Fallout 4

Tutorial on how to create custom names for NPCs

Written by:
drdanzel (2015-12-06)
http://www.nexusmods.com/fallout4/users/935126
 
Required software and files:
FO4Edit: http://www.nexusmods.com/fallout4/mods/2737/
Settler Renaming: http://www.nexusmods.com/fallout4/mods/2017/

1. Download and install FO4Edit
Start by downloading and installing FO4Edit from the link above. Follow the installation instructions listed on the mods page. When the installation is done, launch FO4Edit.exe. It should look something like this along with any other plugins you've installed.

2. Load files
Check the checkboxes for Fallout4.esm and SettlerRenaming.esp, uncheck any other plugins and then click OK. FO4Edit will take a moment and load all necessary files. When you see the message "Background Loader: finished" in the message tab on the left you can continue.

Fully expand SettlerRenaming.esp and its Message group by clicking the + in the tree view to the left. It should look like this.

3. Copy a MESG record and create a new plugin
The records listed in the Message group are what the game uses to show text in the game, and also what is used together with the SetActorFullName console command to change the name of an NPC. The records contain a FormID, an EditorID and a Name. What these mean is explained in the next section.

Right click any of the MESG records (messages) in the list, for example srFarmer at the top, and click "Copy as new record into...". Here's an image showing where to click.

A big warning sign will pop up saying "Warning! You are about to edit a module file.". Click "Yes I'm absolutely sure" to continue. Another pop up will then ask you to change the EditorID for your new message. I suggest you use something similar to the name you want to give the NPC. In this example I'll use the name "Daniel".

The next pop up will ask which files you want to add the new record to. Select <new file> and then click OK. In the next window, choose the filename you want for your plugin without. I'll be using "CustomNames".

Now, check the bottom of the tree view on the left. Your new plugin should have been created and added to the list of .esp files. Expand your new plugin like you did before, and the MESG record you created should be there. Here's an example of how it looks for me.

4. Edit MESG values
You can now edit the FormID, EditorID and name of this MESG to whatever you wish.

FormID
This is the ID for the MESG that you will referring to when setting up your bat file or using the console from within the game. This is a hexadecimal number that you can set yourself, but I highly recommend just leaving it as it is since FO4Edit will ensure that it isn't overriding any IDs used by other records in the game.

If you really want to change the FormID, you can do so by clicking the record in the tree view and clicking F2 on your keyboard.

Editor ID
This is the editor name of the MESG, which can be seen as the "internal" name for the MESG. In this case it doesn't really matter what you name it, but in other situations it can be useful in order to distinguish between different objects that use the same names. In this case I have just named changed my EditorID to the same thing as I'll be using as name, Daniel.

Name
This is the actual text you’ll see while in game, the name you want to give your settler. To edit this, click on the value "FULL - Name" in the field to the right and click F2. This will let you change the name to whatever you wish. When you're done, just click Enter and the name will change.

When you've done all your edits it should look something like this.

5. Finish and save your plugin
To add more names than one, copy your newly created MESG record by right clicking it and selecting "Copy as new record into...". Use a new EditorID and repeat the process from before, but click your new .esp instead of creating a new file.

For the new records to show up, collapse and expand the Message group.

When you feel like you're done and want to save your file, click Ctrl+S. A pop up will show up asking you which files to save. Make sure your new plugin is marked, and click OK. After this you can safely exit FO4Edit.

6. Load it into your game
The last step is just to either activate your .esp in Nexus Mod Manager or add its filename to plugins.txt found in your AppData\Local\Fallout4 folder.
 
When this is done, launch the game and approach the settler you want to rename. Open the console, click on the settler and make sure you see its ID on the top of the console. Then write SetActorFullName ########, but replace the ######## with the FormID the name was assigned. The settler should now have the name you made!

If you forgot the FormID, you can also search for it in the game using the help command. If I for example would be looking for the MESG record with the name Daniel, I'd write "help Daniel 4", and it would pop up in the list of found records.

