Fallout 4

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  1. msalaba
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    v1.0.5 added the ability to rename all objects of a type. i.e. change all "Stimpaks" to "WonderDrug"
    With further testing I have found these changes are lost when the game is reloaded. This is fixed in v1.0.6.
  2. starseede
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    Can I install this mid game play? Its just that Ive got up to the serious settlement management and the trading routes and came across my first settlement where none of them have a name.  I prefer choosing the ones that have a name for this role so I can easily identify them other than "settler - farmer". 
    1. boxerbeast1
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      +1
    2. Daart01
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      should be alright to install midgame but make sure to change the settings in the mcm/holotape, sounds like you only want manual rename
  3. MBOp
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    I'm having a problem but I haven't been able to know why. The autorename feature only works on Gunners so far. If I use the gun on "Settler" for a random name it remains as it is. The manual works as intended. Is there some kind of mod or similar that can edit something that the feature doesn't like? 

    Also, you could look at SPID to change the names on spawn or assign the effect so it runs once on the NPCs, I think, Skyrim SE has many examples. 
    1. msalaba
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      Is your game set to a non-English language? To work around engine limitations, the mod basically gets an actor's current name and checks it against a pre-defined whitelist. If the name is on the list, it is renamed otherwise its ignored. If this is the case, you can manually translate the whitelist to your language. Click me and scroll down to Whitelist.

      The only other thing I can think of is if a mod is renaming an actor via alias. This is not likely to be your issue if more than a few actors are failing to be renamed.

      I'll have to double check the random name option on the gun. I can't remember exactly how that functions.

      SPID seems to be pretty powerful, but not suited to this mod's needs. I do have an update in the works to change the auto rename trigger to a magic effect. The only remaining issue is a magic effect is unable to target actors flagged 'starts dead' (read corpses).

      Edit: tl;dr -
      It turns out this is caused by the game storing a sheet name lower case so it fails to import the sheet data. Upgrade to v1.0.4 to fix this issue.
    2. MBOp
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      It's completely in english and the shown names are the ones the whitelist is looking for. I just played the factory full of Raiders, none had names. So still only the Gunners getting names, and I know that cause they have the ranks. 
    3. msalaba
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      ??? I wonder if something happened to the script vars...
      Enter the console command sqv MS_AR_RenameManager
      Scroll through the output and look for these vars:
      sNames_Female
      sNames_Male
      sNames_Female_Raider
      sNames_Male_Raider
      sWhitelist_Normal
      sWhitelist_Raider
      sWhitelist_Synth
      sTitleMap_BOS
      sTitleMap_Gunner
      If any = [], the name data is missing. (should be = ["somthing, somethingelse, ..."])
      There is an option to rebuild the name data in the settings holotape. (craftable at the chem workbench)
      Or you can use the console command cqf MS_AR_RenameManager BuildDataArrays

      If you edited the sheet names in the 'MS Name Data.xlsx' spreadsheet, the data will fail to import.

      I checked the 'Random Name' function of the gun. It will only apply a random name if the actor's current name is in the whitelist. I'll have to modify it so it doesn't care what the existing name is and add a confirmation. The original intent was to randomly name settlers if the auto rename system was turned off.
    4. MBOp
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      Effectively, the 3 whitelists appear empty. I haven't edited anything there. Picture here. Is there I way I can debug the file reading so I can know what's wrong? The names are loading fine, same for Gunners and BoS names.
    5. KeyserSoze802
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      So I have almost exactly same Issue as well, for me only gunners and brotherhood of steel get renamed. The rename gun does not rename unless manual is used and when I run the sqv MS_AR_RenameManager Command, sWhitelist_Normal sWhitelist_Raider and sWhitelist_Synth are blank. I generally play the game with a live papyrus log viewer running on another monitor, When I installed this mod I noticed an error out of the usual

      Spoiler:  
      Show
      [06/29/2022 - 03:02:21AM] error: Cannot remove elements from a None array
      stack:
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.BuildWhitelists() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 974
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.CheckAllWhitelists() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1067
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.VerifyNameArrays() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1054
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.SetAutoRenameSystemEnabledState() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1401

      <truncated stack>
      [06/29/2022 - 03:02:21AM] error: Cannot remove elements from a None array
      stack:
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.BuildWhitelists() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 975
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.CheckAllWhitelists() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1067
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.VerifyNameArrays() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1054
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.SetAutoRenameSystemEnabledState() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1401

      <truncated stack>
      [06/29/2022 - 03:02:21AM] error: Cannot remove elements from a None array
      stack:
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.BuildWhitelists() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 976
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.CheckAllWhitelists() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1067
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.VerifyNameArrays() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1054
      [MS_AR_RenameManager (84000800)].ms:autorename:quest:renamemanager.SetAutoRenameSystemEnabledState() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line 1401


      Looking at the script source seems to indicate those lines might be related. Also I was able to partially work around the issue by adding the name Settler and the raider names to the gunner whitelist, I also found I can't leave the prefix blank on the names added to the gunner whitelist if I want them to get renamed. Also my game is also in English.
    6. MBOp
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      Oh, alright, I can do that in the meantime while the author figures it out, it didn't occur to me. Thanks KeyserSoze802!

