About this mod
Gives a recipe to create a recruitment ring.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Donations
Its function is as follows
If you do not already posses a recruitment ring the recipe will be available in the chemistry station to create one.
While wearing the ring and targeting an npc as we do to talk to them this mod will check the following.
1 Are they alive
2 do they have the workshopnpcscript attached
3 are they already assigned to a settlement.
If the results are yes, yes, no then a recruit option will be available selecting this will cause the same pop up the move command in workshop mode gives us to assign the settler to a settlement.
I placed this under the cheats/god items catagory because it will allow a user to bypass some of the recruitment quests the game normally requires to get these random settlers.
version 2
After I ran into an issue accidently recruiting an npc in DC preventing a quest from progressing I added a Dismiss option if they are already assigned to a settlment.
Use with caution as dismissing or recruiting an npc that is connected to quests may cause issues with completing those quests.
The dismiss command uses the commands
WorkshopNPCScript WSSX = (akTargetRef as ObjectReference) as WorkshopNPCScript
WorkshopParent.UnassignActor(WSSX , True , True)
To unassign the settler from the settlement without assigning them to another.
Edit.
One note I should add pay attention to how many you send to a specific settlement as this may let you exceed the charisma set population limit.
Version 3
Added a line to set the recruited settler to be protected apparently sometimes simply adding them to a settlement does not get them flagged protected even though the settlers alias for settlements is supposed to do this once they are recruited.