Fallout 4
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270 comments

  1. mebme
    mebme
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    Hi all! Not sure if something like this has been done already, but I built myself a handy spreadsheet so I can track which IDs I've used. (Don't want to have any clones!)

    All you need to do is add the first two digits (which represents the mod ID) in the two cells in red (one digit in cell G2, the next digit in cell H2). Don't edit the other columns unless it's the ones in yellow.

    You can filter gender and voice and then copy/paste the command in column A into FO4. Then, as you create settlers, type their name (if you're using the Rename Settler mod) and their location/workshop.

    Hope you find it useful!
    Link
  2. Kaptosh
    Kaptosh
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    This is very well done, thanks a lot, endorsed.
  3. ThatOneDudeK
    ThatOneDudeK
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    Hello, after installing the mod (esp) everything worked fine, until i try to custimize an NPC. When i try to change hairstyle or parts of the face the NPC gets invisible. Did i do something wrong? Or maybe something causing a problem on one pf my mods? I'm clueless and helpful for any hints or infos. Thanks.
  4. BenRumson333333333
    BenRumson333333333
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    So this was working perfectly, but now for some reason when I use SLM on a settler I spawn they become able to walkthrough and they go back to their underwear after a while and you can't interact with them.
    1. btfptvsws
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      I've had this same issue. After I edit and NPC in the SLM the settler is no longer physical and can be walkthrough. and their AI gets broken? Possible fix or reason for this?
    2. BenRumson333333333
      BenRumson333333333
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      So I found a fix shortly after finding this bug and forgot I even made this comment, so here's the fix:

      When the settler is in this state after you use SLM, click on them and type disable and type enable in the console. That will fix them, but sometimes they wont be where they were in front of you, they might spawn back in behind you of 15 feet away etc.
  5. 363rdChemicalCompany
    363rdChemicalCompany
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    Has anyone gotten this mod to work as advertised Recently?

    I really want to use it to populate my settlements with beautiful female NPCs and I am working on getting presets for that :)
    1. azayzel54
      azayzel54
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      There's always Spawnable Unique Minutemen. You could always try that mod.
    2. zewtastic
      zewtastic
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      I use this mod constantly and have been for years.
      Works perfectly for me as of this post and no problems expected.

      I have used it for years and keep a google doc to track what codes I spawn in and the FF numbers for each NPC spawned.  As well as their name, settlement (if assigned), details about them, etc.
      And yes, you can use Looksmenu to give them a preset and customize their appearance to your hearts content.

      Rename them using (rename anything) mod.
      You can make them a passive follower/companion using:
      COMPANION Console Commands
      cf "actor.SetCompanion" True True (makes them a companion)
      cf "actor.SetCompanion" False False (Removes them from being a companion)

      Assign them to a settlement using the V (workstation) command.

      If you re-use an already used ID with:
      player.placeatme FFxxxxxxYou get a duplicate of that original NPC as it currently looks including any looksmenu settings. So if you want a duplicate of some main character at multiple locations...

      But I generally just use:
      prid FFxxxxxx; moveto playerWhich I add into that google doc I use so it's easy to copy paste into console screen and bring the NPC to me anywhere.
    3. 363rdChemicalCompany
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      Thank you for the detailed post!!
      I will give these a shot!
    4. CuntCrusher666
      CuntCrusher666
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      Hey just wanted to say, thanks for the information. I tried changing settler names but the ID's needed to be unique. A mod that would make you use less console commands in the future would be to use Amazing follower tweaks to get into the customization menu. This can make it so you can make them your companion easier too. 
  6. lfiendl
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    You can also set an NPCs race to cp_playerhumanrace if you are using the mod https://www.nexusmods.com/fallout4/mods/31270 and it works.

    However after I load a game, the head is missing.  Anyone have this before or know how to fix it?  atm I just setrace back to human and then back to cp_playerhumanrace and the head comes back.  But for some reason it always is missing on load.
    1. cyewbasa
      cyewbasa
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      Same for me. Did you find a fix for that?
    2. 363rdChemicalCompany
      363rdChemicalCompany
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      Have you been able to fix your problems with that cd humamplayer racemod?

