A menu will appear listing the names of all managed/tracked NPCs. Select a name and a quest will begin to locate the selected NPC. Follow the quest objective marker to find the NPC. Approaching the NPC and getting within touching distance ends the quest. b) Settlement The Settlement Tools only appear when you are in a settlement. ---------------------- Settlement ---------------------- > Clear Settlement Reset Build Limit > Load Prefab > Save Prefab ---------------------- CLEAR SETTLEMENT: Used to quickly scrap a settlement. By default, it will scrap everything, that can be scrapped and transfer it to the settlement workbench. The method takes you to a page of options where you can filter what you would like to remove. For example, you may wish to leave things you can't re-create with the Workshop like living trees. Removing items from settlements when settlers are assigned to them can lead to crashing and game instability. Therefore, ClearSettlement (may) unassign all the settlers from their current tasks if the cleared items include food, beds or other assignable objects. The recommendation is to manually store all food sources (plants) before issuing the command. Conversely, you can filter out food items from the Clear Settlement filters. RESET BUILD LIMIT If you are working on a settlement and your size bar fills up, you can issue this command the reset it to 0. LOAD PREFAB Searches for any installed Prefabs and displays them one at a time. By Default MOST settlements have at least 1 Prefab that includes a Wall Only and Full Build option (See credits below for list of default prefabs included with AFT and their prices) Prefabs cost money, but don't forget you can use Clear Settlement in conjunction with the "Sell all gear" command to quickly convert settlement scrap into caps. When loading a prefab, if Food sources are detected, you will receive a warning, but it will allow you to proceed. SHould you decide to proceed, it will unassign all settlers from their current tasks. If you want to avoid this, make sure you clear all food sources before attempting to load the Prefab. Wall Only Prefabs do not include housing, defenses, electricity, food or water. They also generally do not clear the settlement. Full build Prefabs always include a Wall. If the Wall is purchased first, the cost of the wall is subtracted from the Prefab. By default, AFT Does not include Prefabs for Bunker Hill, Covenant Or the Boston AirPort. However AFT Addon-Mods may become available that expand the selection for those areas. SAVE PREFAB This option only appears if you are running the PC version of the mod. Furthermore, for the command to work, logging must be enabled which requires additional steps (See "III.E Creating Your Own Settlement Snapshots" below). ---------------------- Save ---------------------- To Batch To Papyrus Cancel ---------------------- - TO BATCH: On Activation, takes a "snapshot" of the current settlement with a progress bar to indicate time until completion. Typically takes about a minute. When finished, it will tell you the name of the log file (Basically the name of the settlement). For an example see the link: https://www.youtube.com/watch?v=uCYX_mUH4bY&t=11s See III.E Below for more details. - TO PAPYRUS: On Activation, takes a "snapshot" of the current settlement with a progress bar to indicate time until completion. Typically takes about a minute. When finished, it will tell you the name of the log file with the code in it (Basically the name of the settlement). Papyrus is used when you wish to export your settlement as another option visible within AFT. You must use the code in a series of additional steps to create an addon mod (Requires Creation kit) The steps are outlined below in: "Section IX: Making an AFT addon mod" When the steps are followed, the settlement will become a new Option within AFT and can even be distributed to Consoles such as XBOX. NOTES: AFT prefabs only support a limited set of items. (About 1200 items in total). By default, the list includes all constructable and scrapable vanilla game items as well as a handful of non-constructable/scrap-able items. A simple way to see what will be included in the snapshot is to use Tools -> Settlement -> ClearSettlement. Any items remaining after Clear Settlement will not be included in the Save. Starting with version 1.17, Automatron, Far Harbor and Nuka World DLC items are supported in their corresponding DLC areas. However DLC items will not work outside areas that belong to the DLC. For example, the Barn Kit that comes with Far Harbor will only be recorded if the prefab is for a Far Harbor settlement. Starting with version 1.17, AFT Prefab Addon Mods (Papyrus only) can include their own custom resources (furnitures, walls, etc..) and use them within the settlement(s) provided by the addon mod. c) Unmanage NPC If the target hair was on an NPC before issuing the command, that NPC will be unmanaged. If the target hair was not on an NPC, A menu will appear listing the names of all managed NPCs. Select a name and AFT will unmanage the follower, making their slot available for someone else. When an NPC is unmanaged, AFT attempts to undo any changes made to the NPC to the maximum extent possible. This includes restoring any "Original" values such as factions, race and body parts. Some changes can not be undone. For example, changes made using the sculpt menu. d) Global Settings Opens up Global Settings. Note that global settings can also be accessed via the AFT Setting holotape. Access to Global Settings through the Tools menu was added mostly to support VR. See "E. Global Settings" below for more details on Global Settings. e) QUEST: Camp Expansion This option appears while the AFT Camp Expansion quest is running. Selecting this menu will give you a summary of the current task and offer a buy-out option if you have the caps. Once AFT Camp Expansion is complete, this menu option goes away. (Camp can be further expanded with purchases from the Camp Terminal) 4) Select Follower Opens a menu that lists all active followers. (even followers who are waiting somewhere far away). This allows you to remotely issue commands even when you can't reach them D. AFT Activator : Import/Recruitment Mode The Import/Recruitment Menu will appear if you use the AFT Activator on an NPC who is not managed by AFT. ---------------------- [Recruit NPC]: ---------------------- Scan NPC Make Follower (Full Import) Make Follower (Leave AI intact) Make Follower (Follow Only. DO NOT MANAGE) Make Settler/UnMake Settler Ignored NPC Cancel ---------------------- NOTES: - Import will work on any NPC who is not actively hostile towards the Player. - DO NOT use Import on core companions such as Ada, Cait, Curie, Codsworth, Danse, Deacon, Dogmeat, Gage, Hancock, Long Fellow, MacCready, Nick Valentine, Piper, Preston, Strong, X6-88. You should recruit core companions normally through regular dialog. 1) Scan NPC Examines the NPC and brings up an INFO SCAN report. Used to evaluate if an NPC is worth making a follower or not. 2) Make Follower (Full Import) If you force recruit a BOS soldier and an Institute Synth, under normal conditions they would open fire on each other. FULL import ensures no internal fighting between followers by stripping away the NPCs original AI and replacing it with AFT's custom AI. 3) Make Follower (Leave AI intact) Fully imports the follower into AFT EXCEPT it leaves their AI intact. (which includes loyalty and disdain towards certain groups). This option is best used on Custom Followers provided and installed by other mods. Specifically mods where the follower comes with their own AI and doesn't use a follower slot. I do NOT recommend using this on BOS, Insititute or Railroad members as it can cause them to open fire on the NPCs around you when you visit opposing group headquarters. (Unless you dont mind since you are siding heavily with a specific group anyway). 4) Make Follower (Follow only. DO NOT MANAGE) This option places the NPC in one of your 5 follower slots, so that they will follow you around. You gain access to their inventory and a few basic commands like get behind me. But that is about the extent of it. This is the safest option for users that are paranoid that Aft might break one of their Custom Followers. I don't really recommend using this on non-custom followers. 5) Make Settler Makes the NPC into a settler and prompts you for which settlement/city to assign them to. This was primarily added so that users could help out those NPCs that they rescue or aid during the coarse of the game than seem to have no place to go. There is no limit to how many settlers you can import nor are there any race restrictions. However, imported settlers retain their Faction loyalty, so if you force certain NPCs to the same settlement (Say members of the railroad and insttitute), there may be internal fighting. AFT's Settler system and AFT's Follower system are integrated together. If you assign a Managed Follower to a settlement, and the follower lacks the scripts needed to be a settler, AFT will automatically use its own Settler management system. Conversly, if you UnManage a follower who was assigned to a settlement, they may return to the settlement anyway as an AFT Settler. You will need to use the AFT Activator on them a second time and select "UnMake Settler" to end management. Known Issue: Fallout 4 doesn't completely recognize AFT settlers for the sake of computing population. At times population will reflect a number that doesn't include AFT settlers (and sometimes it will. It is a toss up). However, this appears to only affect population and not resources such as food, water or defense. 6) Ignore NPC This option makes AFT ignore the NPC completely. Using the AFT Activator on them will go strait to all follower mode, as if they aren't even there. Should a conversation cause the game to make them a companion, AFT will treat them like you imported them with the "DO NOT MANAGE" option above. NOTE: Because AFT completely ignores the NPC, there is no way to undo this flag without using console commands or installing and reinstalling AFT. E. Global Settings Global settings are used for settings that affect all followers. It also supports admin-like functions like prepping for uninstall. You can access Global settings in two ways. First, you can access them via the Tools menu of the AFT Activator. This is recommended if you are using VR. The second Method is to use the AFT Settings holotape located in your Misc items. ---------------------- Global AFT Settings ---------------------- > Follower Limit : 5 > Global Chat Settings > Global Combat Settings > Global Misc Settings > Global Cooldown Settings > View Readme > Restore Aft Activator > Summon Everyone! > Prepare for Uninstall ---------------------- 1) Follower Limit The Follower limit indicates how many followers you may have in addition to the dog. The default value is also the maximum. 3 is recommended for slower hardware and game consoles. ---------------------- Global Follower Limit ---------------------- > Limit : 1 > Limit : 2 > Limit : 3 > Limit : 4 > Limit : 5 ---------------------- NOTES: Follower Limit does not affect the maximum number of MANAGED NPCs, which remains hard coded at 32. A Managed NPC is any NPC that you are enhancing with AFT (think outfits and combat settings). Managed NPCs do not include NPCs who you turned into Settlers using AFT's Make Settler import command. 2) Global Chat Settings ---------------------- Global Chat Settings ---------------------- [X] Minimize Comment Overlap [X] Allow Multiple Interjections (*) Center camera on each speaker [ ] Attempt Subtitles ( ) Leave camera on first speaker [X] Limit Comments per Event ( ) 1 comments (*) 2 comments ( ) 3 comments ( ) 4 comments [X] Limit Loot Comments [ ] Lock Comment Rotation to ... ---------------------- DETAILS: a) [ ] Minimize Comment Overlap When you have multiple followers, sometimes they all try to say something at the same time. So AFT includes commentary management to try and organized comments so that everyone speaks in turn. b) [ ] Allow Multiple Interjections This setting allows AFT to monitor quest progress so that it can force all followers to comment during dialogs with interjection points. When AFT causes followers to speak, you can have the camera "break cinematic" mode and center on each speaker or you can leave the camera in cinematic mode, but it will cause the camera to remain on the first speaker or the player. When Center camera on each speaker is checked, you can further have AFT attempt to pause the cut-scene so that spoken audio can have subtitles and the words will be spoken in the players head. Note the word "Attempt". This doesn't work on all cut-scenes and in testing seemed to only work on the spouse. It also allows the person you are talking to to continue walking around (IE: Preston). That is why the option is disabled by default. c) [ ] Limit Comments per Event This setting is used to cap how many comments are spoken when commentary management is enabled to help commentary feel more natural. When toggled, you can limit the number of comments made per event from 1 to 4 comments (untoggle for the value 5). The Default value is 2. Notes: The Commentary Manager randomly picks the followers that speak comments so that the same companions are not always making all the comments. Explanation: When comments are managed, everyone speaks in turn, but this causes a delay. For example, you step in a river and take radiation damage. 