Fallout 4

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Clanggedin

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Clanggedin

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About this mod

This mod gives a name and a surname to many unnamed NPC in the game; for more details, see the desciption below.
French version also available, check the details below.

Requirements
Permissions and credits
Translations
  • Mandarin
Summary.

21/02/2019. The mod has been downloaded 5000 times, i hope you enjoy it.

I) Latest news.
II) Description of the mod.
III) Patchnotes of the updates up to the 3.2.8.
IV) Bonus.
V) Incompatibilities.
VI) My future projects for this mod.
VII) My created mods.



What exactly this mod is doing? Here's the answer: I always thought it was stupid to have us roaming the Commonwealth, meeting with people, helping them, befriending them, but at the end, being unable to even know their names, because almost everyone in the game, be it a settler or a town inhabitant is only designated by the generic name "settler".

If you want to truly connect with people and care for them, you must be able to know their names, right?

Before going further, for french players, the french original version of the mod can be found here: Les gens ont un nom

I) Latests news
-- The update 3.2.9 is now available (15/12/2018) --


-- The chest who contained the Enhanced settlers perk book is now back to its place, the document who warned the player about what was inside the chest is now bigger --

-- Glory can now be relooked --


Nuka-World AND Far Harbor are mandatory for this mod.

Because it modifies a lot of NPC's, among them, some quest givers, I strongly recommend you to put the .Esp file at the bottom of your load order.
To be honest, it shouldn't cause any issues, but since it modifies a lot of NPC's, it's best to take precautions.

Before going into the details of the mod, I recommend you the excellent Immersive settlers by marmo1233.

This mod will automatically rename every settler generated by the recruitment beacon and makes a perfect complement to my mod, as they together cover everything: my mod covering all the NPC's already present in the game, and Marmo's mod covering all the NPC's who will be generated.

Of course, these two mods are perfectly compatible.


II) Description of the mod.

As explained above, I always thought it was stupid to make you roam the Commonwealth, saving people, but being at the end unable to form a connection with them because they didn't even have a name.

This is now over ! People in the Commonwealth and beyond have now a proper identity !

But because the people living in the wastes are not a monolithic group, their names must reflect the differences there are between them, let's see that in detail below:

--> The colony settlers have a name and a surname, they are often families who have spent their entire lives on their lands, most of them have been there for several generations, they have a story, a legacy, they have roots.

--> Most inhabitants of Diamond City and Goodneighbor only have a first name. They are drifters who don't spend much time there, they don't connect much to others, they don't really have much of a goal or a place they call home, these cities are just a place they stop by for a while, nothing more.

--> Others inhabitants of these cities, notably the merchants or the Upper Stands inhabitants in Diamond City, on a contrary have a name and a surname, these people have been living here for years and are well-known in their respective communities.

--> The people in Vault 81 have a name and a surname. Inhabitants of the Vault 81 are the direct descendants of people who made it in time to the Vault when the bombs fell, and almost no one left the security of the place since then, in such a small enclosed space, everyone knows everyone and their mother, literally.

--> The people in Far Harbor have a name and a surname. They are ancient and well-known families, living on the Island for generations and form a solid group.

--> The people in the Institute are sub-divided in two groups: the humans, and the synths.
* Humans have a name and a surname, just like in the Vault 81, they are the direct descendants of people who lived before the bombs fell, and have lived in closed space for generations, and like the settlers, they have their familial stories and roots. (And like in the Vault 81, without a doubt a lot of consanguinity).
* The synths, who are all designated by a serial number, different for each model type.

--> The Railroad members have a codename. Being an organization for which secrecy is essential, considering their enemy is no other than the Institute, who is by far much more powerful, the Railroad members must hide their true identity in order to protect their loved ones.

--> The Minutemen are designated by their surname and their rank, which is inspired by the US Army from which the Commonwealth Minutemen directly take their inspiration.
Several unique members of the organization have their full name displayed on top of their rank.


--> The Brotherhood of Steel members are designated by their grade and their surname, these grades being directly based on the Brotherhood of Steel lore.
Some important members of the organization whose surname is already known have also received a first name who is now displayed.

