Fallout 4
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Genamine

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Genamine

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  1. Genamine
    Genamine
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    NOTES:
    - If you select to use the infinite budget addon, you do NOT need to use any other settlement budget mods, if you are using a settlement budget mod that adds infinite budget via script or bat file, you do NOT need to use this mods infinite budget addon
    - I am aware of the Workshop Framework mod and I will update this mod to be compatible next time I get around to playing Fallout 4, I cannot however guarantee when exactly that will be, I hope you will understand

    V1.3.0 - this mod now requires the Unofficial Fallout 4 Patch (version 2.0.2 or above) as of this version, and therefore also requires ALL DLC, the nature of this requirement is due to the fact this mod is incompatible with the UFO4P, and rather than having to write all required code twice over for a compatibility patch I would rather just make the UFO4P a requirement
    This saves me a lot of unecessary work, considering the prevalence of the UFO4P, its kind of a must have if you own all the DLC

    Furthermore, this version adds new variations of faction settlers, namely the following:
    - Brotherhood Knight (with power armour) - 10% chance of spawning
    - Brotherhood Aspirant (BoS soldier attire) - 20% chance of spawning
    - Brotherhood Scribe - 20% chance of spawning
    - All variations of Gunners
    - All variations of Gunner bosses - 20% chance of spawning
    - Railroad Heavy - 20% chance of spawning
    - Institute Courser - 20% chance of spawning


    V1.2.1 - whoops!, when uploading 1.2.0 I completely forgot to add in the updated script, and Gunners couldnt be recruited without it
    While re-uploading the file with the new script, Ive also taken the liberty to make faction settlers scale to player level, to make them less squishy at higher levels, as well as giving players the option to revoke leadership of Echo Company, using the same holotape used to gain leadership of Echo Company
    But remember, revoking leadership will make any existing Gunner settlers hostile toward you!

    Players who have already used the holotape in V1.2.0 will have to open the console with the ~ key and type in the command [help "gunners (workshop)" 4], then [player.removefromfaction XX005436] where XX matches whatever turns up in the first command
    After that, just use the holotape again and you will be good to go


    To make new settlements placed by mods eligible for faction settlers, select the workbench in the console and type "setav factionsettlementav 0", then proceed to place a plot flag and claim the settlement.
  2. futurec0rpse
    futurec0rpse
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    So I got this mod to work, kind of. The recruitment doesn't work, but I managed to find the individual codes for some of the BoS settlers at least. Note that the 43 at the start is where the mod is in my load order. Check your load order and put in that number instead.Here's the codes:

    BoS Initate = 43000FAB
    Bos Scribe = 4301A9EE
    Bos Knight = 43000FAC

    and here's how to use them:

    open console, type in:

    player.placeatme 43000FAB 1

    this will spawn 1 Initate. Now target him/her while in console, and type the following:

    setpv bCommandable 1
    setpv bAllowMove 1
    setpv bAllowCaravan 1
    addkeyword WorkshopAllowCommand
    addkeyword WorkshopAllowMove
    addkeyword WorkshopAllowCaravan

    now exit console, enter workshop mode and move the new settler to the settlement you are in (or the one you want them at)

    Knights spawn with power armor so while they can be assigned, they wont actually do any animations.

    Edit- For an easier way of doing this, make text files with the commands in them, and then save them as a batch file with the .bat extension in the fallout 4 directory. If you do this and name the file for example "commandsettler", all you have to do is type "bat commandsettler" in the console and it will do all the commands you specified in the bat file.

    If this works for more people and you want the other settlers as well, tell me and I will add them to the list.
    1. arkcov09
      arkcov09
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      Thank you. It also went to FO4Edit to check out the FormID for Bos Initiate just to be sure, the value is 08000FAB. Does it mean I have to change the all of the value based on my load order so the recruitment can work again since the value itself doesn't work at all?
    2. futurec0rpse
      futurec0rpse
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      What do you mean? If you exchange the first 2 digits in the FormID to be the same as where the mod is in your load order. If this mod is at number 25, just exchange 43 to 25. This should summon the settlers. I don't know how to get the recruitment to work.