20 seconds later, the river is nowhere in sight but the 5th follower is just now starting to say their peace about the radiation. In play testing we found that 2 comments felt natural, 3 comments pushed the boundaries and at 4 or more comments and the commentary started to feel awkward and unnatural. d) [ ] Limit Loot Comments Typically looting comments uses the SHORT cooldown timer, allowing your companions to comment on your looting habits as frequently as once a minute. When you toggle LIMIT LOOT COMMENTS, it will cause your companions to use the MEDIUM cooldown timer for loot events. By default, the MEDIUM cooldown timer limits frequency to once every 40 minutes. Some users will combine toggling this setting with decreasing the Medium cooldown to 20 or 10 minutes to try and strike a balance. e) [ ] Set Main Follower to ... When disabled (default), AFT rotates the primary companion every 15 seconds so that the commentary is distributed among all followers. Who says what and shows up in cutscenes is effectively randomized. When enabled, sets the primary Follower to use for all cut-scenes and commentary. Enabling the option will bring up a list of Active Followers and the selected follower will remain the primary follower until dismissed or until the option is disabled. 3) Global Combat Settings ---------------------- Global Combat Settings ---------------------- [ ] Ignore Murder [ ] Allow Followers to Heal Self [X] Allow Followers to Heal Others [X] Followers Catch up on Weapon Draw [ ] Followers Stealth when Sneaking [ ] Use Combat Outfit on Weapon Draw [ ] Scale Follower Damage ---------------------- a) [ ] Ignore Murder Toggle this setting if you want companions to ignore Murder events. Explanation: Murder occurs when the player kills someone who was not actively hostile towards the player and was not the target of a current mission/quest. Every one of the 13 original CORE companions hates murder and will voice disapproval and threaten to leave if the player is directly responsible for the death of an innocent. The most common "accidental" cause of murder is placing powerful mines on the ground near or around settlements. NOTES: - This setting only protects the player from MANAGED NPCs. So for example, if you kill a settlement NPC such as Marcy Long, nearby Non-Managed settlers may still react and attack you. - When you import an NPC into AFT, they are removed from all factions. So, you can import an NPC (Such as Marcy Long) and then eliminate them without reactions or consequences. b) [ ] Allow Followers to Heal Self When this option is enabled, any follower who possess a stimpak (repairkit for robots if DLC01 is installed) can heal themself when they enter bleedout. Note that when you enable this option, the player loses the oppoortunity of getting an affinity boost from healing companions themself. c) [X] Allow Followers to Heal Others When this option is enabled, followers with stimpaks or repairskits will run to each others aid when another follower falls into bleedout. Note that when you enable this option, the player may lose the oppoortunity of getting an affinity boost from healing companions themself. d) [X] Followers Catch up on Weapon Draw When this box is checked, any Active followers who are not waiting and are further than 32 feet away from you will teleport behind you anytime you draw your weapon. NOTES: - Followers will not teleport behind the player if they are actively in combat. This allows the player to switch weapons during combat without constantly interrupting follower combat. e) [X] Followers Stealth when Sneaking When this box is checked, your followers will receive a stealth boy effect anytime you are sneaking to minimize their impact on your visual stealth. NOTES: - If any of your followers are using an AGGRESSIVE combat style (the default for several), they will attack enemies on sight and give away your stealth. If you are trying to play stealth, make sure to set all Active Followers Combat Style to Defensive. - The Stealth boy effect does not work on some races like Mr. Handy. - Stealth boys don't hide sound. For this reason, large parties (more than dog and 2 NPCS) are almost always detected due to the sound generated when moving. The recommended stealth approach for larger parties is to tell followers to "hang out here", sneak into an enemy camp solo and then summon them to your side once you are clear using the Summon All Action. f) [ ] Use Combat Outfit on Weapon Draw This option causes followers to equip their Combat Outfit when you have your weapon drawn instead of waiting for combat to begin. The Combat Outfit will remain on as long as your weapon is drawn. g) [X] Scale Follower Damage Incoming Damage [2.0] Outgoing Damage [0.5] When this option is enabled, Aft scales all followers incoming and outgoing damage by specified multipliers. This was added to help with game balance, especially on harder difficulties where vanilla bugs normally result in overpowered followers. When enabled, recommended values will be set and used based on current difficulty level. However, users are free to modify these multipliers independently to make the game easier, harder or more balanced. 4) Global Misc Settings An assortment of unrelated global settings that don't fall into a single category: ---------------------- Global Misc Settings ---------------------- [X] Info Reveals Synths [X] Treat Settlements as Cities [X] Add Progress to Affinity Feedback [X] No Collision with Followers [X] Follower Flee in Workshop Mode [ ] Disable AutoRelax (Global Override) [ ] All Followers ride Vertibird [X] Restore AFT Items on Game Load [ ] Allow Core Companion Import [ ] Auto Assign Stats for Combat Styles [ ] Gather Loose Items: Remove Bodies ---------------------- DETAILS: a) [X] Info Reveals Synths By default, AFT will reveal synths in the Traits tab when you Scan NPCs. Untoggle this setting to have AFT hide synths and display them as regular humans. b) Treat Settlements as Cities This option affects Outfit selection. City Outfit normally applies to trading hubs such as Bunker Hill, Diamond City, Covenant, Vault 81 and GoodNeighbor. When this global toggle is checked, all player settlements will also be treated as cities for the purpose of outfit enforcement. c) Add Progress to Affinity Feedback Adds [##/100] progress indicator to the end of like/love dislike/hate messages so you can keep tabs on follower relationship progress without having to use the INFO menu on them constantly. Note that the game allows a buffer so that you can actually raise your companions score to 110/100. (So you dont loose their admiration just because you do 1 thing they dislike). d) No Collision with Followers When you approach a follower, AFT disables their clipping at the moment you would normally bump into them. This allows you to walk through them. Notes: - Followers animations become locked when clipping is disabled. If they are in motion, they will continue forward (possibly through walls) until they get some distance from you. If they were standing still, they will be unable to move or talk until you back off a little bit. For this reason, AFT will not remove clipping if the follower is using furniture like a workbench, so that they can finish their animation and stop using the device. - Not sure why, but No Collision doesn't work on Dogmeat. e) Follower Flee in Workshop Mode This option turns on an AI setting so that the follower flees the player when in Workshop mode. Note that it can take up to a minute for the AI to kick in. f) Disable AutoRelax You can individually disable AutoRelax on followers, but often times you may want to just disable it on everyone at once. This setting disables autorelax for everyone at once. g) All Followers ride Vertibird By default, AFT will limit the number of followers who will ride the vertibird to 2 (and sometimes less). Toggle this option on to allow all followers to board. This typically results in followers overlapping on certain seats, but it also means everyone gets out at the destination instead of the others teleporting to you to catch up. h) Restore AFT Items on Game Load This option was added for users who configure FO4Hotkeys who may not need the AFT Activator to restore itself on game load if it has been discarded (and assign itself to favorite slot #3). Disable this option and AFT items will stop respawning. Untoggle at your own risk. i) Allow Core Companion Import By default, AFT will prevent you from forcing core companions to follow you to prevent breaking the game. FOr example, if you force Piper to be a follower before getting into diamond city you may never get into diamond city. Toggle this setting if you wish to disable the safeties so you can force CORE companions to follow you. Use carefully as bad timing can break the game or certain quests/factions (as pointed out above). j) Auto Assign Stats for Combat Styles If this option is enabled, then you will be promoted if you wish to automatically redistribute stats to match combat styles when you assign a combat style. When disabled, you will not be prompted and stats will not be automatically adjusted. k) Gather Loose Items: Remove Bodies Remove dead bodies after looting when using Gather Loose Items. 5) Global Cooldown Settings ---------------------- Cooldown Settings ---------------------- Gen Events Long [100 mins] Gen Events Med [40 mins] Gen Events Short [1 min] Talk Idle Following [2-3 min] Talk Idle Dismissed [4-8 min] AutoRelax Delay [30 sec] ---------------------- a) GEN EVENTS Some events have cooldowns to control how often they will happen. Cooldowns control the frequency of reactions (both commentary and affinity changes) but not the event itself. The game can't stop you from jumping into an irradiated river every minute, but it can ignore the event until a cooldown expires. Below is a list of the events the game monitors and throws events for. If you change a cooldown, you cap the frequency that companions will react to all events associated with that cooldown: Immediate (No Cooldown) ----------------------- Generous Mean Nice Peacful PeacfulFailed Selfish Violent _dislikes _hates _likes _loves Refuse Settlement Help No Evacuate Institute Evacuate Institute Synth Suspect Kill False Synth Suspect Kill True Synth Suspect Release Short (Default 1 min) ----------------------- Player Radiation Damage Player Rad Poisoning Player Crippled Head Player Crippled Arm Player Crippled Leg Companion Crippled Head Companion Crippled Arm Companion Crippled Leg Dogmeat Hurt Donate Item Drink Alcohol Enter Powerarmor Enter Vertibird Hack Computer Heal Companion Heal DOgmeat Jump/Fall from height ** Loot Corpse ** Loot Junk ** Loot Prewar Item ** Loot Epic Item Murder PickLock PickOwned lock Read Skill Book Receive Money Speech for more caps Support Faction Swim Trigger mine Use Workbench Walk around Naked Player encumbered Eat Corpse Med (Default 40 min) ----------------------- ChemUse Discharge Weapon (outside combat) Drop Caps Or Useful Item Modify Armor Modify Weapon Steal Steal PickPocket Long (Default 100 min) --------------------- ChemAddiction ** : Loot events can be associated with the MEDIUM cooldown. See Limit Loot Comments toggle under Global Chat Settings. b) TALK IDLE COOLDOWNS These cooldowns affect Idle Commentary. Or at least that is what they are supposed to do. They rarely work as expected. TALK IDLE FOLLOWING Controls the games Idle Commentary cooldown when a companion is following you. TALK IDLE DISMISSED Controls the games Idle Commentary cooldown when a companion has been dismissed. However, if you assign followers to a settlement, the idle cooldown is ignored by the settlement AI. If you assign followers to CAMP or their original home, the setting works. However camp is a small enclosed space, so you will still hear your followers speaking their HELLOS, GREETINGS and PLAYER EVENT reactions like using a workbench. You wont get the 15 min of silence you were expecting. c) AUTORELAX DELAY When auto-relax is enabled, this delay controls how long you must/can linger before auto-relax kicks in. 6) View Readme Opens up the In-Game Readme. The In-Game readme is an abbreviated Basic version of this readme, with recommendations, special cases and fine-grained details removed. 7) Restore Aft Activator If you somehow misplace your AFT Activator, you can use this option to spawn a new one in your inventory. 