--> Slaves of Nuka-World have a nickname, given to them by the raiders, as to further dehumanize them. These nicknames are generally related to the gangs who own these slaves.

--> Acadia inhabitants have first names, but no surnames. They are Synths runaway, still under pressure, afraid of being retrieved by the Institute. For them, having chosen a proper name is already a great step, and they are surely not ready to settle for a last name as for now.

--> Unique recruitable settlers have been given more precise and developed identities, for example, the Trader Rylee is now known as Rylee Summerset, and is the grand-daughter of Mark and Maria Summerset for the Vault 81.


For some settlers, as you can see with the Rylee example, I established some familial links between them, for example, Gwen McNamara, the Overseer of Vault 81 is now a single mother whose daughter is one of the kids being taught by Katie in the school of the Vault.
These changes have NO effect on the game, they are only there to create even more immersion.

You will certainly recognize some names or surnames who are directly taken from some books, movies, manga, video games or TV shows (Yes, there is a Doctor Who reference).


III) Patchnotes.

-- Patchnote of the version 3.2.8 --

-- Desdemona should now be able to be relooked with the showlookmenu command (or slm) -

-- The .esp file has been properly placed in order to allow a correct installation from Nexus Mod Manager of Vortex --


-- Patchnote of the version 3.2.7 --

-- Latests bits of french text have been completely fixed --

-- Added a document on the "Enhanced settlers" chest to explain the effects of the perk, and how to remove it if you had already obtained it without knowing what you were doing (you didn't read the mod description, shame on you !) --

-- Added a screen in the mod screens to show you were the chest is located precisely (the screen has been taken with the french version of the mod, where the document is not present, the english version has the document put on the chest) --


-- Patchnote of the version 3.2.6 --

-- Fixed the texts who were displayed in french --

-- Enhanced NPC now allow NPCs to breathe underwater and make them immune to radiations --

-- The description page on the Nexus has been updated --



-- Patchnote of the version 3.2.5 --

-- The locations names who were in french have been correctly renamed in english --

-- Some NPC whose name were still in french have been correctly renamed in english (Generic Knight of the Brotherhood; Drummer Boy; Officer Edwards, etc) --

-- Minor adjustements to some NPC (name and surnames display modifications) --

-- French is the language of love, this is a claim and it has nothing to do with that update :D --



-- Patchnote of the version 3.2 --


-- Some unnamed settlers have been named, notably in Graygarden and in The Slog --

-- Some NPC have been given a more complete identity --

-- NPC who had been forgotten by the version 3.1 are now also affected by the "Enhanced NPC" perk --


-- List of the NPC affected by the "Enhanced NPC" perk (Update 3.2) --

*** Finch Farm: Abigail Finch; Abraham Finch; Daniel Finch; Jake Finch ***

*** Abernathy Farm: Blake Abernathy; Lucy Abernathy; Connie Abernathy ***

*** Bunker Hill: Niko; Tara; Joey; Jenny; Joe Savoldi; Tony Savoldi; Kay Johnson; Deborah Winley; Old Man Stockton; Amanda Kessler ***

*** The Castle: Major James Colton; Commander Ronnie Shaw ***

*** County Crossing: Albert Helgert; Eric Toppal ***

*** Covenant: Dorian Brook; Shanice Brook; Doctor Patricia Montgomery; Talia McGovern; Brian Fitzgerald; Penny Fitzgerald; Swanson Patterson; Ted Huntley; Jacob Orden; Deezer ***

*** Graygarden: Supervisor Brown; Supervisor Green; Supervisor White; Worker Tesla; Worker Edison; Worker De Vinci ***

*** Nordhagen Beach: Kelly McGuyre; Raymond McGuyre ***

*** Oberland Station: Sarah Harris; Victoria Harris ***

*** Sanctuary Hills: Jun Long; Marcy Long; Mama Murphy; Peter Sturges ***

*** The Slog: Arlen Glass; Doris Benquist; Holy Benquist;  Charity Cross; Terence Bowl; Mona Deirdre; Lars Wiseman; Andrew Jones ***