      If it doesn't work, go into the console and type help "brotherhood initiate" 0 and it should give you a long list. Scroll through it, find the one that ends with 000FAB and take note of the two first digits/letters, this is the value you need.
    3. skunkjohnson
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      I know this is like a year and a half later but thanks a bunch for this guide! Batch files work like a charm
    4. isanchez
      isanchez
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      How can I find the IDs? I am looking for the ones for Institute.
    5. Gameboydame
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      Does this still work in 2024?
  3. AmericanNomad1776
    AmericanNomad1776
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    Any chance we can get a version where we can use the use the faction flags without the requirements of actually having to join the respective factions?
    The reason I ask is I might like to build some settlements into heavily fortified bases, and then turn them into enemy settlements to be attacked later on.
    1. deleted87180398
      deleted87180398
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      i like your thinking, but sadly it appears the user has gone away. Plus, no one seems to be able to get the settler faction types to show up. Its unfortunate, becasue I thought this would be my alternative until Sim Settlements 2: Conqueror shows up, along with desired factions.
  4. BlueBeard1983
    BlueBeard1983
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    Anyone know how to make this compatible with Workshop Framework?
  5. EvanNagy
    EvanNagy
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    could you lower the faction requirements for the BOS you have to be pretty far into the story to unlock the flags? Or maybe have an optional file with lowered requirements.
    1. InfamousCocoa
      InfamousCocoa
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      I would LOVE THAT. i need it
  6. fallout4691
    fallout4691
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    hey are you going to add new faction flags like for the NCR and enclave?
    1. abborre
      abborre
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      What would be the point of that though, those factions aren't in the game, how could you claim it for them?
    2. InfamousCocoa
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      Dude, we would like to have those options for modded playtroughs. Like i want to have enclave settlements if i have a mod like america rising. Like duh? The point of modding is adding stuff that isn't in the game. 

      Jesus. 
  7. jacksonwolf50111
    jacksonwolf50111
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    I have this mod installed but it only gives me the flags and i cant seem to find the correct radio beacon.
    1. InvertedSheep
      InvertedSheep
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      There's no radio beacon. You place a flag, activate the flag, and then place a regular recruitment beacon.
      After activating the flag, a message will apear and you can remove the flag if you want because its not needed anymore.
    2. jacksonwolf50111
      jacksonwolf50111
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      I tried that and all it did was call in regular settlers
    3. InvertedSheep
      InvertedSheep
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      If you are sure that you activated the flag before placing the beacon, your problem must be a mod conflict or maybe you don't have the UFO4 patch
    4. jacksonwolf50111
      jacksonwolf50111
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      I got the patch, ill just try again and see if it will work
    5. InvertedSheep
      InvertedSheep
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      In that case, unless the new fallout patch changed something that affected this mod, witch is unlikely, it must be a mod conflict. I have only once seen that bug, and it was a one time thing, before Genamine fixed the conflict between this mod and the UFO4P.
    6. jacksonwolf50111
      jacksonwolf50111
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      got it working now. Thank you for your help
    7. KayFO3
      KayFO3
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      What mod was causing the conflict?
  8. ClankerTGP
    ClankerTGP
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    I Get this is a Long Time after this mod has been updated...and may be Dead, BUT I still want to ask if you are still there,  Will You ever fix the Most Recent Update of the mod? No one can get settlers to Join man
  9. ClankerTGP
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    It would be nice to see an update some time that adds MCM support so that we can change some of the permanent settings such as locked settlers to free, and gunner status
  10. ClankerTGP
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    Hey man; I hope you update this mod some day since as it stands, the concept as well as the rest of it is awesome, and seeing what you’ve said about what you could add if people asked for it is true, I’d love for you to do so, since the more freedom the better, I know from one guy this is much to ask but if we could ever see more of this mod in the future, even if I’m 3 years late, I’d be a happy guy
  11. Kroosade
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    Sure wish we had access to version 1.2.1 or something, that way we wouldn't have to concern ourselves with a dead mod needing the unofficial patch. Ah well. Could always just keep putting regular folks in BoS attire.