8) Summon Everyone! This is a convenience command for summoning all managed NPCs. It is provided to aid in uninstall. To prevent abuse of the command, it can only be used 3 times in a single save and a week of game time must pass between each use. Then the command goes away. 9) Prepare for Uninstall This option unmanages all of your NPCs, attempting to undo any changes AFT made to them. It also shuts down all AFT related support quests and resets variables to pre-install values. For example, your spouse will disappear if you rescued them. Your AFT Camp will go away. Appearance and wardrobe changes made to companions will be undone to the maximum extent possible. Any followers who were not UNIQUE NPCs will generally disappear. Ideally once the method is complete, you would save and then go to the main menu and disable the AFT MOD. The "[M]" will remain next to the save, but the Uninstall ensures AFT gracefully released any resources it was using. (So it shouldn't interfere with any other mods you may wish to install and try out). Things that are NOT undone: - Settlement changes and purchases are not be undone. This includes the Clearing of settlements and the purchase of any walls or prefabs. - Any visual changes made using the SCULPT menu will persist. So if you used the Sculpt menu to change Pipers hair or give Preston a difference face, these changes will persist. - Death is not undone. So if you used AFT to kill an essential NPC, they will remain dead. - Custom Faction removals are not undone. AFT only knows about vanilla factions, so if you Import (Full) a Mod Companion that has Mod-Specific factions, those factions are not recovered. F. AFT Camp Access AFT's mobile camp from the Actions menu by selecting "Setup Camp". Players start off with a simple fire pit (cooking Bench) and sleeping bag. AFT also adds a Map Marker so players can fast travel back to camp when desired. (Camp can be used as an anchor to return to isolated locations). The fire pit is persistent. This means if you tear down camp and rebuild it elsewhere, your stored items will still be present. For many players, a basic portable container/sleeping bag/map marker is enough. For those who want more, AFT offers an optional expansion quest that starts the first time you setup camp. 1) AFT Camp Expansion The quest involves gathering items and resources to upgrade camp. a) Find/Fix APC (to justify mobility) Requires that you approach the APC marooned in the water near sanctuary or pay someone else to do it for you (500 caps). There is generally a low level creature protecting it (Blood bugs) and Radiation because of nearby barrels. Enter the APC to complete the quest. b) Gather/Purchase wood (to build foundation) Requires either 200 wood or 600 caps. This is generally not difficult if you use the settlement menu to clear/scrap Sanctuary and then grab the wood from the workbench. Once you have the materials, complete quest by going to the TOOLS menu on the Aft Activator. After this quest is complete, you will get a wooden platform with a terminal when you use the Setup Camp action. The Terminal allows you to purchase additional items for camp. c) Locate mobile homes (to build Walls) Requires that you to travel to 4 specific locations that contain mobile home units and enter the mobile home, or pay your followers to do it for you. (500 caps each location) After the Mobile Home quest, the AFT Camp Expansion Quest will complete and disappear from your Tools menu. d) Locate and fix UFO At some point in the game, you will likely witness a UFO crash in the distance (it crashes East of Oberton Station). When this occurs, you will see a UFO Camp Expansion Quest show up on the Camp Terminal. You can either hike out to the UFO and salvage it yourself or pay someone else to do it for you (10,000 caps) The UFO upgrade adds a radiation shield to your camp and provides an movable platform that can be reach high locations or snipe. 2) Camp Terminal To access the Camp Terminal, you must complete the first 2 phases of the AFT Camp Expansion Quest. Build camp with a foundation and the terminal will appear: ---------------------- AFT Camp Control ---------------------- > QUEST: Camp Expansion > Buildings > Amenities > Defenses > UFO > Settings ---------------------- - The Quest menu only appears when Camp Expansion is active. - The UFO menu only appears if you salvage a UFO 3) Camp Terminal : Buildings ---------------------- Buildings ---------------------- [X] Foundation [X] Module 1 [X] Module 2 [X] Module 3 [X] Module 4 ---------------------- Modules will appear as you complete portions of the Camp Expansion quest. By default Modules are enabled, however you can disable modules if you prefer a more open camp. Each module has a sliding door and light switch that lets you customize the interior lighting of your camp. The first module (Module 1) also includes a water fountain. You can also disable the Foundation. This causes camp items to get placed with the lay of the land (as best as possible). As the UI implies, Modules (and their light sources) will not appear if you disable the foundation. But all other items will still appear when foundation is disabled. 4) Camp Terminal : Amenities Use this menu to purchase amenities or configure options on your purchases amenities. ---------------------- Amenities ---------------------- > Benches > Beds > Seating > Misc ---------------------- DETAILS: a) Benches Benches allow you to construct and maintain items. They can also be used to store items you aren't currently using. AFT Camp includes 5 possible benches, each one is persistent. (Items remain even when you teardown and reconstruct camp elsewhere). ---------------------- Benches ---------------------- [X] Cooking ( ) Campfire (*) Stove [ ] Weapons (200 caps) [ ] Armor (200 caps) [ ] Chemistry (150 caps) [ ] PowerArmor (300 caps) ---------------------- In the case of the cooking bench, you can elect to have a fire pit in the middle of camp or a stove along one of the walls. b) Beds Beds allow you to rest and heal. The Med Bay will also allow you to heal radiation damage, remove diseases and fix broken limbs. However the Med Bay is not available until you have encountered one in the game. Hint: You have to join/visit one of two technologically advanced factions to gain access to one. ---------------------- Beds ---------------------- ]> Bed 1 (20 Caps) ( ) Floor Mattress (*) Bunk ( ) Single ( ) Dbl: Hi-tech ( ) Dbl: Pre-war ]> Bed 2 (20 Caps) ( ) Floor Mattress ( ) Bunk (*) Single ( ) Med Bay ( ) Dbl: Pre-war ---------------------- You may purchase up to two beds. Their placement within camp is pre-determined. c) Seating Seating provides a place for your followers to sit. Some seats such as the Leather Couch will also cause the follower to take on a more provocative pose when using it. ---------------------- Seating ---------------------- ]> Seat 1 (20 Caps) ( ) Wooden Bench (*) College ( ) Steel Bench ( ) Hi-tech ( ) Clean ( ) Leather ]> Seat 2 (20 Caps) ( ) Wooden Bench ( ) College ( ) Steel Bench ( ) Hi-tech (*) Clean ( ) Leather ---------------------- d) Misc Misc contains a number of interesting items that reflect the personality of the player. ---------------------- Misc ---------------------- ]> Misc 1 (100 Caps) ( ) Dog house ( ) CryoPod ( ) Bar ]> Misc 2 (100 Caps) ( ) Dog house ( ) Memory Lounger ( ) Bathroom ---------------------- NOTES: - The CryoPod is a Fridge that can be used to convert Nuka Colas to Ice Cold Nuka Colas or convert them to Cryo Cell ammunition. - The Bathroom includes a shower and toilet that followers will use. - The Memory Lounger is fully function and allows the player to revisit a memory of pre-war sanctuary. 5) Camp Terminal : Defenses Any Defense purchase will places 8 turrets around the parameter of Camp, insuring at least 2 turrets can fire at any approaching enemy target (4 turrets can fire if the target approaches from a corner) All turrets look the same, though ammunition, fire rate and turret Health differ based on Level. ---------------------- Defenses ---------------------- > Turrets I : 400 caps > Turrets II : 800 caps > Turrets III : 1600 caps > Turrets IV : 3200 caps ---------------------- DETAILS: a) Turrets I "Turrets I" will appear as a purchase option if the player exceeds level 5. Fires basic 5.56 rounds at a slow rate. 250 HP each. b) Turrets II "Turrets II" will appear after the player exceeds level 15. Fires Armor Piercing 5.56 rounds at a higher rate. 500 HP each. c) Turrets III "Turrets III" will appear after the player exceeds level 27. Fires High energy blue laser blasts at a moderate rate. 750 HP each. d) Turrets IV "Turrets IV" will appear after the player exceeds level 39. Fires High energy blue laser blasts at very high rate. 1000 HP each. REPAIRING: To repair damaged turrets, disable the turrets from the camp console and then re-enable. 6) Camp Terminal : UFO ---------------------- UFO ---------------------- > Set Color ^ Raise 500 ^ V Lower 500 V Beam me up! Reset Height ---------------------- Once salvaged, the UFO will hover above your camp, providing protection from rain and radiation. The bottom of the UFO also Provides an additional lighting source. DETAILS: a) Set Color Similar to the light switches found on other modules, Set Color Allows you to select a color for the bottom of the UFO to create unified or themed lighting. A list of colors will appear. b) Raise 500 By default, the UFO hovers just above camp. You can raise it Roughly 20 stories into the air from its original location. (The higher camp is to begin with, the higher you can raise it). Combined with the Beam Me Up! Ability, this can provide access to High areas previously not accessible. For example, collapsed Bridges. c) Lower 500 This can be used to lower a UFO that was previously raised. It can not be used to lower the UFO below camp. d) Beam me up! Using technology found in the UFO, the player and any active followers are beamed up to the UFO. (As in standing on top of it). To beam back down, open up the Map and fast travel to the AFT Camp Map Marker. (Or if you have PowerArmor on, just jump...) NOTE: Radiation protection is lost if UFO is more than 6 stories up. e) Reset Height UFO is returned to its starting position (acting as a roof for camp) 7) Camp Terminal : Settings ---------------------- Settings ---------------------- [ ] Teleport Player PA [ ] Lock Doors > Dock Camp > Camp workbenches to Settlement > Settlement workbenches to Camp ---------------------- a) [ ] Teleport Player PA Uncheck this setting if you do not want the players PowerArmor teleported to Camp when you build camp b) [ ] Lock Doors Toggle the doors as being locked or unlocked. If you somehow lock yourself out, you can teardown camp or teleport in using Fast Travel c) > Dock Camp This only appears if you setup Camp within the perimeter of a settlement. It creates an AFT Camp Dock where the current camp is located. Once created, the command will change to > UnDock Camp When you "setup camp" within the settlement perimeter, if an AFT Camp dock is detected, the camp will construct itself there. This allows users to create designated areas within their settlement for AFT CAMP to appear. (You can decorate the area using the regular workbench edit system). Select "UnDock" to remove the dock (or just remove the object using the workbench). d) Camp workbenches to Settlement Only appears when you setup camp up within the boundaries of a settlement. Transfers the contents of the Camp workbenches to the Settlement workbench so that items are available to support construction. e) Settlement workbenches to Camp : Only appears when you setup camp up within the boundaries of a settlement. Transfers the contents of the Settlement workbench to your camp workbenches. Items outside the local settlement will not be pulled (you may still see materials available after transfer due to a supply line link). G. Saving your Spouse To save your spouse, you need to locate Robot Curie in Vault81 and bring her to your spouse's cryopod before the power runs out. Power runs out no later than the start of Chapter 2 and in some cases earlier. For best results, proceed immediately to vault 81 (You can rescue the Minutemen on the way, but I wouldn't do much more than that) If you are in a rush and don't mind cheating a bit, AFT also include a batch script which will complete most of the steps below for you (so that you can almost instantly gain Curie when you emerge from Vault 111). See #5 below for usage instructions. 1) Where is Vault 81? West (and slightly north) of Diamond CIty is a small pond. Vault 81 Skirts the West side of that pond. Best direct route from Concord is to follow the train tracks south. After you pass Oberland Station, look for a wrecked train on the tracks. When you get to the train, start heading directly to Diamond City. You should come across the pond and Vault 81 along the way. 2) How do I get in? The easiest and fastest way is to use a charisma challenge and convince the guard you are from another vault. (IE: Save before trying to open the vault and keep reloading until you succeed). Failing that, you have to locate 3 fusion cores to trade to get in, which is almost impossible early in the game. 3) I'm in, now what? You need to start the Quest "Hole in the Wall". To do this, you have to do two things: A) Take the tour offered by Austin after you get off the elevator. At the end of the tour, tell Erin you will find her cat Ashes. B) Go immediately to the Medical facility and talk to Dr. Forsythe. Agree to donate some blood. C) Leave the Vault Retrieve Ashes the Cat. Don't talk to anyone. D) When you return, Visit medical. You should see Bobby, Dr. Forsythe and Dr. Penske talking. Go listen in and accept their request to Explore the hidden vault. Common Problems : Hole in the wall will start when you enter Vault 81 and all required NPCs are available. IE: not being used by other quests. Hole in the Wall Requires Austin, Dr. Penske, Dr. Forsythe, Bobby De Luca and the Overseer. If you talk to any Vault 81 residents and start quests that involve these NPCs, Hole in the Wall gets delayed until those quests are done. So for example, Talking to Tina Delucia can start the quest Dependency, which uses Bobby Delucia. Talking to the School teacher starts a quest that uses Austin. Talking to Dr. Penske can start a quest that involves getting Fertilizer for her. To start Hole in the Wall as quickly as possible, avoid talking to anyone other than Austin, Erin and Dr. Forsythe. 