not sure if this is the culprit, but it's the only mod I know that changed the dialogue options. 1. Can't talk to certain NPCs. Just asks to trade or what they have for sale. Just found Kat and Gus from SS2 mod and I can't get her to talk to me. 2. Character asks to trade or what's for sale whenever I get near a follower or some NPCs. Doesn't open the actual trade window or elicits a response, just super annoying.
The change is a perk that is added when the ring is equipped and removed when the ring is taken off.
Possible conflicts with other mods that add a choice to the activation sequence or change the dialogue may happen however simply taking off the ring should allow normal interaction as it removes the on activate perk added by wearing the ring.
The perk consists of a simple on activate choice that is added while wearing the ring it only has two options recruit or dismiss if they are already recruited to be in a settlement.
Unless using something that changes the dialogue ui it usually appears to the right of the talk option that comes up when targeting a settler.
Some "recruitable" NPCs end up missing some of the scripts to use SimSettlements plots or certain jobs. What we need is an item to add those scripts! Finally, the Unique NPCs promise will be kept.
Technically any scripts sim settlements added to settlers should be present as all this mod does is activate the recruitment and dismissal commands found in the workshopnpcscript that interact with the workshopparentscript to assign the settler to a settlement.
If there are some custom scripts added to settlers by sim settlements then it may require a patch mod that adds these scripts to overlooked npcs that had the workshopnpcscript on them.
This mod simply looks to see if they have the workshopnpcscript attached and allows us to use a seperate menu to activate the same commands the game uses to recruit , or dismiss a settler to another settlement any scripts added by sim settlements should be unaffected by this action.
I did include the psc files if anyone who uses sim settlements wants to actually look into this the forms in my mod all start with FCM to make it easier to sort them in the creation kit.
Settlers recruited by this ring aren´t protected after recruiting.They can be killed during travel to their destination or during settlement attack. Is possible to add protected status after recriuiting to your mod ? Thanks
For some reason this is not working correctly for me. I've tried twice with two water beggar NPCs. I do get the Recruit option when I talk to them, and I can select a settlement to send them to. I let some time pass before going back to the settlement to check, but when I get there they're not there.
Sometimes the random encounter process will delete or disable the npcs when it decides that they are no longer needed. Like that bug with Riley where if we complete the quest after we convince her to join a settlement the quest disables her anyway.
Basically all this mod does is activate the sequence that we use to normally move a settler when in workshop mode after it makes sure they are not already assigned to one and have the needed script to function normally as a settler or if they are already assigned to a settlement gives the dismiss option to remove them from all their assignments and the settlement without assigning them a new settlement.
Hello. a good idea is if this ring can use to recruit other NPC at the game, farmers we save from something bad and other NPC that they find a place with a few beds and some other stuff and we want to recruit them. Sometimes at the bridge close to Mahkra fishpacking plant, is a person want some water. i use a mod make my character to move out of the borders while using the workshop -and i can send people like this to a settlement- but i don't want to go very far. That's all. Thanks.
That is one use of the mod as any npc that has the workshopnpcscript that is alive and not already assigned to a settlement can be recruited using this ring.
If this script is not attached to the character they will not function as a settler and the option will not appear.
During testing I even found that some of the npcs from random encounters contain the script and can be recruited.
The only issue may be if the random encounter system disables them later.
Looks like a nice little mod, there are already some other, more robust mods that fill in the same function, but those may not suit everyone as they also overhaul other aspects of the game as well as add new socializing features. For someone who would prefer simplicity, this mod might just do the trick.
16 comments
it's like I can finally think straight
1. Can't talk to certain NPCs. Just asks to trade or what they have for sale. Just found Kat and Gus from SS2 mod and I can't get her to talk to me.
2. Character asks to trade or what's for sale whenever I get near a follower or some NPCs. Doesn't open the actual trade window or elicits a response, just super annoying.
Possible conflicts with other mods that add a choice to the activation sequence or change the dialogue may happen however simply taking off the ring should allow normal interaction as it removes the on activate perk added by wearing the ring.
The perk consists of a simple on activate choice that is added while wearing the ring it only has two options recruit or dismiss if they are already recruited to be in a settlement.
Unless using something that changes the dialogue ui it usually appears to the right of the talk option that comes up when targeting a settler.
If there are some custom scripts added to settlers by sim settlements then it may require a patch mod that adds these scripts to overlooked npcs that had the workshopnpcscript on them.
This mod simply looks to see if they have the workshopnpcscript attached and allows us to use a seperate menu to activate the same commands the game uses to recruit , or dismiss a settler to another settlement any scripts added by sim settlements should be unaffected by this action.
I did include the psc files if anyone who uses sim settlements wants to actually look into this the forms in my mod all start with FCM to make it easier to sort them in the creation kit.
I will look into this and see it should not be to hard to add a line to grant them that status.
edit
I have added a version 3 that sets them as protected when they are recruited.
Basically all this mod does is activate the sequence that we use to normally move a settler when in workshop mode after it makes sure they are not already assigned to one and have the needed script to function normally as a settler or if they are already assigned to a settlement gives the dismiss option to remove them from all their assignments and the settlement without assigning them a new settlement.
If this script is not attached to the character they will not function as a settler and the option will not appear.
During testing I even found that some of the npcs from random encounters contain the script and can be recruited.
The only issue may be if the random encounter system disables them later.