      Edit: I didn't leave the prefix empty, I added a space character to it and it worked like a normal rename.
    7. msalaba
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      Thanks for posting the error. Its telling me the mod failed to import the Whitelist sheet data from the spreadsheet.
      [06/29/2022 - 03:02:21AM] error: Cannot remove elements from a None array
      stack:
      [MS_AR_RenameManager
      (84000800)].ms:autorename:quest:renamemanager.BuildWhitelists() -
      "D:\Games\Steam\steamapps\common\Fallout
      4\Data\Scripts\Source\User\MS\AutoRename\Quest\RenameManager.psc" Line
      974
      The fact that the vars sWhitelist_Normal, sWhitelist_Raider and sWhitelist_Synth are blank reinforce this.

      Open .\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\MS Auto Rename\MS Name Data.xlsx
      and verify there is a 'Whitelist' sheet and there are 3 columns of data.

      You can try re-installing the mod or extract the spreadsheet from the mod archive and running the rebuild names tool in the settings holotape to fix this. There is a small possibility the mod was corrupted on download, though I do not think only one sheet would be corrupted. The file I uploaded to the Nexus is good as I have downloaded it and installed it myself.
    8. msalaba
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      Another thought. What version of SUP F4SE do you have installed? I'm pretty sure I'm still running v5.00. There is a very small chance something changed in a newer version and it doesn't like the sheet name 'Whitelist' You could try installing version 5.00 and see if that fixes it. If it does, let me know so I can contact the author of SUP F4SE about it.
    9. MBOp
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      1. I sent a picture of that sheet without edits previously to the thread and this was the behavior with me not even opening the file. I tried downloading again, it definitely rebuild the names (cause I changed the list at some point even though it was not working), but the whitelist remains empty.
      2. I downgraded to 5.00 and the lists are still empty. See images.

    10. msalaba
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      I sent a picture of that sheet without edits previously to the thread and this was the behavior with me not even opening the file.

      I missed that... Looking at the pic, you indeed have 3 columns of data in a sheet named Whitelist.

      What did you use to edit the spreadsheet? Maybe its not saving with the proper format. (xlsx) As Open Office can not save xlsx spreadsheets, I ended up using Google Sheets. IIRC, I had to export the spreadsheet.
      xlsx File Extension
      ?
      Try renaming your edited spreadsheet (.\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\MS Auto Rename\MS Name Data.xlsx) and copy the one from the mod archive to rule out file issues. Then run the rebuild name data tool.

      Note: I only allow the tool to run once per game load. (to prevent spamming) I don't think I added a message saying the tool won't run again.
      You can use the console command cqf MS_AR_RenameManager BuildDataArrays to get around this limit.
    11. MBOp
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      Try renaming your edited spreadsheet (.\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\MS Auto Rename\MS Name Data.xmlx) and copy the one from the mod archive to rule out file issues. Then run the rebuild name data tool.

      Already did that yesterday, got the names back but the lists are still empty. Is the console command different than rebuilding from the settings tape?
    12. msalaba
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      The console command calls the same function as the rebuild tool.

      I'm at a loss as to why only that one sheet fails to import. The same SUP F4SE function is used to import the other arrays. (which seem to be importing fine) Its not a load order issue as this mod does not override any forms.

      It seems unlikely the spreadsheet is corrupt. Link me a copy so I can rule that out. The only other guess I have is to uninstall the mod, (make sure all mod files are deleted) re-download and reinstall it. There is a chance its a corrupt download issue. The most unlikely guess is you edited and re-compiled the RenameManager script.
    13. KeyserSoze802
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      For me All three columns exist in XLSX the I am using version 7 of Sup. I could try version 5 of sup. I use MO2, a redownload and reinstall of this mod was not helpful. When I reinstalled the mod and changed the xlsx  I went back to a save before I ever installed this mod. I have no idea how safe reinstalling sup or rename anything mid save would be. My current character is level 58, Sooner or later I will start a new save. When I do I can try bug testing this mod more. I have a relatively stable load order but have hundreds of mods installed a conflict could be anywhere. For example AAF both increases both max array size and attempts to rename leveled actors within in its API during an API call. This change seems to only exist in the AAF UI.  Putting a space In the prefix slot for names added to gunner list effectively removed the need for prefix  so I'm happy with the workaround for now.
    14. msalaba
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      MBOp already tested the SUP F4SE version theory. That is not the issue. Reinstalling mods during a playthrough should not be an issue. The important thing is all mods present when the save is made are present when the save is loaded. (clean save = bad)

      I do not see how this could be a mod conflict. When the mod startup up the first time, it uses SUP a F4SE to import the xlsx spreadsheet to several data arrays. Its strange that only one sheet is failing to import. An NPC can fail to be automatically renamed if the default name is not defined in the spreadsheet. This can be remedied by adding the name to the spreadsheet and rebuilding the name arrays. By defining whitelists this way, patches are unnecessary.