4) Completing "Hole In the Wall" It should be noted that if a molerat manages to land a single bite on ANYONE, the player will contract the molerat disease. It doesn't matter if the NPC is human or robot. It doesn't even matter if they are in your party (if a molerat bytes a patrol robot, you will also get the disease). About the only way to complete the quest without getting the molerat disease is to play it solo. If you have a companion with you, tell them to STAY after destroying the 3rd Ceiling Turret. Don't bother using the terminal to activate the patrol robot. My Advice: Jump on top of boxes and shoot the molerats from a high location. Keep an eye on your status. If a "Q" suddenly shows up at the bottom of your status window to "view effects", then you got the disease. The mother is the hardest. They may be molerats, but you generally aren't very high level at this point. I actually used the Minigun to take out the mother. Once you reach Curie, use Actions -> Summon Everyone to teleport your follower(s) back to you. Back to the Medical Bay to deal with Austin. After that is done, Curie will ask if she can accompany you. Say yes and then head back to Sanctuary and Vault 111. Approach your spouses Cryo-Pod with Curie (and Codsworth if you wish) to begin the rescue scene. 5) How to cheat and gain Curie Quickly: Open Console and type: bat unlockcurie Unpause console and wait for all the messages to finish displaying Open Console again and type: prid 102249 moveto player Curie will appear, ready to join you. SPECIAL NOTE : If you visit Vault 81 later in the game, the vault door will be closed. To open it, open console and click on the vault door with the mouse while the console is open. Then type the command: SendAnimEvent "Stage2" That will open the door. 6) Maximizing Spouse Interactions AFT reuses pre-existing audio to support spouse scenes. When it comes time to play a scene, it checks to see if the required audio is available and if so, the scene plays. If not, the scene is skipped. Some audio is only available in specific locations. So if you wish to ensure all scenes are played, you need to make sure you are in the correct area when specific affinity thresholds are reached: - 250 : This is the hardest scene to witness as the friendship scene requires audio that is only available when standing in Finch Farm. If you wish to see the scene, I recommend heading to Finch Farm immediately after rescuing your spouse. Once the location is marked on your map, continue the game as normal, knowing you can fast travel back quickly when your spouse approaches 250. HINT: If you give your spouse the wedding ring, it will create a 40 point affinity boost. So wait until your spouse is above 210 and then use the ring to boost the affinity while at Finch's Farm. - 500 : The admiration scene will always play, but it will skip some lines if you are not near or in Goodneighbor when it plays. Recommendation: When your spouse gets to 425, head to Diamond city and rescue Nick Valentine. That quest takes you to Skinny Malones Base, which is near GoodNeighbor. - 750 : The confidant scene will always play, but it will skip some lines if you are not within range of WRVR. Fortunately, the station has a large range covering most of the commonwealth. The lines are rarely skipped unless you are under ground or in the far off reaches of the map (like The Glowing Sea). - 999 : The infatuation scene pulls from globally available lines. This scene should work from anywhere in the game so long as all 13 of the original core companions are still alive. If any of the companions have passed away, some lines may not play. H. Creating Your Own Settlement Snapshots (Batch) 1) Make sure your version of AFT support SnapShots If you do not see "> Save Prefab" under the Settlement menu, then go and download Amazing Follower Tweaks from: https://www.nexusmods.com/fallout4/FalloutNexus.com All versions uploaded to that site will include the Save Prefab ability. 2) Enable Debug Logging a) Open the file : [My Documents]\My Games\Fallout 4\Fallout4Custom.ini b) Populate the Fallout4Custom.ini file with the following: [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 bEnableProfiling=1 sDefaultLogOverlay=Papyrus 3) Take Snapshot using Settlement Menu Stand in the Settlement you wish to take a snapshot of, Activate AFT and go to the Tools -> Settlement Menu. Select "> Save Prefab" and choose "Batch". A file will be created under: [My Documents]\My Games\Fallout 4\Logs\Script\User\SETTLEMENTNAME.0.log 4) Rename and move output file Rename file from ".0.log" and replace with ".txt" Move the file to the Fallout4 Data directory. Typically: [STEAMDIR]\steamapps\common\Fallout 4\data\SETTLEMENTNAME.txt 5) Use console to load To load the settlement, make sure you are standing in the settlement Open console and type "bat [SETTLEMENTNAME]". For example, if you take a snapshot of RedRocket, you would type "bat RedRocket" You can use the technique to move Settlements between save games or share the settlement with a friend who also has AFT installed. See this video for a demonstration: https://www.youtube.com/watch?v=uCYX_mUH4bY&t=11s NOTE: If you are playing in Survival Mode, the console will not work without the aid of a console enabling mod. If you wish to distribute your batch file to others without requiring them to use/install all of AFT, you can place a requirement on the mod: PrefabBatchLoader. This file includes a single, stand-alone, non-conflicting script to support AFT Batch File expansion (for PC users). ------------------------------------------------------------------------------- V. > > > > Hot Keys ------------------------------------------------------------------------------- A. The Mod AFT currently supports Fo4HotKeys: https://www.nexusmods.com/fallout4/mods/11664/ B. How To/Setup AFT includes console access to AFT Menu commands using the following format: cqf TweakPipboy ExeAFTMenuCommand ##COMMAND## Where ##COMMAND## is a number identifying the command. AFT created this access route specifically to support FO4Hotkeys, though other methods may be explored in the future. FO4HotKeys supports console commands by assigning key combinations to items or console commands using the file: ../Fallout 4/Data/Hotkeys.ini NOTE: The default Hotkeys.ini binds the key "B" to Slot 3. However this conflicts with AFT's sculpt system and prevents users from editing body proportions. I suggestion editing the Hotkeys.ini file and removing the config for "B". To make things easier, it supports MACROS. A macro is a small sequence of characters that gets expanded into a larger set of characters at runtime. So at the top of the Hotkeys.ini, I recommend creating the "aft" macro: [Macros] hot=cqf hotkeys activate aft=cqf TweakPipboy ExeAFTMenuCommand You can then assign aft # to any keys to activate AFT Menu commands. For example if you wanted: Shift + E = Activate AFT on NPC under target hair Shift + S = Setup Camp Shift + T = Teardown Camp Shift + 2 = Trade Shift + 3 = Relationship Info Shift + 4 = SPECIAL Editor You would use the Hotkeys: [Hotkeys] Shift-E=aft 0 Shift-S=aft 7 Shift-T=aft 8 Shift-2=aft 27 Shift-3=aft 61 Shift-4=aft 123 C. Command Numbers ############################################# # Non-Targeted ############################################# ** 0: Activate Master Controller Actions: -------- 1: Summon All Followers 125: Gather Loose Items 171: Unlock Visible 131: Command Mode 2: All Wait 3: All Hangout 4: All Follow 128: All Retreat 129: All Attack 5: Enter PowerArmor 6: Exit Powerarmor 7: Setup Camp 8: Teardown Camp Gear: ----- 9: UnequipAll 10: Give All Junk 11: Give All Scrap 12: Give Non-Outfit Gear 13: Give All Gear Tools: ------ 14 UnmanageNPC 15 Camp Expansion Buyout 16 Clear Settlement 17 Reset Build Limit **18 Locate NPC **19 Load Prefab ############################################# # Targeted ############################################# Actions: -------- 20: GetBehindMe 21: Wait Here 22: Hangout Here 23: ComeWithMe 24: Follow Me 25: Fetch PowerArmor 26: Dismiss Gear: ----- 27: Trade 28: Set/Unset Standard Outfit 29: Set/Unset Combat Outfit 30: Set/Unset City Outfit 31: Set/Unset Camp Outfit 32: Set/Unset Home Outfit 127: Set/Unset Swim Outfit 132: Force/Unforce Combat Outfit Weapon 33: Clear All Outfits 34: Unmanage Outfits 35: Dedupe 36: Dejunk 37: Sell Non-Outfit Gear 38: Add Nick Items Combat AI: ---------- 39: Set Default Combat Style 40: Set Gunslinger Combat Style 41: Set Bruiser Combat Style 42: Set Commando Combat Style 43: Set Boomstick Combat Style 44: Set Ninja Combat Style 45: Set Sniper Combat Style 46: Set Dynamic Combat Style 47: Set Aggressive 48: Set Defensive 126: Set Auto Aggression 49: Set Coward 50: Set Cautious 51: Set Average 52: Set Brave 53: Set Foolhardy 130: Toggle Scout Ahead 54: Set Distance Near 55: Set Distance Med 56: Set Distance Far 57: Toggle PA Helmet 58: Toggle Ignore Friendly Hits Info: ----- 59: All Info 60: Info Stats 61: Info Relationship 62: Info AI 63: Info Traits 64: Info Reactions 65: Info Effects 66: Info Perks 67: Info Factions 68: Info Keywords Appearance: ----------- 69: Pose 70: Pose Stop 71: Pose Move 72: Scale 200% 73: Scale 150% 74: Scale 125% 75: Scale 105% 76: Scale 95% 77: Scale 80% 78: Scale 66% 79: Scale 50% 80: Reset Scale 81: Parts Hair 82: Parts Eyes 83: Parts Beard 84: Parts Face 85: Set Race Human\Synth 86: Set Race Ghoul 87: Set Race Supermutant 88: Set Race Synth Gen1 89: Set Race Synth Gen2 90: Set Race Dog 91: Set Race Rabid Dog 92: Set Race FEVDog 93: Set Race Eyebot 94: Set Race Handybot 95: Set Race Protectron 96: Set Race SentryBot 97: Set Race Assaultron 98: Set Race Deathclaw 99: Set Race Behemoth 133: Restore Original Voice 134: Set Voice Female BOS1 135: Set Voice Female BOS2 136: Set Voice Female BOS3 137: Set Voice Female Atom 138: Set Voice Female Boston 139: Set Voice Female EvenToned 140: Set Voice Female Rough 141: Set Voice Female Child 142: Set Voice Female Old 143: Set Voice Female Ghoul 144: Set Voice Female Institute 145: Set Voice Female Guard 146: Set Voice Male BOS1 147: Set Voice Male BOS2 148: Set Voice Male BO33 149: Set Voice Male Atom1 150: Set Voice Male Atom2 151: Set Voice Male Boston 152: Set Voice Male EvenToned 153: Set Voice Male Rough 154: Set Voice Male Child 155: Set Voice Male Old 156: Set Voice Male Ghoul 157: Set Voice Male Institute 158: Set Voice Male Coarser 159: Set Voice Male Guard1 160: Set Voice Male Guard2 161: Set Voice Male Guard3 162: Set Voice SuperMutant1 163: Set Voice SuperMutant2 164: Set Voice SuperMutant3 165: Set Voice Mr Handy 166: Set Voice Mr Gutsy 167: Set Voice Ms Nanny 168: Set Voice Protectron 169: Set Voice Sentry Bot 170: Set Voice Assaultron 100: Sculpt 101: New Body 102: Posture 103: Expression Settings: --------- 104: Assign Home 105: Toggle Ignore Dislike/Hate Reactions 106: Toggle Ignore Like/Love Reactions 107: Toggle Swap Dislike/Hate Reactions 108: Toggle Swap Like/Love Reactions 109: Toggle Idle Comments 110: Toggle General Comments 111: Toggle Approval Comments 112: Toggle Disaproval Comments 113: Toggle Activator Comments 114: Toggle Sync PA Use 115: Toggle Sync Weapon Use 116: Toggle Avoid Traps 117: Toggle Autorelax 118: Toggle Kill Tracking 119: Toggle Pack Mule 120: Toggle Unlimited Ammo 121: Toggle No PA Damage 122: Toggle Mortality ** 123 : Edit Special Attributes ** 124 : Assign Name Notes: ** Brings up Pipboy (May have issues with mods that alter PipBoy) Be aware when using hotkeys, very few if any safeties are in place to prevent you from doing things that can mess up your game. Activate the appearance and/or settlement commands via hotkeys at your own risk Global settings (AFT Settings Holotape) are not made available via hotkeys. D. Targeting Hotkeys AFT also includes a way to target a specific NPC with each hotkey command using the following syntax: cqf TweakPipboy ExeAFTMenuCommandOn ##COMMAND## ##FOLLOWERSLOT## Where: ##COMMAND## is a number identifying the command and ##FOLLOWERSLOT## is a number identifying the SLOT of the follower The MANAGED SLOT is assigned when you recruit a follower and it will not change unless you unmanage them. They will keep their managed slot number even when dismissed. To find a followers slot number, use the INFO command on them and their managed slot will be displayed on the TRAITS tab. You can also use negative numbers to target the core companions that come with the original game: -1 : Cait -2 : Codsworth -3 : Curie -4 : Danse -5 : Deacon -6 : Dogmeat -7 : John Hancock -8 : MacCready -9 : Nick Valentine -10 : Piper -11 : Preston -12 : Strong -13 : X6-88 -14 : Ada -15 : Longfellow -16 : Porter Gage -17 : AFT Spouse [Macros] afton=cqf TweakPipboy ExeAFTMenuCommandOn [Hotkeys] Shift-1=afton 131 -6 Shift-2=afton 131 -1 Shift-3=afton 131 -9 Shift-4=afton 131 -17 Shift-5=afton 131 -10 Shift-6=afton 131 -3 NOTE: For safety reasons, Targeted NPCs must be close enough to the player that their model is loaded in memory. If this is not the case, the targeted command will fail and act as if no one was selected. Non-Targetted commands such as Summon All Followers do not have this limitation. ------------------------------------------------------------------------------- VI. > > > > Advanced Trouble Shooting ------------------------------------------------------------------------------- 1) Everything is Fuzzy When you raise the PipBoy, the world becomes fuzzy. If somehow you lower the pipboy and the game doesn't realize it, it can leave the world fuzzy. Easiest fix is to look at your PipBoy again. When it lowers, it should solve the problem. Failing that, try getting into PowerArmor. 