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drdanzel

27 comments

  1. drdanzel
    drdanzel
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    Sticky
    I have now updated the guide to use FO4Edit instead of FalloutSnip. Hopefully that will make people feel safer!
  2. Aydum
    Aydum
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    sorry but how do I add the esp to nexus mod manager? for some reason I cant find a AppData\Local\Fallout4 folder. and when i toggle it through mods on the main menu of fallout its disabled when i check again. I can find the FormID for the custom name in the console but it doesn't do anything to my settler when I use it. I am so confused D:
  3. RngrHawk
    RngrHawk
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    I dunno why, this doesnt work for me at all. I followed the steps, I made sure everything is right, it even looks exactly like yours does and it still doesnt work. HALP!

    Everything is fine until I get into the game and try renaming. It just doesnt recognize the ID, like if it was not there. And yes, I did enable it in NMM. And yes, I did try the help command, but it is just not there...
    Literally, all it says in the console when I press enter is this "Item '03000800' not found for parameter Message". And yes, I did select the settler. And yes, I did indeed get the ID right, but it doesnt even show up in the help command.
    1. drdanzel
      drdanzel
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      Are you using the beta? The beta will decactive your esps if they're not activated through the Bethesda launcher I think. That error message means that the MESG records you entered can't be found, probably because they haven't been loaded into the game.
    2. AlacrityFitzhugh
      AlacrityFitzhugh
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      I am just now hitting the same thing. I verified that the new esp is definitely tagged, both in NNM and the Mods menu of the game. Seems they may have changed something.

      Some more detail: I am attempting to create an ESP to fix my accidental renaming of Ada to "Guard". Followed your excellent instructions, everything exactly as it should. The contents of my new Ada.esp match those for the other rename MESG entries. The FormID it chose is 02000800. When I'm in-game, I open the console and select the robot-formerly-known-as-Ada and type "SetActorFullName 02000800", to which it replies "Item '02000800' not found for parameter message".

      I then type Help Ada 4, and I find a MESG entry with the FormID 48000800 (the 48 seems to correspond to load order). I try that with SetActorFullName and get no error, but my poor Guard doesn't get her name back.

      Not sure what I've done wrong; I've gone back over the instructions and it all seems OK.

      EDIT: Ok, it did work after all, just not immediately. I did a QT to a distant settlement, and now lovely Ada has her name back. Whew!
  4. gabriel123l
    gabriel123l
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    can i change where the location of customname.esp file to be saved? i tried to save but it said

    Error saving CustomNames.esp: Cannot create file "C:\Program Files (x86)\Fallout 4\Data\CustomNames.esp". Access is denied
    1. gabriel123l
      gabriel123l
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      can i change where the location of customname.esp file to be saved? i tried to save but it said

      Error saving CustomNames.esp: Cannot create file "C:\Program Files (x86)\Fallout 4\Data\CustomNames.esp". Access is denied
    2. drdanzel
      drdanzel
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      I'm not sure what you're referring to. Do you mean in FO4Edit? FO4Edit will always save to the same folder as the Fallout4.esm that you're working on as far as I know. You can just copy or move your file wherever you want after that though.
  5. rayhne
    rayhne
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    This isn't working for me at all. I followed the instructions exactly then go in game, click on the settler and type SetActorFullName 00000800 and I get an error.

    Never mind. Despite the fact that the formID is shown as 0000080B the first 0 is supposed to a 6. Weird. Are the names suppose to be all caps. I didn't enter them that way.
    1. drdanzel
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      Names are always in caps when displayed in game, and the reason why the first number changed to a six is because of your load order. The game dynamically changes the first number depending on your load order. To have the game always use the same FormID for a record you need to inject it into Fallout4.esm.
  6. sidlicious
    sidlicious
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    Love this!!! Thanks
  7. RLTaylor
    RLTaylor
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    I would like to have the title Forester for my Tree Farm mod workers if you could possibly make that for me. I don't have enough experience with FO4Edit to try to make just for one change.
  8. jeffglobal
    jeffglobal
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    Well, it didn't yet work for me...but a couple of additions for ppl like me didn't know:

    -You have to move the FO4Edit folder into the Fallout 4 directory like LOOT for it to work...
    -You have to rename the TESEdit.exe to FO4Edit.exe for it to work...