*** Tempines Bluff: Tatiana Siatovski; Nikolaï Siatovski ***

*** Warwick Homestead: Bill Sutton; Cedric Hopton; Janey Warwick; June Warwick; Roger Warwick ***

*** Sommerville Place: Jack Demfrey ***

*** Dalton Farm (Far Harbor): Parker Lewis; Claire Lewis ***

*** Echo Lake Number (Far Harbor): Nadine Cross; Nick Andros; Rita Skeeter ***

*** National Park Visitor's Center (Far Harbor): Roger Brillard; Chase Brillard ***

*** Unique recruitable settlers: Rylee Summerset; Tina de Luca; Scribe Hartley; Larry "The smiling" Gagman; Ron Staples; Doctor Gillian Anderson; Anne Hargraves; Henri Arneuil (Vault-Tec representative); David Sheffield ***

*** Commonwealth Minutemen: every Minutemen generated through the Recruitment Beacon (not really sure about that) ***

*** Commonwealth settlers: every settler (male and female) generated by the Recruitment Beacon ***

*** Nuka-World settlers: every settler (male and female) generated by the Recruitment Beacon ***

*** Nuka-World gang settlers: every gang member (male and female) generated by the Recruitment Beacon ***

*** Far Harbor settlers: every settler (male and female) generated by the Recruitment Beacon ***


-- The version 3.1 gives a new feature: Enhanced settlers --

Enhanced settlers is a perk, who is learned by a book you will be able to find in a chest at the feets of the Minuteman statue at the exit of Sanctuary. The chest is locked, the key is right on it. The chest is locked in order to prevent people from taking the book if they don't want that perk.

Enhanced settlers give to EVERY settler, INCLUDING the unique recruitable settlers, the following bonuses:
-> They deal 100% more damage.
-> They take 99% less damage.
-> They are immune to fall damage.
-> They gain health regen.

Please take note of the following:
* That perk is NOT mandatory: if you don't want it, don't take it.
* That perk DOESN'T work against YOU nor your ACTIVE companions (you can continue to slaughter settlements if you want even with the perk enabled without any difference).
* That perk DOESN'T concern NPC who are not settlers nor unique recruitable settlers: in short, for example, the Diamond City inhabitant are not concerned by this perk.


IV) BONUS.

When i was working on that mod, i found a way to permit the relooking of some NPC in the game, notably NPC we could not relook in the base game, like Railroad members.
Now, with this mod, it is possible, simply tipe "slm (ID of the selected NPC)" and voila.

Take note this is a BONUS, it doesn't change anything else and you are now forced to use that.


V) Incompatibilities.

This mod is incompatible with EVERY mod who modify the settlers, the towns inhabitants and the factions unnamed NPCs.


VI) My future projects for this mod.

--> I plan to replace the Diamond City guards, Goodneighbor guards, and Vault 81 guards by unique NPC.
Currently, those guards are generic NPC copy-pasted from an unique template, i want to change that, but it will take some time as i need to conduct some tests in order to avoid bugs.

--> I plan to replace Far Harbor Children of Atom by unique NPC; for now, Children of Atom are generic leveled NPC, placed here automaticaly, as for the cities guards, i need to conduct tests in order to avoid bugs and to ensure it work properly.

--> Depending on my mood, i could try to build a new wing in Vault 81 because it is clearly too small and undercrowded, altough it is supposed to be active since 210 years and almost never been opened.
It is obvious that if i do that, i will add new unique NPC to populate the Vault.


VII) My created mods.

Here you can check my created mods:

Perks and companions and items overhaul this is my largest mod, who extensively modify most of the perks, the companions and many, many items; while modifying some game mechanics.
(Version française ici: Refonte des talents et perks )

Lethal headshot which is a simple tweak,: in short, your headshot to humans, ghouls and super-mutants do 100 times more damage, allowing you to kill them more realisticaly (french and english versions available)

Hot and pretty Piper this is simply a Piper preset, with 4 different haircuts, full list of required mods are in the description.

Younger Desdemona a Desdemona preset, the full list of required mods is in the description.

Hardcore more today you die is a mod whose goal is to make your game much more harder, the full details are in the description; french and english version are included.



If you encounter any bug, please let me know in the bug section.

Suggestions are not needed.