2) PipBoy doesn't work This can happen if a MOD executes UNEQUIPALL on the player, leaving them without a pipboy. Unfortunately, this is hard to fix without the aid of a console. So if you do not have access to a console, your only option is to reload a save where you still had a working Pipboy. If you have console, you can restore the Pipboy with the following command: player.equipitem [TODO: Look up Pipboy code] 3) A follower keeps walking away - Start by dismissing them and asking them to follow you again. - If that doesn't work, try UNMANAGING them and then re-import them. (Or ask them to follow you if they are a CORE companion) - If that doesn't work, it could be a MOD conflict. Make sure AFT is at the bottom of your load order. - If AFT is at the bottom of your load order, make sure there are no .pex files in your Fallout 4/Data/Scripts directory. Some mods don't properly use BSA archives. When a PEX file is in your Fallout 4 directory, it can override any mods you have installed regardless of mod priority. 4) AFT Activator acts like NPC is not under target hair when activated. As long as AFT Activator is working on SOMEONE, then it is safe to say AFT is installed correctly. In most cases, this behavior is by design. For example, if you are in Combat and you try to to use AFT on a companion, it will act like they are not there. There are also cases of NPCs that are marked as non-manageable by AFT because they are essential to the plot. Edge Cases include: - NPC is marked as Ghost. Activator wont work when IsGhost returns true. A vanilla bug would cause Followers to get marked as Ghost when exiting a vertibird. So use console to check the Ghost status. - If NPC is in a scene, AFT will not allow force import. This sometimes occures when meeting travelers who aren't moving or are having a discussion. - If NPC is Red, then they are hostile. AFT will not allow force import. 5) AFT does not initialize. The most common reason for this is a mod conflict over the Followers QUEST resource. If you are using aft with a previously modded save game and you had a different follower mod, it is possible that the required resources are still reserved by the other mod. Best way to rule this out is place AFT at the bottom of your load order and start a new game. You should see AFT initialize within 20 seconds of exiting Vault 111 (after the prologue). 6) Game Crashes (When Loading a Prefab or some time afterwards) This happens when a mod such as AFT disables and/or deletes an object within a settlement that a SETTLER is assigned to use. For example, if a settler is told to sleep in a specific bed and AFT removes the bed. When the settler attempts to sleep (around 9 PM game time), the game may crash. The key here is how the settler gets assigned. If the game assigns the settler automatically, then the game seems to be fine. It only crashes when users manually assign a settler to a job/bed using the workshop menu and then the object is removed by a script. Crashing occurs when the settler attempts to use the deleted item. This may not happen immediately. For example, settlers don't attempt to sleep during the day. Furthermore, settlers remain dormant (doing nothing) when you are not actively near the settlement. So days could pass with no crash and then one day you are near the buggy settler at the wrong time and boom. So if a crash occurs at what appears to be some random moment when you are near a settlement, chances are a settler is just now attempting to use an item you cleared when you ran "Clear Settlement" or "Load Prefab". How to fix: a) One way is to go around and scrap all the assignable items (beds, food, defense platforms, etc..). b) An alternative to A (for evil characters) is to go around kill everyone. Not an option at all settlements, but certainly for some. c) A more fine grained approach is to use a settlement bell to summon everyone and then go around and see if you can figure out who is still assigned to something. Typically when you hover over a settler it will say Assigned or Unassigned. If you are having crashing issues, you know it is one of the assigned settlers. Try assigning them to something else or killing them off. d) Remember, it is only an issue if you MANAULLY assign a task to someone. Clear and Load Prefab are generally safe on newly acquired Settlements, even ones that already have settlers. ------------------------------------------------------------------------------- VII. > > > > Uninstall ------------------------------------------------------------------------------- Open up your inventory and go to the MISC category. You should find a Holotape labeled "AFT Settings". Use the holotape to bring up AFT Settings on your Pipboy. The Following menu should appear: ---------------------- Global AFT Settings ---------------------- > Follower Limit : 3 > Global Combat Settings > Global Chat Settings > Global Misc Settings > Global Cooldown Settings > View Readme > Restore Aft Activator > Summon Everyone! > Prepare for Uninstall ---------------------- Select the Final Entry "Prepare for Uninstall". A progress bar will appear. Once complete a message box will pop up with instructions. They will tell you to exit the current game, Go to the MODS menu and then disable "AmazingFollowerTweaks". Shut the game down and restart once the mod is disabled (or deleted). ------------------------------------------------------------------------------- VIII. > > > > Technical (For developers) ------------------------------------------------------------------------------- A. Making your custom NPC compatible with AFT Mod developers can use the following 2 unused vanilla factions to add compatibility with AFT without needing to write Proxies, Softdependencies or create Hard-Dependency Addons: DanversFaction 0x0005A9AE This unused Vanilla Faction is used by AFT to flag NPCs that should not be managed by AFT. If SetFollower is called on an NPC who has this faction (from say dialogue), AFT will only add a simple follow package and nothing else. SalemFaction 0x0002C125 This unused Vanilla Faction is used by AFT to flag NPCs that can be managed by AFT, but should not have their factions altered in anyway. AFT will allow AFT enhancements (outfits, combat style, idle chatter settings, Level up support through SPECIAL stats, etc...) but will not strip the NPC of factions. This allows mods an degree of control over their follower. Note: AFT main quest runs with a priority of 91. So if you wish to take control of a follower, your Alias/AI will need to belong to a quest with a priority of 92 or higher B. AFT as a Soft Dependency Developers wishing to make stand-alone mods will often create soft Dependencies on other mods (or DLC). That is: They will check for them, but they wont rely on them, simply disabling certain features if another mod isn't present. Soft dependencies are implemented using intermod communication methods. For example, to retrieve the global variable TweakFollowerCount, from AFT, you could do the following: String aftstr = "AmazingFollowerTweaks.esp" const GlobalVariable g g = Game.GetFormFromFile(0x01000FA2, aftstr) As GlobalVariable However, you don't want to retrieve the value all the time, because if a user does not have AFT, the call above will result in an error message getting logged to the log file. (Thus lots of calls could equal lots of log spam and a performance hit). Even when logging is disabled, the method above is expensive. 1) Creating a Proxy The best way to implement a SOFT dependency on AFT is to create a proxy quest that checks for resources once and caches everything you need for later access. Below is an example that exposes the number of followers and the clear settlement function: -------------------------------------------------------------------------- Quest : AFTProxy Script : AFTProxyScript -------------------------------------------------------------------------- Scriptname AFTProxyScript extends Quest Conditional String aftstr = "AmazingFollowerTweaks.esp" const Bool Property Installed Auto Conditional ; List of properties you would like to expose... GlobalVariable Property TFCount Auto ; Shorthand for TweakFollowerCount Quest Property TweakScrapper Auto ; Shorthand for TweakScrapScanMaster ; Support int NO_LOAD_FLOOD = 200 const int NO_LOAD_RETRY = 300 const Event OnQuestInit() Actor player = Game.GetPlayer() RegisterForRemoteEvent(player,"OnPlayerLoadGame") StartTimer(0.0, NO_LOAD_FLOOD) EndEvent Event Actor.OnPlayerLoadGame(Actor akSender) Actor player = Game.GetPlayer() UnRegisterForRemoteEvent(player,"OnPlayerLoadGame") RegisterForRemoteEvent(player,"OnPlayerLoadGame") StartTimer(0.5, NO_LOAD_FLOOD) EndEvent int attempts Event OnTimer(int timerID) CancelTimer(timerID) if (NO_LOAD_FLOOD == timerID) attempts = 0 LoadAFTProxy() return endif if (NO_LOAD_RETRY == timerID && attempts < 3) attempts += 1 LoadAFTProxy() return endif EndEvent Function LoadAFTProxy() if Game.IsPluginInstalled(aftstr) ; Sometimes there are timing issues. Retry up to 3 times Bool issue = false ; Load Resources TweakScrapper = Game.GetFormFromFile(0x0100919A, aftstr) As Quest TFCount = Game.GetFormFromFile(0x01000FA2, aftstr) As GlobalVariable if (!TweakFollowerCount || !TFCount) StartTimer(4.0, NO_LOAD_RETRY) Installed = false else Installed = true endif else Installed = false endif EndFunction Function AFTClearSettlement() if !Installed return endif ScriptObject s = TweakScrapper.CastAs("AFT:TweakScrapScanMasterScript") if s s.CallFunctionNoWait("clearSettlement", new Var[0]) endif EndFunction -------------------------------------------------------------------------- The key with the proxy above is that it does all the work once when someone starts a new game or loads a save. You can then use the proxy within your source code and even conditions within CK Elements (Using GetVMQuestVar). [TODO: Show Usage Example of Above Proxy] 2) Resources Example Resources you can add/access/control in the proxy above: This is not comprehensive. Just the most significant entry points: a) Quests TweakPipBoy 0x01000FA2 Hosts AFT:TweakPipBoyScript, which deals will relaying commands issued from the PipBoy to the proper areas of the mod. In some simple cases (toggling a globalvariable for example), the PipBoy script functions handle the actions locally. This quest + script + function can be used to access most the functionality in AFT as the Pipboy is the primary interface. The only reason to side-step the PipBoy is if you wanted to avoid PipBoy use. (Many functions will re-raise the Pipboy up). TweakFollower 0x01000FA2 Hosts reference aliases that store state information for all the NPCs managed by AFT. (Pose, outfit, etc..). Also hosts TweakFollowerScript, which is the destination of most PipBoy commands (GUI aspect removed). b) Factions Most AFT enhancements are enforced through faction membership TweakAllowFriendlyFire 0x01065CA4 NPCs added to this faction will react to friendly fire TweakConvNegToPos 0x01041598 NPCs added to this faction will convert any negative reactions to positive reactions TweakConvPosToNeg 0x01041599 NPCs added to this faction will convert any positive reactions to negative reactions TweakSyncPAFaction 0x0103FEBD NPCs added to this faction will Sync PA use with the player TweakNoDisapprove 0x0103FEBC NPCs added to this faction will never disapprove of player actions. TweakNoApprove 0x01041592 NPCs added to this faction will never approve of player actions. TweakPackMuleFaction 0x0106550A NPCs added to this faction will get a 2000 pound carry boost. TweakReadyWeaponFaction 0x0106643E NPCs in this faction ready their weapon when the player does. NPCs not in this faction wait until combat begins. TweakFollowerFaction 0x01000F9B All Managed Followers are a member of the this faction. Their RANK within the faction is their ID. Each ID corresponds with a Reference Alias on the TweakFollower Quest which has scripts attached that store information about the NPC (Like their Original Race, Home, etc...) TweakNamesFaction 0x01002E16 This faction indicates the Follower name. The RANK equates to a name value. This only affects the name that appears in the PipBoy. Below is a list of the default names that come with AFT. Names mapping to values 51+ may be different depending on the ADDON the user has installed. 1 Cait 2 Codsworth 3 Curie 4 Danse 5 Deacon 6 Dogmeat 7 Hancock 8 MacCready 9 Valentine 10 Piper 11 Preston 12 Strong 13 X688 14 Ada 15 Longfellow 16 Porter Gage 17 Nate 18 Nora 19 -> 50 = Follower # 51 Addison 52 Alex 53 Andy 54 Ash 55 Assface 56 Bacon 57 Bash 58 Blaze 59 Bobby 60 Boom 61 Brick 62 Bull 63 Burke 64 Butch 65 Caden 66 Charlie 67 Chase 68 Chopper 69 Claw 70 Clunk 71 Corrie 72 Dag 73 Deth 74 Finn 75 Flash 76 Flynn 77 Fury 78 Hammer 79 Hans 80 Hardi 81 Harper 82 Hook 83 Indiana 84 Jack 85 Jessie 86 Jet 87 Jordyn 88 Kaelyne 89 Kelly 90 Max 91 Nate 92 Peyton 93 Psycho 94 Qin 95 Ray 96 Reagan 97 Red 98 Rex 99 Riley 100 Rock 101 Rook 102 Sam 103 Sidney 104 Skyler 105 Spike 106 Taylor 107 Timmy 108 Tracy 109 Vash 110 Watson C. AFT as a Hard Dependency Many mod authors will create compatibility patches with other mods by creating a mod with Hard dependencies on both mods that makes the edits necessary to make them play well together. This is done by renaming AmazingFollowerTweaks.esp and the authors Mod.esp to ".esm" files. Then loading both ESM files in the creation kit, creating the changes needed and saving as a new AFT_SOMEMOD_PATH.esp. The final step is editing the AFT_SOMEMOD_PATH.esp with FO4Edit and changing the .esm parents to .esp parents (since in reality, the mods will be esps). This works well, especially for modders who are not comfortable with scripting. However it has a distinct drawback. The patch is married to the versions of the hard-dependencies. So if either mod releases a new version, the patch may no longer work. D. AFT Mandatory Resources (And potential areas of conflict) AFT avoids using original game resources, but there are cases where AFT had to because of tight integration with the original game. 1) Quests: a) Followers One of the few and only resources AFT must have to function. If it is unable to obtain this quest because of another higher-priority mod, AFT will not work. Not only does it make changes to the Follower Script (encapsulated by a new state), but it also injects new aliases which are linked to by other quests. 