      Also I want to ask about that mod.
      Can I still use body slide to give a female NPCs and improved figure and build clothes that fit them or does this mean bodyslide with that mod BS only works for player?
  7. Dahveed
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    Hey, I notice with other settler spawns (either from mods or using console) they don't really "sandbox" like normal, they just kind of pace back and forth.  Is there a way to edit their default AI package so that they "use" idle markers and equipment in their radius?

    Reason:  I use a mod which removes the build limit and build radius of my settlements, but by default the settlers I assign to each settlement only stay within the green boundary.  So that in Sanctuary island for example, I have a bunch of structures and equipment on the eastern side which remain permanently empty.  I would like to be able to "populate" that section with sandboxing NPCs to bring it to life, purely for visual immersion. 

    I don't need the settlers to actually contribute anything in terms of game mechanics... I just want the place to look populated and bustling.  As it is now, all the settler NPCs do for me is pace back and forth in a very tiny radius (like 10 to 12 feet) and do not interact with anything.

    Any pointers would be appreciated!
    1. Jamabarn
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      I am not sure if this helps or not, but one odd thing I have noticed with the settlers spawned in by this mod, is that they will leave their settlement.

      This is most noticeable at Sanctuary - Red Rocket.  I have two settlers that have crossed the border, from Sanctuary and have been seen within Red Rocket.  It's also kind of hilarious.  One of them, a farmer from Sanctuary showed up playing the poker machines at Red Rocket.  I guess since I don't have any currently at Sanctuary, she had to walk to get a gambling fix!
    2. dammoraes
      dammoraes
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      hahahahaha had to walk to get some play, this one was good.
    3. 363rdChemicalCompany
      363rdChemicalCompany
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      i have the mod " to "get charlie and Clinton".
      And the little girl "Charlie" if I have her in Sancturary keeps walking all the way to Red rocket.
      Often stays there and just shows up as an extra settler there that is counted towards population and then randomly disappears and go back to sancturary or even explores a couple blocks into Concord (which is dangerous she is justa  little girl!)
  8. 363rdChemicalCompany
    363rdChemicalCompany
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    Is this mod still supported and working even after 6 years?
    If yes I'd love to use it :)
  9. Dahveed
    Dahveed
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    Can anyone tell me how to edit their default AI packages so they sandbox at their spawn location without recruiting them?

    I'm trying to populate the outskirts of Sanctuary (outside of the build zone) with settlers to bring the place to life.  It would be nice if the spawned NPCs didn't just stand there and stare blankly, but instead walked around and interacted with markers (workbenches, furniture, idle markers etc) without having to actually recruit them.

    If I send them to Sanctuary they stay in the town and the entire eastern half of Sanctuary Island remains barren.

    I've tried adding sandbox AI packages to their templates and such, but nothing ever seems to happen.
    1. RadoGamer
      RadoGamer
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      To start, use a default sandbox, in the AI package area, make sure all activities are check marked and a radius range is created in the package anywhere from 512 to 2550. Then if you want to be more detailed you can use markers  for patrol sandbox packages and give them a specific path to walk if you want.  DarkFox127 has a basic patrol tutorial for Skyrim on YT. 

      You can create schedules and all kinds of things for them to do using markers.  Sit and read, walk from one place to another, stand and read a newspaper, cook, etc..

      A simple example of how that works are the kids in Sanctuary, and the ones in Solitude in Skyrim running around.  That's done using the patrol path technique, I'm talking about.
    2. Dahveed
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      That's kind of what I mean.  I've added these default sandboxes with everything checked, and they still just stand there doing nothing :/
  10. zed140
    zed140
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    It's possible that using the far harbor version, an assigned doctor settler do not work like vanilla doctor but just become a chems vendor. This is because far harbor settlers use a different configuration. Far harbor do not have doctors.

    1. Jamabarn
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      What about the guy in the back of the bait shop?  Teddy Wright, I think?  Isn't he a doctor?