Fallout 4

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Socharis

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socharis

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  1. socharis
    socharis
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    Recruitable Settlers FH v1.0 released!

    This is a standalone version of the mod for Far Harbor. It adds 10 settlers to the Island and 2 to the Commonwealth. For this I rebuilt the mod from scratch and changed a few things to allow for some new features.

    Most notably you can now reset individual settlers from their info pages in the configuration holotape (craftable at the chemistry workbench under the utility section). The reset will remove them from any workshop they belong to and return them to their starting location. It will also revive any dead settlers in case they were killed. At that point you are free to recruit them again.

    I added this feature in case any settlers became bugged, had died, or in the event that you assigned them to a raider settlement you can reset them then recruit them back to a normal settlement.

    The bios are now available regardless if the settler has been recruited or not. There is also now an indicator to tell you if they've been recruited on their info pages.

    These new features only apply to the new settlers. Unfortunately I won't be able to push these features to the main file due to the way the dialogue quests are set up. I am considering remaking the main file and splitting it into two (Commonwealth and Nuka-World) so I can add the new features. Try them out in the FH edition and let me know if you want to see a remake of the original with those features.

    Thanks for downloading.
  2. Frogzilla82
    Frogzilla82
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    Description talks about quest to be done, how do you start them?
  3. boxerbeast1
    boxerbeast1
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    this mod could use an update 
  4. gotimas
    gotimas
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    For pre-combine and compatibility sake, can I remove this mod's world edit and cell edits? Would the NPCs still appear?
  5. Dimensionlord1
    Dimensionlord1
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    Can't seem to recruit any of the settlers to raider outposts. Can only do so by cheating via console commands to move them after recruiting them to a normal settlement and then assigning them to something in a raider outpost.
  6. ravayen
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    Remember reporting this bug when i last played fallout nearly a year ago but it's still there so gonna report again....

    Tina's pharmacy in Nuka world points to the commonwealth making all provisioners going to the commonwealth go to that door instead.

    It's easily seen by parking a power armour in the commonwealth somewhere then traveling to nuka world, you will see the map marker for your power armour flashing over the pharmacy door instead of the correct commonwealth map marker.
    This bug screws up quest tracking and any AI package connected to the commonwealth like provisioners i believe it happened because you outright copy pasted a location from lexington and then didnt do the door references and/or navmesh properly please please fix this i recruited most of your npcs before going to nuka world and uninstalling this would mean tracking down all the settlements now missing settlers :(

    If anyone else knows how to fix this in FO4Edit i'm happy doing it myself while waiting for a fix.
    1. ravayen
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      Sadly after traveling back to the commonwealth i saw that that location in lexington that you copied to make Tina's pharmacy does exactly the same thing in the opposite direction so this mod officially screws up pathfinding in both the commonwealth AND Nuka world.
      If the player tries to go through either door he will end up where the mod author intended but npcs use those doors to travel between nuka and the commonwealth such a shame for such a great mod.
    2. ravayen
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      To anyone else having this issue thought i'd come back to report a fix(ish).
      Go to the pharmacy in lexington (commonwealth location) and disable it's exterior door in console, the pharmacy location has no references to it in FO4edit for quests or anything and there is nothing important in it and for such a small one room cell it's not a loss to your game.
      This set everything back to normal and now all quest markers point where they're supposed to and provisioners travel the route they are meant to.
      Also there is a board behind the door so it will simply look like every other boarded up door in the game.
    3. troglodytes16
      troglodytes16
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      Thank you for the full bug report. I'm experiencing it too. Hopefully the mod author eventually reads this and fix the problem.
      (Also, thank you for the workaround solution)
    4. Bunke1
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      Thank you for this fix. This has kept me confused for a couple of hours.
      Much appreciated.
    5. moonracer
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      I had been wondering what caused this. Thanks for the heads up. I poked around the mod in fo4edit and the CK and couldn't see what was causing this (but I'm not very experienced with the map making side of modding fallout).
    6. Ohpus
      Ohpus
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      Thanks for the info. That explains why I kept spotting my provisioners up around the gas station.
    7. SarahAdams
      SarahAdams
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      Hi Guys, Can anyone help me?

      I’m having this path finding problem between Nuka World and Lexington.  My provisioners go to Tina’s Pharmacy to getto the commonwealth.  I understand all you have to do is remove the exterior door from the Lexington pharmacy.  I don’t have a door, it’s just boarded up.  How do I get around this?
       
      Thanks
    8. Freyr95
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  7. oberlin23s
    oberlin23s
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    Are the FH Settlers unlocked at a story point, they arent in my game and not in the holotape ?
  8. SmoKKz0r
    SmoKKz0r
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    is the CTD fixed yet?
  9. Amig186
    Amig186
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    Nice mod, I only have one problem. I found Jinx but I can't recruit her, there's no dialogue at all. What gives?
    1. Painfullfireyfox
      Painfullfireyfox
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      Jinx
      Location: Inside abandoned house near USS Constitution
      Requirements: Last Voyage of the USS Constitution
      Bonus: Tier 4 Merchant (General)
      Sells: Additional material shipments

      Can be found @ here
    2. Amig186
      Amig186
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      Thanks!
  10. Battlemane
    Battlemane
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    Recruitable Settlers - Unbroken fixes the crashes and broken precombines.
  11. TameruVeil
    TameruVeil
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    This mod caused numerous CTDs when approaching gunner's plaza, somerville place, suffolk county charter school and murkwater construction site.
    Turns out, just being that close to the new places (lockjaw's and reynold's) caused the CTD. As soon as i disabled this mod, all the above locations were fine