2) Scripts a) followerscript.pex Attached to the Followers Quest, it redirects game core functionality to use AFT. If this script is being overridden by a local file, AFT will not work. E. AFT Optionally Required Resources (And potential areas of conflict). 1) Quests a) DialogueCodesworthPostWar AFT makes some changes to this quests scene conditions so that it uses the SPEAKER instead of the PLAYER. This allows codsworth to speak gender appropriate comments to your spouse if the spouse is rescued. If AFT doesn't get this resource, Codsworth may refer to the SPOUSE using the wrong gender. (Not game breaking) b) DogmeatQuest AFT changes dogmeats alias flags so that Dogmeats name isn't reserved and can be changed. Without AFT, dogmeats name is "Dog" unless you learn his name from Mama Murphey in Concord. AFT changes it so that Dogmeats name is Dogmeat from the beginning but can be changed using AFTs naming system. If AFT doesn't get this quest, you can't rename Dogmeat. 2) Locations a) Commonwealth Location Wilderness, Coordinates (95,80) AFT places ObjectReference instances in this cell for items that can not be created or changed using scripts. Most notably, this is where AFT stores the AFT CAMP Map marker. It also stores various objectreferences that use scripts like the CIS_EnterNewLocation Script to hint to the CK that the mod needs the CIS_EnterNewLocation pex file. 3) Scripts In some cases, AFT simply includes .pex files to override original Game scripts. This works as long as changes do not introduce new Properties or parameters (and no other mod provides the same script). In the case of contention, the mod with the higher priority (bottom of the mod list) wins. a) CIS_EnterNewLocationTrigger.pex Provides support for Commentary Management b) TrapBarnacle.pex Provides support for trap avoidance c) TrapBase.pex Provides support for trap avoidance d) TrapBreakableWalkway.pex Provides support for trap avoidance e) TrapCanChimes.pex Provides support for trap avoidance f) TrapExplGas.pex Provides support for trap avoidance g) TrapThistleScript.pex Provides support for trap avoidance h) TrapTrigTension.pex Provides support for trap avoidance i) traptripwire.pex Provides support for trap avoidance F. Recognized Reactions: Talk Generous Talk Mean Talk Nice Talk Peaceful Talk Selfish Talk Violent Chem Use Chem Addiction Donate Drink Alcohol Use PowerArmor Use Vertibird Hack Computer Pick Lock Pick Owned Lock Heal Dog Upgrade Armor Upgrade Weapon Murder SpeechForCaps Steal Pickpocket Nudity Eat Corpse Help Settlement Avoid Settlement G. Recognized Effects: AbFortifyAgility AbFortifyBadLuck AbFortifyCarryWeight AbFortifyCharisma AbFortifyEndurance AbFortifyHealRate AbFortifyHealth AbFortifyIntelligence AbFortifyLuck AbFortifyMeleeDmg AbFortifyPerception AbFortifyResitCryo AbFortifyResistDamage AbFortifyResistEnergy AbFortifyResistPoison AbFortifyResistRadiationExpose AbFortifyStrength AbNoExplosionKnockdown AbPowerArmorJetPack AbReduceCarryWeight AbReduceCharisma AbWaterwalking PowerArmorPerkEffect PowerArmorRadResitEffect PowerArmorStrengthEffect RadiationImmunityEffect ReduceAgility ReduceCharisma ReduceEndurance ReduceIntelligence ReduceLuck ReducePerception ReduceStrength H. Recognized Factions: MinuteMenFaction RailroadFaction BrotherhoodofSteelFaction InstituteFaction GunnerFaction SynthFaction CovenantFaction CaravanFaction SettlementVault81 SettlementConcordArea SettlementBunkerHill SettlementDiamondCity SettlementGoodneighbor SettlementSpokesmanFaction PeabodyFaction FarmFactionSlog FarmFactionAbernathy FarmFactionWarwick FarmFactionFinch FarmFactionGraygarden MinuteMenDialogueFaction ToughCitizenDialogueFaction DialogueDoctorsFaction DialogueMerchantsFaction CaravanVendorDocWeathersFaction CaravanVendorLucasFaction CaravanLeaderFaction CaravanVendorCricketFaction Cambridge_ScienceCenterVendorFaction FarmVendorFaction WorkshopNPCFaction WorkshopDialogueFaction WorkshopNoPackages WorkshopNoTrade BoSAirportDialogueFaction BoSEngineeringScribeConvFaction BoSSquireFaction BOSM01_BrandisFaction V81MainFactionMale V81MainFactionFemale Vault81GuardFaction Vault81CitizenFaction TheFordedFaction GraygardenWorkOutdoors GraygardenWorkIndoors PlayerFriendFaction SecurityDiamondCity DmndAllFaithsChapelFaction DmndFarmerFaction CabotHouseLabFaction RebelSynthFaction TriggermanFaction I. Recognized Perks: ImmuneToRadiation ImmuneToPoison crDamage125 crNoFallDamage crDamage075 PowerArmorPerk crDamage15 Sneak01 Sneak02 Sneak03 Sneak04 crDamage20 CourserCommando05 CourserCommando04 CourserCommando03 CourserCommando02 CourserCommando01 CourserGunslinger05 CourserGunslinger04 CourserGunslinger03 CourserGunslinger02 CourserGunslinger01 CourserPerk MinuteMenHealthBonus CompanionInspirational J. Recognized Keywords: ActorTypeAnimal ActorTypeBrotherhooldofSteel ActorTypeBug ActorTypeChild ActorTypeCreature ActorTypeDeathclaw ActorTypeDog ActorTypeDogmeat ActorTypeFeralDog ActorTypeGhoul ActorTypeHuman ActorTypeIrradiated ActorTypeLibertyPrime ActorTypeMirelurk ActorTypeMirelurkHunter ActorTypeMirelurkKing ActorTypeMirelurkQueen ActorTypeMolerat ActorTypeNPC ActorTypeRadScorpion ActorTypeRadStag ActorTypeRobot ActorTypeSuperMutant ActorTypeSuperMutantBehemoth ActorTypeSynth ActorTypeTurret ap_AttachGunner ap_AttachPassenger ap_AttachPilot ap_AttachSlot1 ap_AttachSlot2 Barber CaravanLeader Followers_Command_HackTerminal_Allowed Followers_Command_LockPick_Allowed ImmuneFrenzy ImmuneParalysis NoCripple NoDisintegrate NoLiveDismember NoPowerArmorUse NoStagger NoRicochet ------------------------------------------------------------------------------- IX. > > > > Creating Your Own AFT Prefab option (Papyrus) ------------------------------------------------------------------------------- The settlement prefab system was intentionally designed to be easily expanded using Add-On Mods. An Addon mod is a mod that requires AFT to be installed, but extends AFT so that your settlement appears when users browse PreFabs available at a specific location. This way, you don't have to convince the developer of AFT to include your settlement, you just make your own settlement and put it out there. You can even create Prefabs for DLC or MOD based Settlements (as long as the mod properly registers the Settlement with the WorkshopParent). (Optional) : These instructions require the use of the CreationKit. If you would like to setup a better editor/compiler for the papyrus scripts, see the developer setup instructions here: https://github.com/Dheuster/AFT-FO4Edition/wiki/Developer-Setup A. Prefab Components: To build a Prefab Mod Extension, you need to create 3 things in the CK: - A Furniture with TweakPrefabOption and TweakBuilder scripts attached - A Quest with the script TweakRegisterPrefab attached as well as a Script with the output from "Save prefab -> Payprus" attached. - A Terminal based on the AFT Template "TweakPrefabTerminalTemplate" that identifies the Name and Author of the Prefab. B. Step By Step For this example, replace [AuthorName] with your handle. IE: the name you go by on NexusMods or Bethesda.Net. Replace [PrefabName] with the name of Settlement Prefab. Every Prefab needs a unique name + Author so people know what they are choosing (and to avoid conflicts). So before you begin, decide on a name for your Prefab and which handle you will use. 1) If you haven't already downloaded it, get Creation Kit. Here is a starter link I wrote for beginners: https://www.creationkit.com/fallout4/index.php?title=Hello_World 2) Go to your Fallout 4 Data directory and rename AmazingFollowerTweaks.esp to AmazingFollowerTweaks.esm 3) Load Fallout 4 and AmazingFollowerTweaks resources: - Start Creation Kit - File => Data... => Check Fallout 4.esm and AmazingFollowerTweaks.esm - Hit [OK] 4) Set Compile options for release-final - File => Preferences - Scroll Right and select the "Scripts" Tab - Select "Release Final" as compile option - Hit [Apply] 5) Create a Terminal - Within the left pane of the Object Window, Scroll down to the WorldObjects -> Terminal section and hi-light it. - Enter "TweakPrefabTerminalTemplate" in the Filter box at the top of the Left Pane. - Find the Terminal in the Right Pane and Double click on it to open. - Change the ID of the Terminal : ID: [AuthorName][PrefabName]Terminal - Hit [OK] and select yes when prompted if you want to make a new Form. (Don't do anything else yet) 6) Update Terminal - Within the left pane of the Object Window, Put your [AuthorName] in the filter at the top of the pane. Dbl Click your new Terminal in the right pane: ( [AuthorName][PrefabName]Terminal ) - Click on the Item Text entry. Change [PREFAB] - [AUTHOR] To reflect your prefab name and author info. - Change the $$$ in the entries to reflect the cost. - I normally add all the component counts from my save output and Round to the nearest multiple of 25. That becomes my cost. But you can do whatever you want. Whatever you use, you may want to write it down as you will need the numbers again soon. - Hit OK to save the changes and then Re-Open the Terminal. - Highlight LoadFull (...) and in the script window, Hit Properties Type : Quest Name : pTweakPipBoy When you hit Okay, it should auto-fill Hit [OK] Again to Return to the Terminal Details screen. - Select "Load Full ($$$)" option In the papyrus fragment, paste the following (without the hyphen lines: -------------------------------------------------------------------------- AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript if PipBoyScript PipBoyScript.BuildFullPrefab() endif -------------------------------------------------------------------------- - Select "The Load Wall Only ($$$)" option In the papyrus fragment, paste the following (without the hyphen lines: -------------------------------------------------------------------------- AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript if PipBoyScript PipBoyScript.BuildWallOnlyPrefab() endif -------------------------------------------------------------------------- - Select "Next" option In the papyrus fragment, paste the following: -------------------------------------------------------------------------- AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript if PipBoyScript PipBoyScript.NextPrefab() endif -------------------------------------------------------------------------- - Select "Previous" option In the papyrus fragment, paste the following: -------------------------------------------------------------------------- AFT:TweakPipBoyScript PipBoyScript = pTweakPipBoy as AFT:TweakPipBoyScript if PipBoyScript PipBoyScript.PrevPrefab() endif -------------------------------------------------------------------------- - Hit [OK]. It may take a while as it has to compile the scripts 7) Create Furniture (Stub) - Within the left pane of the Object Window, Scroll down to WorldObjects -> Furniture and hi-light Furniture. - In the Filter Box at the top of the left pane, enter "InvisibleGeneric01" - Open up the Furniture and Rename it to reflect your Mod ID: [AuthorName][PrefabName]Furn - Hit [OK], (Twice to confirm you want to make a new ID). 8) Create a Quest - Within the left pane of the Object Window, Scroll down to Character -> Quest and hi-light Quest - Within the right pane of the Object Window, Right-Click the Background and select "New" - ID : [AuthorName]PrefabsQuest - Notice we didn't put the Prefab Name in the Quest. That is because you can use 1 quest to manage all your prefabs. - Leave "Start Game Enabled" and "Run Once" checked. - Hit [OK] 9) Update Quest - Double Click the Quest you just created. (You may have to filter for your [AuthorName]) Opening it up a second time should reveal the Scripts Tab. - Click on the "Scripts" Tab, then Click [Add] - Look for the existing Script "TweakRegisterPrefabScript" - The Properties Window should appear. Double Click the "Prefabs" Property and then Click Add. You will see three entries appear: PrefabFurniture : Fill with [AuthorName][PrefabName]Furn PrefabLocation : Fill with the Location of a Vanilla Settlement MaskedPrefabLocation : Fill with FORMID of DLC settlement mod 0x01000000 ** You will only fill in Prefab location OR MaskedPrefabLocation. Not both. ** Standard Locations for the Original Settlements: AbernathyFarm : AbernathyFarmLocation BunkerHill : BunkerHillLocation BostonAirport : BostonAirportLocation CoastalCottage : POICoastalCottage_WorkshopLocation CountyCrossing : Farm04Location Covenant : CovenantLocation CroupManor : CroupManorLocation EgretToursMarina : EgretToursMarinaLocation FinchFarm : FinchFarmLocation Graygarden : GraygardenLocation GreentopNursery : Farm06Location HangmansAlley : FensRaiderCampLocation JamaicaPlain : JamaicaPlainLocation KingsportLighthouse : KingsportLighthouseLocation Murkwater : POIBryanB01_WorkshopLocation NordhagenBeach : Farm02Location OberlandStation : Farm03Location OutpostZimonja : RelayTowerZimonjaLocation RedRocket : RedRocketTruckStopLocation SanctuaryHills : SanctuaryHillsLocation SomervillePlace : Farm05Location SpectacleIsland : SpectacleIslandLocation StarlightDriveIn : StarlightDriveInLocation SunshineTidings : SunshineTidingsCoopLocation TaffingtonBoathouse : TaffingtonBoatHouseLocation TenpinesBluff : Farm01Location TheCastle : TheCastleLocation TheSlog : TheSlogLocation WarwickHomestead : WarwickHomesteadLocation HomePlate : DiamondCityPlayerHouseLocatio ** If it is a DLC, use special negative values: FarHarbor - Longfellows Cabin : -50464329 FarHarbor - NationalPark : -50369363 FarHarbor - EchoLake : -50393345 FarHarbor - DaltonFarm : -50564782 ** Value for Farharbor is based on FormID of original location masked against a forced resid of -03. ie: EchoLake normally has formid (0x0100F101). Here that maps to (-0x0300F101), which is -50393345 in decimal. ** Settlements provided by mods are supported (Batch transfer is fine), but generally will not work on different machines as the resource ID of the mod location will vary based on load order. - Click OK (twice) until you are back at the scripts tab. NOTES: You can use this single script to Register multiple Prefabs by adding additional furnitures to the Prefabs list. - From the "Scripts" Tab, Click [Add] => "[New Script]" - Name your script: [AuthorName][PrefabName]Script. Make sure to Check the [X] Const option. - Open up the script. This is where you paste the papyrus output That was saved to the LogFile during Save Prefab: ** The Creation Kit default editor can't handle large scripts. It will OPEN them and COMPILE them, but wont allow you to Edit them after they exceed a certain size. A paste into the CK editor will likely fail and get truncated. Most users will have to open and edit their script using The "Open with External Editor" option in order to paste in the large BuildFull() method(s). (Below is an example of what it might look like) -------------------------------------------------------------------------- ScriptName Example Extends Quest Const Function BuildFull(TweakBuilderScript tbs, int clearFirst = 1, int requireNoFood = 1) ; requires [401] of [731A4] (471460) ; requires [653] of [731A3] (471459) if !tbs return endif ... ... ; MANY LINES LATER rbuild(123,4.5,6.7,8.9,0.0,0.0,0.0) EndFunction -------------------------------------------------------------------------- If you saved off a Wall-Only export, you will need to rename the "BuildFull" function to "BuildWallOnly" and also change the default for "clearFirst" and "requireNoFood" to be 0 and paste the edited function below the BuildFull() version. You also want to add a skip_powerup() option. IE: -------------------------------------------------------------------------- ScriptName Example Extends Quest Const Function BuildFull(TweakBuilderScript tbs, int clearFirst = 1, int requireNoFood = 1) ; requires [401] of [731A4] (471460) ; requires [653] of [731A3] (471459) if !tbs return endif ... EndFunction Function BuildWallOnly(TweakBuilderScript tbs, int clearFirst = 0, int requireNoFood = 0) ; requires [123] of [731A4] (471460) ; requires [456] of [731A3] (471459) if !tbs return endif tbs.init(######, requireNoFood) ; SomeSettlement ; Options tbs.skip_powerup() if 0 != clearFirst tbs.clearsettlement(#####) endif tbs.buildstart(####) ... EndFunction -------------------------------------------------------------------------- - Finally, you need to compile the script. Do this by opening the script with the CK's default editor. Go to the File menu of the Editor and Select compile. ** NOTE: Compile Debug will generally work. But Compile Release will sometimes complain about an unrecognized 9th or 10th paramater. Turns out that Papyrus can't can't handle small negative numbers when optimizations are turned on. You can fix by searching for the following values and replacing with suggested value: -0.000020 -> -0.000021 -0.000010 -> -0.000011 -0.000009 -> -0.000011 -0.000008 -> -0.000011 -0.000007 -> -0.000011 -0.000006 -> -0.000011 -0.000005 -> 0.000000 -0.000004 -> 0.000000 -0.000003 -> 0.000000 -0.000002 -> 0.000000 -0.000001 -> 0.000000 10) Update Furniture - Within the left pane of the Object Window, Scroll down to WorldObjects -> Furniture and hi-light Furniture. - In the Filter Window, enter "[AuthorName]" - Open up Your Furniture ([AuthorName][PrefabName]Furn) - In the Scripts Area, Click Add. Attach the script TweakBuilderScript - In the Scripts Area, Click Add (again). Attach the script TweakPrefabOption - Dbl Click TweakPrefabOption to Open up its properties - Fill out the Properties: - PrefabTerminal : Point at [AuthorName][PrefabName]Terminal - PrefabQuest : Point at [AuthorName]PrefabsQuest - PrefabLoadScript : Enter "[AuthorName][PrefabName]Script" (without the dbl quotes) ** If you have namespace prefixes enabled, don't forget to prepend them to the script name: "[Prefix]:[AuthorName][PrefabName]Script" When in doubt, re-open the [AuthorName][PrefabName]Script under the quest tab and note the name at the top. This is what should go here. - PrefabPriceFull : Price of Full Prefab (From Terminal) - PrefabPriceWall : Price of Wall-Only Prefab (From Terminal) - Only Enable PrefabHasWallOption if you manually added a BuildWallOnly() Function to the LoadScript. - By Default, Walls will not clear a settlement but Full Prefabs will. You can override this, though it is not recommended. - Once you finish filling out the Setup and Options Properties, hit [Auto-Fill All] to fill in the Auto_Fill_All properties. - Hit [OK] to save Properties. And then [OK] on the Furniture. C. Save and Name Your Mod When you select save, you will be prompted for a name. After you save, go to the Data Menu and highlight your file. Fill in the author and mod description info on the right. When you close the window, it will save again. Then exit Creation Kit. D. Fix AFT Master This step requires the use of FO4EDit: https://www.nexusmods.com/fallout4/mods/2737/? Run the program and select your ESP. Then expand your Mod and click on "File Header" There will be a tree breakdown of your Master Files. The first entry will be Fallout4.esm and the second entry will be AmazingFollowerTweaks.esm. Change the name of AmazingFollowerTweaks.esm to AmazingFollowerTweaks.esp (Hit yes on the giant warning). When you exit FO4Edit, it will save your changes. Once the changes are saved, rename the file AmazingFollowerTweaks.esm under Data back to AmazingFollowerTweaks.esp E. Test Start up a game and enable your mod. (possibly the game you used to create it). Then Clear the Settlement and go to Load Prefab. Confirm your mod appears as an option and builds properly. F. Package Restart Creation Kit. Check Fallout 4.esm, AmazingFollowerTweaks.esp and Highlight your mod and hit the "Set Active" button. Once loaded, select Data -> Create Archive, Hit Pack You will be prompted for at least 1 Filename, possibly 2. You always name the first filename "[YOURMODNAME] - Main.ba2". If the archive doesn't end with "- Main", it will be ignored. If you are prompted for a second filename, use the name: "[YOURMODNAME] - Textures.ba2" However this probably wont happen. G. Test Again To Properly test, Move any associated PEX files found under [FALLOUT 4]/Data/Scripts to a backup location outside the Fallout 4 directory. You created the scripts, so you should recognize the files that need to be removed. Then test again with your new ba2 archive and ensure your settlement still works without those local pex files. Basically we are testing the archive to make sure it actually has everything you need. H. Live Long and Prosper..... and Share... To upload to NexusMods, you create a directory and under the directory create a Data directory. And under that directory add the .esp and .ba2 files. IE: /myworkspace/data/joe_cool_prefab.esp /myworkspace/data/joe_cool_prefab - Main.ba2 /myworkspace/readme_joe_cool_prefab.txt THen go to the parent directory (myworkspace above), hi-light data (and optionally a readme) select Add to archive (I use 7zip). Give the archive a name. THe 7zip archive is what you upload to nexus. Eventually I will update this to tell you how to upload to Bethesda.net, XBONE and PS4... once I actually do it myself. Don't forget to take some pictures and upload them to AFTS Mod Page: https://www.nexusmods.com/fallout4/mods/26976/? And possibly post a link to the AFT Settlements forum: https://www.nexusmods.com/fallout4/mods/26976/?tab=5 I. How do Addons Work Anyway? (For developers) Papyrus allows you to attach a "pointer" to something using a specific name. For example, the game tracks the players PowerArmor by using the pointer name "LinkedArmor". Player === (LinkedArmor) ===> [PowerArmor] These pointers are called LinkedRefs. You can't use just any old string name. You have to register the string name as a keyword. So to get the players PowerArmor you would use: Keyword LinkedArmor = Game.GetForm(...) as Keyword ObjectReference PowerArmor = Game.GetPlayer().GetLinkedRef(LinkedArmor) In this case, the pointer goes from the player to the PowerArmor. It can also go the other way. In fact, a large number of objects can point to the player using the same LinkedRef Keyword name: [PowerArmorA] === (LinkedArmor) ===> [Player] [PowerArmorB] === (LinkedArmor) ===> [Player] [PowerArmorC] === (LinkedArmor) ===> [Player] If we want to get all the PowerArmors that point at the player,we can use: ObjectReference[] PAs = Game.GetPlayer().GetRefsLinkedToMe(LinkedArmor) And this is the Basis for Addons. AFT looks for any Objects Pointing at a Workbench that use AFT's prefab keyword "TweakPrefab": [AronsAwesomePrefab] === (TweakPrefab) ===> [RedRocket Workbench] [PattiesPinkPrefab] === (TweakPrefab) ===> [RedRocket Workbench] [NormsNominalPrefab] === (TweakPrefab) ===> [RedRocket Workbench] AFT then exposes the objects via AFT's PipBoy... assuming the objects properly cast to AFT's TweakPrefabOption interface. These objects can be installed/instantiated by anyone. Which means a mod can be installed after AFT that adds a new object/prefab to the game world that AFT will recognize. ------------------------------------------------------------------------------- X. > > > > Version History ------------------------------------------------------------------------------- 1.00 : ( Compiled against FO4 version 1.10.26 ) - Initial Release. No Changes/Updates. 1.01 : ( Compiled against FO4 version 1.10.26 ) - Fixed bug that occurred when using Master Control from inventory as a consumable instead of as a favorite. 1.02 : ( Compiled against FO4 version 1.10.26 ) - Improved Fix for AFT Activator as Consumable (Both genders this time) - Fixed Stealth to work with more NPCs. (Mr. Handy for example) - Add Kill Counter (See Info -> Stats) - Exposed Follower Slot (See Info -> Traits) - Per-Follower setting to disable ammo use - Per-Follower setting to disable PA Damage - Global : [ ] Restrict NPC Import (You can now disable safety) - Camp option to not teleport Player Armor (Since map marker does not move with it). - Fixed Bar Stool persistence issue. - Castle Settlement Menu wont show until radio is powered (To avoid bugs) 1.03 : ( Compiled against FO4 version 1.10.26 ) - Fixed issue with 1.02 mod not initializing - Core companions keep original Factions (hoping to increase compatibility with DLC) - Workshop keywords added to Managed Followers (required to work with settlements) - Fix Stealth issues - "Sync Weapon Usage" is now default - Kill tracking disabled by default. Enable on per-npc basis. (AI Tweaks) - Update kill tracking to increase accuracy - Fixed "ALL" info to include kill stats and Managed Slot. - Timings updated so that Toggles are less likely to fail to update. - "Manage Follower" become "Force Recruit NPC?" to clarify purpose. 1.04 : ( Compiled against FO4 version 1.10.26 ) - Added Hang out Here (= Wait + Idle) - Added GLobal chat cooldown settings (To mitigate issues with other mods) - Added [ ] UFO toggle to Camp Console Buildings - Added [ ] Lock Doors to Camp Console Settings. - Added Followers keep-distance in workshop mode (Toggle in global settings) - Active Followers no longer take Fall Damage - Renamed "Enable Ammo Use" to "Unlimited Ammo" For clarification - Renamed "Allow PA Damage" to "No PA Damage" For consistency - "Sync Power Armor" now disabled on new followers by default - Swapped location of Dedup and Sell All - Summon All Followers now resets Follower Combat State - Spouse : Fixed bug that prevented non-affinity scenes from playing. - Fixed "New Game" race condition that could cause AFT to not initialize - Fixed issue with Curie losing spoken lines after Emergent Behavior - Added Game Load checks to avoid/mitigate affinity stalling issues. - Mortality : Now NPCs are actually mortal. (Retoggle if upgrading) - Fixed "Test Of Time" Spouse Perk - Fixed facing when activating Sculpt - Outfit management updates (Trying to avoid nudity flashing) - Fixed Dismiss message to display correct Follower. 1.05 : ( Compiled against FO4 version 1.10.26 ) - Fixed Teleport bug that could break Quest "The Nuclear Option" - Fixed Dedupe. New implementation no longer spams item change messages - Fixed Dedupe. New implementation now safe for use from Power Armor - Fixed Inventory Bug where it would keep refreshing the weapon when changing equipment. - Fixed Home assignment bug that could prevent assignable settlers. - Fixed Gear -> More -> Back so that it no longer activates DEDUPE - Fixed Bug where dismissing Nora with dialog only worked once. - Added yet another Affinity check/safety - "Choose A Settlement" now always an option when assigning HOME. - ClearSettlement now unassigns existing settler jobs as a precaution - Load Prefab now prompts if user wishes to remove food or proceed (at risk) 1.06 : ( Compiled against FO4 version 1.10.40 ) - Fixed Bug preventing one of spouses conv from firing. - Updated code to avoid computation bugs for users with over 128 mods. - Deacon and MacCready updates (outfit bugs). Unmanage/manage if upgrading - "Exit Power Armor" now still appears if frame disappears. 