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.
I’m surprised nobody has requested this but can you add a attachment secondary mod that supports the Enclave Faction in America Rising 2 specifically just if anyone could add it as a mod that requires amarica rising 2 and this mod so not really attached to this but as a separate mod that requires this mod and amarica rising 2
Hey I know it’s been a while since anyone’s been active here so I don’t know if anyone will see this but I am able to recruit railroad settlers, however they spawn in hostile to the rest of my settlement?? I can’t think of any reason this could be, they aren’t hostile to me nor is the railroad in general, I destroyed the institute with them, but as soon as a railroad agent or heavy spawns in they start shooting up the rest of my settlement and any companions there?
Does anyone know what could be causing this or a way to fix it? It’s such a great idea and I use other mods to get synth settlers so it’s perfect being able to recruit railroad agents to guard my synth settlements in theory, but when they end up turning any settlement they join into a civil war they don’t turn out to be very good at being guards haha. It’s particularly ironic when they shout “for the synths! I’ll die for the cause!” as they shoot up Mercer safehouse and Acadia lmfao.
I notice the same thing sometimes happening with a different mod called constructible faction outposts that allow you to place a faction guard as a settlement object, and sometimes these guards will start a fight as well. What causes this? It’s also interesting that some people don’t seem to be able to get this to work at all, it does work for me, it just unfortunately spawns in faction settlers that are hostile.
I just want railroad agents to guard my safehouses and more Minutemen for the Castle but every mod I try turns all my settlements into battlegrounds lol.
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:
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.
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?
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.
@Gameboydame Doubt it. It hasn't been updated since 2017 and there have been multiple UFOP updates since, not to mention the Next Gen update. Probably easier to just use the FCOM mod since it lets you turn squad mates into settlers and it has a lot of the same faction restrictions that this mod has so it can't be abused.
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.
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.
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.
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.
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.
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.
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
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
208 comments
- 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.
Does anyone know what could be causing this or a way to fix it? It’s such a great idea and I use other mods to get synth settlers so it’s perfect being able to recruit railroad agents to guard my synth settlements in theory, but when they end up turning any settlement they join into a civil war they don’t turn out to be very good at being guards haha. It’s particularly ironic when they shout “for the synths! I’ll die for the cause!” as they shoot up Mercer safehouse and Acadia lmfao.
I notice the same thing sometimes happening with a different mod called constructible faction outposts that allow you to place a faction guard as a settlement object, and sometimes these guards will start a fight as well. What causes this? It’s also interesting that some people don’t seem to be able to get this to work at all, it does work for me, it just unfortunately spawns in faction settlers that are hostile.
I just want railroad agents to guard my safehouses and more Minutemen for the Castle but every mod I try turns all my settlements into battlegrounds lol.
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.
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.
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.
Jesus.
After activating the flag, a message will apear and you can remove the flag if you want because its not needed anymore.