    Now...I made my silly little .esp, but I can't get the console command of SetActorFullName 02000800 to work. I tried making it reference a bat file in the DATA folder and no good too, like you had bat sr*...that didn't work.
    I did a console help command and it came back with a different number and I tried that too, and it didn't work. IS it that I'm trying to rename Curie? idk*

    Thanks for the work though...There's a mod somewhere that made an app with unique names, I'm gonna look at his esp in FO4Edit...
    ------------------------------------------
    *YES It's because I'm using the Unique Companions mod and trying to rename Curie! derp. Now my next mission is to find a way around that...
    1. dixieswife
      dixieswife
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      Thanks for this tutorial. Of course I named Preston Garvey "Farmer" and was wondering what I could do about it. With your help, I wrote my first plugin. I even made little batch files to use. Whoo.

      Thanks again!

      (whoops, replied to wrong post. Well, thanks drdanzel all the same!)
    2. drdanzel
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      I'm glad it helped!
    3. TKillz
      TKillz
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      I'm having this exact problem. This is the second time I've accidentally renamed a companion. The first time (MacCready) I was able to get this to work. This time I renamed Danse to "Guard*". Now, doing the exact same thing I only get "Invalid Message '03000800' for parameter Message" I've tried creating new files, appending to existing CustomNames.esp that I used the first time, adding a message to the SettlerRenaming-Indicators.esp. No matter what I do I get the same result. I've also tried using names that aren't even close to Danse, like Bubba. I've moved the load order in the plugins.txt... AAHHHHH!
    4. drdanzel
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      You don't need to do this procedure to rename companions. I've added an optional pack to Settler Renaming containing the names for all companions. "Invalid Message #### for parameter Message" means somethings wrong with the record. Try using the pack included in Settler Renaming and see if it works. Also make sure that you're actually targeting Danse and not something else. To verify this you can try using "moveto player" while having him targeted, and if he doesn't teleport it means you're targeting something else.
    5. TKillz
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      That did it. I didn't have the last update with the companion name. Thanks a lot mang.
  9. TheBoogerMan
    TheBoogerMan
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    HA! HA! Yeeeah! This crap worked! (And it wasn't really all that hard - especially with your clear instructions).

    Now I have Amaxorn Warriors and Amaxorn Elites (hot chick minions of Doctor Lilith Xorn, Hot Chick Scientist Extraordinaire) patrolling my settlements and enforcing Law & Order. There's also a few Badass Chicks, Naughty Nurses and more wandering about.

    Thanks you!
    1. drdanzel
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      I'm glad it helped!
  10. xxTheProdigyIVxx
    xxTheProdigyIVxx
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    Thanks for this, at first I thought I could just edit the .txt files, but nope, I was wrong, saw this and it helped me rename the Vaul-Tec rep, yes you read right. I hated him not having a name and stuff, so I decided to name him "Todd Howard". xD
    Also, I'm new to this type of stuff, but is it possible to add multiple things to the ESP, or do I have to make multiple ESPs?
    1. drdanzel
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      You can add as many records/names to the ESP that you want, now that you've made on. Just right click the record (in your case Todd Howard) and choose "Copy as new record into..." and choose your ESP. You can add other changes if you want to. It just works!
  11. Genaeve
    Genaeve
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    Thank you!
    I was so tempted to ask (by "ask" I mean "I wanted to grovel and beg") if you could add a couple (by "a couple" I mean "around 30ish") unique names. You know, so my settlers could feel loved and cared for (ya, that's bs too, More like so I could feel like a Worshipped Goddess).
    Now, I have Al Swearengen serving me drinks, Dwight Schrute tending my crops, and Coco Chanel selling her fashions. All under the guard of Matt Murdock & Jessica Jones, among others.
    Thank you, so much, DrDanzel!
    ~Gena


    1. drdanzel
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      I'm glad I could help!