1.07 : ( Compiled against FO4 version 1.10.40 ) - Added Sculpt option to Curie - Setup camp now less strict about proximity of hostiles - Fixed Camp Stove placement so it can be used. (re-setup if upgrading) 1.08 : ( Compiled against FO4 version 1.10.40 ) - Added Multiple Follower Dialog Interjection Support - Added Camp Settings to synchronize workbenches with local Settlement. - Added Idle Comment Cooldowns for Active vs Dismissed followers. - Added "Disable AutoRelax" Override to Globals - Fixed Locate Follower bug caused by searching for more than 1 NPC at once. - Updated Stealth when sneaking so that it is off by default. - Deacon disguises only disabled if outfits are used. (un/re manage if upgrading) - Yet more updates/fixes for users with more than 128 mods. 1.09 : ( Compiled against FO4 version 1.10.40 ) - Added Automatron Support (Ada). - Added Far Harbor Support (Longfellow). - Added Nuka World Support (Porter Gage). - Camp now works in Far Harbor and Nuka World - Camp Workbenches now linked (dont have to move stuff between to build) - Stability fixes for users that make use of God Mode - Disabled Idle Comment Cooldowns as they're ignored by Vanilla Game - Fixed memory lounger bug that resulted in unexpected radiation immunity 1.10 : ( Compiled against FO4 version 1.10.40 ) - Added Combat Styles : Optionally assign style or use "Dynamic" to adjust on the fly. - Added Stat/Level up support : You can now change Special Stats - Added Camp Docking feature (Camp uses settlement dock for build location if present) - Added Spouse comments to any Dialogs that support full-party interjections - Expanded Interjection Support to Side Quests (50% of all interjections now covered) - Load Prefab will now add components needed for Settler Beacon to workshop - Min 300 carryweight no longer forced on followers (toggle packmule on/off to fix) - Spelling fixes 1.11 : ( Compiled against FO4 version 1.10.40 ) - Added Carry Weight buff based on Strength. - Added Health buff based on Endurance. - Refined carryweight logic (un/re toggle packmule if upgrading) - Refined Load Prefab to decrease stability issues (Particularly with Castle) - Refined Minimum Stat calculation. Minimum is now 75 by level 50 and 100 by level 100 - Fixed bug preventing many group/spouse interjections from properly registering/firing. - Fixed Vertibird AI so only 1 companion gets into vertibird. - Fixed several Synchronizes PowerArmor issues 1.12 : ( Compiled against FO4 version 1.10.40 ) - Added Water Fountain to AFT Camp (un/re toggle Module 1 if upgrading) - Added Spouse ability to now unlock Terminals as well as Doors. - Fixed AFT Camp Turrets so they wont attack caravans and friendly raiders. - Fixed bug with Automatron creations. They can now be properly commanded. - Fixed Vertibird Bug that caused NPCs to fall out when switching perspective - Fixed Vertibird Bug that would caused companions to become invulnerable. - Fixed Vertibird Bug that would cause AFT Activator to stop working on companion. - Vertibird Follower Occupancy cap now optional (Toggle from Aft Settings) - Robot companions will no longer ride Vertibirds (size/weight restrictions) - Added multi-interjection subtitles option (Prototype. Mostly only works on spouse) 1.13 : ( Compiled against FO4 version 1.10.40 ) - Added Home Outfit - Added [ ] Limit Loot Comments - Added support for FO4HotKeys (See Readme for Setup) - Added ability to unmanage outfits without unmanaging NPC - Updated Managed outfits so default weapons are disabled while managed - Updated safeties to help prevent Auto-Relax from breaking - Updated code to handle Core Companions affected by Faction Kickout - Exposed Active and Dismissed Idle Cooldowns (See Readme for notes) - Fixed Home Marker persistence in unnamed locations - Minor Spelling fixes 1.14 : ( Compiled against FO4 version 1.10.40 ) - Added More Dialog Interjections - Added damage bonuses for Perception and Agility - Added skill synergy for charisma and Luck - Added option to treat Settlements as Cities (w/outfits) - Added "AFT should ignore NPC" toggle to Import Options - Added additional safeties to avoid/fix affinity stalling issues - Added Global Settings access from Tools menu (VR Support) - Fixed Cait Default Weapon removal w/outfit - Fixed (Synth) Curie Default Weapon Removal w/outfit - Fixed Combat Outfit Weapon management bugs - Fixed Set Home "Current", so that it works for Home Plate - Fixed "Follow Me" so it returns faster (except for Nick) - Fixed item loss bug when choosing "Unmanage Outfits" - Fixed outfit bug involving AID items (stimpaks) - Dogmeat no longer "ready's weapon" by default. 1.15 : ( Compiled against FO4 version 1.10.64 ) - Added Action "Gather Loose Items" See Readme for usage details. - Added Auto Aggression setting so followers wont attack when in stealth. - Added background noise mute during interjections to help hear NPC comments. - Added Cooldown settings for auto-relax - Added Lock Rotation option to Global Chat Settings. - Fixed Environmental commentary bug when traveling with only 1 companion. - Fixed (info) home detection so it recognizes changes made outside AFT - Fixed Item loss bug when first managing/unmanaging non-unique NPC outfits - Fixed bug with Perception Boost (Ranged weapon damage boost) - Follower Carryweight reduced during combat to avoid mid-combat item pickup - Follower Idle Comments now allowed in most situations. 1.16 : ( Compiled against FO4 version 1.10.64 ) - Added Swim Outfit - Updated Camp Shower so that it is compatible with GetDirty/CWSS - Updated Gather Scrap with some missed items. - Updated spouse interjections so they no longer incite affinity changes. - Improve speed of "Select Follower" - Fixed Faction Kickout bug that could lead to immortal enemies - Fixed Load Prefab. Added delay before showing Prefab to avoid timing bugs. - Fixed bug that could cause Danse/Gage to use Sanctuary as default Home. 1.17 : ( Compiled against FO4 version 1.10.89 ) - Added Prefab options for all Far Harbor Settlements. - Added optional affinity feedback to Like/Hate messages - Added Scout Ahead option to Distance settings. - Added Mini-Fridge to Camp Bar (Cryofridge container access) - Added All Retreat command in ALL FOLLOWERS mode. - Added All Attack command in ALL FOLLOWERS mode. - Added Camp Foundation option (can now be disabled) - Added Global Option: Combat Outfits on Weapon Draw - Updated Stimpak/heal Companion so only the NPC you heal comments. - Updated AI so that Player distance is honored when in stealth. - Updated Gather Loose Items. Improved quest/uniq item recognition. - Updated Initialization so AFT plays better with Alt Start mods. - Updated Teardown Camp Speed (A little faster) - Updated Max followers so that it defaults to five. - Updated Cooldown timers so they take effect immediately. - Updated Prefab Builder to support customer content and callbacks. - Updated Prefab Batch Exports to Clear Settlement before building - Updated Import menu to add more import options and clarity. - Fixed bug where changing follower gear could caused health loss - Fixed bug where tearing down camp wearing PA broke ability to exit PA - Fixed bug where Power-Up stage of Prefab could cause CTD. - Fixed bug where AFT Camp turrets didn't always spawn - Fixed bug where [] Teleport Player PA was ignored during camp teardown - Fixed bug where Danse could unexpectedly return to Prydwen. - Fixed bug where Codsworth could interrupt/break spouse rescue - Fixed bug where factions (AI) could be lost during uninstall/unamanage 1.18 : ( Compiled against FO4 version 1.10.89.0.0 ) - Fixed bug where initialization would fail outside the commonwealth. - Fixed bug where initialization could fail if user was using PipPad. - Fixed bug where interjections did not initialize until user loaded save game. - Fixed bug where radio could stop working after interjection or rescuing spouse. - Fixed bug where AFT Camp fire pit wasn't linked to storage until next Camp Setup. - Fixed bug where Cannibal Events were ignored by Affinity System - Fixed bug where followers often became immortal after trading with them. - Fixed bug where dogmeat would not sneak with player. - Updated dogmeat Sneak AI to fall through if using defaults (Scout Ahead + medium) - Updated code to avoid circular dependencies and possible init timing issues. 1.19 : ( Compiled against FO4 version 1.10.89.0.0 ) - Fixed F4SE compatibility bug introduced by version v1.17 1.20 : ( Compiled against FO4 version 1.10.114.0.0) - Added Import option: Make Settler. Assign anyone to a settlement (No limit) - Added Outfit option: [ ] Force Combat Outfit Weapon - Added Voice Assignment options under Appearance (non-core only) - Added Global option: Summon Everyone (Max 3 uses per game) - Added Action : Command Mode. - Added Individual Companion Affinity gains when Player heals someone. - Added Global Option : Allow Followers to Heal Self (off by default) - Added Global Option : Allow Followers to Heal Others (on by default) - Added Global Option : Allow Autonomous Item Pickup - Added Companion Lockpick/Hack XP. After 6 successes, they stop failing. - Updated Prepare For Uninstall to store spouse and restore on next install - Updated Action Menu so that Gather Loose Items is now first item - Updated Now only manages follower inventory if you set an outfit. - Updated Startup Initialization to limit full import to core Companions. - Updated Setup Camp to teleport Dismissed followers to camp (if camp is their home) - Updated GatherLoose items to recognize more items. - Updated Unmanage to be more robust and allow trade with settlers again. - Updated Endurance Boost Health to prevent health loss during some outfit changes. - Fixed various bugs involving the quest Blind Betrayal - Fixed issue with Automatron Robot dialogues going away when recruited. - Fixed PA Helmet removal when NPC told to exit PA using normal dialogue. - Fixed Combat Nudity issues following Sculpt command - Fixed player distance setting reset when dismissing followers. - Fixed Uninstall to account for disallowed companions. - Fixed AI Priority bug that could break Dogmeat during Reunions Quest. - Fixed Synergy Boost to include Dogmeat. 1.21 : ( Compiled against FO4 version 1.10.114.0.0 ) - Added Global Option [X] No Collision with Followers - Updated In-Game Readme - Fixed Command Mode loss associated with Auto-Heal 1.22 : ( Compiled against FO4 version 1.10.114.0.0 ) - Added Action "Unlock Visible" See Readme for usage details. - Added Hotkey Support function "ExeAFTMenuCommandOn" for targeted hotkeys. - Updated No Collision Support so it is no longer on by default - Updated No Collsiion Implementation. Used safer implementation. - Fixed Sculpt bug that could cause ragdoll after sculpt. - Fixed AFT Camp so that it once again will work in Nuka World - Fixed Set Outfit to prevent item loss on first use 1.23 : ( Compiled against FO4 version 1.10.120.0.1 ) - Fixed Bug where Clear Settlement could break AFT Camp Workbenches - Fixed Bugged Haylen if she is follower during final BOS Quest - Updated Affinity Trait management to better emphasis spouse AI evolution. - Updated Line-Of-Sight code for Unlock Visible Action: Better lock detection - Removed [X] Allow Autonomous Item Pickup as it didnt function as intended. - Added Global Combat Setting "Scale Follower Damage" to address balance issues. - Added Global Option: Gather Loose Items - Remove Bodies - Added Appearance Setting "Reset" for fixing follower animation issues. - Added EndGame Spouse comments ------------------------------------------------------------------------------- XI. Credits ------------------------------------------------------------------------------- [Settlement Pre-Fabs] Abernathy Farm - Power Planters by Dheuster (5150/650) Coastal Cottage - Buckingham by Dheuster (3125/1550) Country Crossing - The Crossroads by Dheuster (2775/800) Croup Manor - Croup by the Ocean by Dheuster (3125/775) Egret Tours marina - Nora's Arc by Dheuster (3425/1175) Finch Farm - Cloud City by Dheuster (3150/700) Greygarden - Handy Haven by Dheuster (3950/1175) Greentop Nursery - Three Sentinels by Dheuster (2350/1075) Hangman's Alley - Electric Avenue by Dheuster (2275/475) Jamaica Plain - Woodbury by Dheuster (2225/675) Kingsport Lighthouse - Boondocks by Dheuster (3525/1400) Murkwater - Dead Marshes by Dheuster (4425/1975) Nordagen Beach - The Last Resort by Dheuster (3025/600) Oberland Station - End of the Line by Dheuster (3500/2275) Outpost Zimonja - Stilted by Dheuster (2975/550) Red Rocket Truck Stop - Trek Fan by Dheuster (3675/1625) Sanctuary Hills - Wind City by Dheuster (Free/Free) Somverville Place - The Edge by Dheuster (4325/2450) Spectable Island - Zion by Dheuster (8625/1350) Starlight Drive-In - Oasis by Dheuster (3275/225) Sunshine Tidings - Camp TumbleWeed by Dheuster (4600/460) Taffington Boathouse - Asylum by Dheuster (2575/700) Tenpines Bluff - Tenpines Bulwark by Dheuster (2925/1675) The Castle - Raven Rock by Dheuster (6350/1025) The Slog - Tarnation by Dheuster (2875/400) Warwick Homestead - The Plunge by Dheuster (2625/1250) Far Harbor Settlements Longfellows Cabin - Bridge to NoWhere by Dheuster (8675/4250) Echo Lake - Tauron by Dheuster (7100/2250) National Park - Trailer Park by Dheuster (6530/1900) Dalton Farm - Overkill by Dheuster (14850/3800) [Lead Programmer] Dheu [Content Development] Dheu [Scene Development] Dheu [Editor] Dheu [Testers] Hello! [Documentation] Dheu [Grammar and Spelling] No one (obviously) [Production] Dheu [Distribution] Dheu