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Stewie

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stewie99griffin

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113 comments

  1. stewie99griffin
    stewie99griffin
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    optional file 0.3 - flagged as essential: unique merchants + Supervisor Brown, Supervisor Greene, Supervisor White, Professor Goodfeels and Sheffield (Goodfeels was done before by LilKandeeKid)


    0.3 - new separate .esp for regular settlers, now they also stick to their store


    Note: I also added Jun Long, Marcy Long and Sturges, they work as intended except in Sanctuary (where they have the hardcoded habit of hammering the walls for no reason...) --> use "setpv bAllowMove 1" to be able to move them out of sanctuary if needed

    Note 2: there is only 1 way now to prevent settlers from going to their stores --> pathing. In the morning some of them either spawn on beds or on the center of each settlement, and they need clear paths to the stores to reach them.
    1. WaRi0
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      Thank you SO much for flagging them as essential. The Vault-tec rep always gets killed on the way to Sanctuary for me.
    2. stewie99griffin
      stewie99griffin
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      Np, thanks Dexter
    3. dukeskyrunner
      dukeskyrunner
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      Concerning the Longs and Sturges in Sanctuary, if you use the Spring Cleaning mod, you can 'scrap' the hammer animations to make them stop. They're invisible, but if you know where they hammer, just move the cursor around til the name 'Hammer Animation' appears and scrap it.
  2. StefanCP
    StefanCP
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    The unofficial patch by Arthmoor has a fix for this. Cheers
  3. Supertuottaja
    Supertuottaja
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    I'd love to use your mod, but somehow it screws up the AI pathfinding of my provisioners. Also, when I tried to move NPC's to a different settlement, it took forever for them to get there. When I disabled your mod, my provisioners stopped moving to random places, and it took NPC's only a couple of in-game days to move from settlement to settlement.
  4. jdswamp@gmail.com
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    Trader Rylee keeps auto-assigning herself to food. Even before you can enter workshop to assign her (which does not change her status in workshop view).
  5. tyfe1994
    tyfe1994
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    Is it possible you could do the same for Ronnie Shaw? After she comes to The Castle and you've done the artillery stuff, she turns into a weapon vendor. If I put a weapon store down and assign her to it (believe I did this with "setpv bCommandable 1") she only spends like a third of her time there. The rest of the time she wanders around.
  6. CrashMasterJMM
    CrashMasterJMM
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    I made a structure that reaches fairly high. downloaded a mod that increases how high you can build. I spawned a settler, moved her to the settlement, (Nuka-World Red Rocket in this case) and assigned her to the bar, she just simply said "ok" and walked to ground level and stayed there.
    After installing this mod with NMM she's still just walking away. I even tried putting the bar counter in the middle of the room with no obstructions anywhere near by just in case. She could nav her way around anywhere I had her go. Even right next to the stall, and wouldn't take to it. Any thoughts?
    1. stewie99griffin
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      NPC pathing routes have always been problematic, especially if you build outside settlement limits...

      This mod doesn´t try to fix that, only the bugged merchants randomly disappearing/getting unassigned from store
  7. REDAGENTA
    REDAGENTA
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    The description of The Unofficial Fallout 4 Patch 2.0.1a on the nexusmods mod page does not have information about including this mod for now.
    The complete changelog mentions ONLY about bugfixes of the quest lines of some unique traders (merchants). Fixes a bug of "Random encounters with them" and the bug of "leaving settlements".
    For details read The complete changelog from the nexusmods mod page.

  8. littlehatta
    littlehatta
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    Do this mod work with "sim settlements"?
  9. Kreysting
    Kreysting
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    This mod is included in the Fallout 4 Unofficial Patch.
  10. nubbiecakes
    nubbiecakes
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    Is this mod still alive? I'm a little leery on using a mod that hasn't had activity in so long (posts or updates). I was wondering something, what's the difference between the "unkillable" and "essential" optional mods. Would both be needed, or only one or the other? Same question for the unique merchants unkillable vs unique merchants unkillable + other settlers; do you only need one (and how is the latter different from the "essentials" version)? Does this work with stuff like better settlers, don't call me settler, lots more settlers and enemies?
  11. Starwaster
    Starwaster
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    So, what about the bug where Ron Staples is flagged for the Trading Emporium instead of the Bar? Is that fixed here?
    1. stewie99griffin
      stewie99griffin
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      I've never experienced that bug, with or without this mod...
    2. ExeterJ
      ExeterJ
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      The bug makes it so Staples' lvl 4 inventory doesn't appear because the game is expecting him to be assigned to a trading emporium, but he's for restaurants. Good old fashioned Bethesda oversight.