      I'm not familiar with AAF. Can you post a link?

      I have no MO2 experience. I wonder if that is the issue. Can MO2 directly install a mod instead of using the virtual file stuff? If not, you could try uninstalling the mod from MO2 and directly installing it by extracting the mod archive to {your steam install path}/Steam/SteamApps/Common/Fallout 4/Data/ then use MO2 to enable the mod. Or you can use the in-game mod manager to enable it instead.
    15. MBOp
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      Ok, I finally figured it out. The variable sSheet_Whitelist doesn't have the capital W at the beginning in game. So is not reading the sheet "Whitelist". Changing the sheet to "whitelist" solved the issue and now the arrays are read. The source code says another thing, so it's weird. Either is not the proper source or the game is changing the variable somehow. 

      Proof:
    16. msalaba
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      Of all the Toddery I have encountered, this wins first place! I have seen this happen when defining variables in the Creation Kit. Wood magically becomes wood... Thank you very much for letting me know. I could have spent the rest of my days and never figured that out.

      It seems I'll have to contact the author of SUP F4SE to give them a heads up. Either the SUP F4SE functions will have to be changed to be case-insensitive or I'll have to change a bunch of vars and the sheet name to lower case.
    17. MBOp
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      No problem, I hope it helps other users.
    18. msalaba
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      I updated this mod to v1.0.4 which *should* solve this issue. (Todd willing)
    19. MBOp
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      Would I have to go back to "Whitelist" though? Or is non case sensitive? Cause I definitely edited other parts of the file so I won't replace.
    20. msalaba
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      Yes, change the sheet name back to "Whitelist" I ended up removing the string variables, using literals instead, thus removing the power of Todd from the equation. Make sure you have a backup copy before upgrading. I don't know about MO2, but Vortex will remove all existing mod files when upgrading a mod.
    21. KeyserSoze802
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      Glad to see this has been resolved never would have noticed the noticed the cases myself.
    22. msalaba
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      I would have never noticed either! The string vars have always been capitalized in my games. At least 20 new games were created over the course of developing this mod.

      JonathanOstrus#2640 said:
      Papyrus stores all strings in a game string table. If another script, at any time, defined any string as "whitelist" then that gets stored in the table. Another script later assigning a string as "Whitelist" will get "whitelist" instead.
      So its likely you have another mod that assigned the string var first.
    23. someguynamedjoe
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      I'm having this exact same bug. It's back. Everything except the Brotherhood of Steel and Gunners refuses to be renamed. SUP updated a few days ago, I wonder if that's the cause of it.
    24. Daart01
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      So I had the same issue(it worked last playthrough, refused to work on the new one) and just tried to rename the "Whitelist" sheet to "whitelist", ran the console command sqv MS_AR_RenameManager before and after rebuilding data, name lists for normal, raider and synths were blank before rebuilding, populated after.
      So it's still the same thing, rename the sheet and it should work.
  4. rakrak123
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    im sorry but this mod straight up does not work right anymore
  5. fsv17reg
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    Спасибо за этот замечательный мод!!!
  6. HEROTHEORY
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    Does this rename "wastelanders"?
  7. SoraBlade6
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    For me, i think the MCM Settings Manager mod breaks this. I used it to load my settings, and now nothing is auto named while my manual naming still works. Ill try loading the mod before my settings first.
    1. SoraBlade6
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      well that wasnt it then. no clue what happened sense i dont have anything else that renames things other than this. It worked on the very first install. thats it. No automatic renaming happens and the settings are on with no conflicts.
  8. Zombie65
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    So, in my last game the mod was working fine Raiders Gunners Synths etc were all named but now in my new game only Gunners are named but everything else is not. is there anything I can do to fix this? Would other name mods effect it? Thank you.
    1. msalaba
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      > is there anything I can do to fix this?

      Do you have the option to rename "enemies" turned off?
      Are you using the latest version?
      Did you try the holotape option to rebuild the name data?
      Did you edit MS Name Data.xlsx spreadsheet?

      > Would other name mods effect it?

      No. If an NPC isn't named something in the whitelist, its ignored.
    2. Zombie65
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      No, I don't but I also should have mentioned that Neighborhood Watch DC Security and other NPCs are not named in this game like its only Gunners and BOS that are. My bad.
      Yes, I am.
      No, I haven't done anything with the name data.
      No, I haven't done anything with the spreadsheet.
    3. msalaba
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      Load the settings holotape and go to the Advanced Name Data Menu.
      Select Rebuild Name Data then select Turn Recheck Actors ON.
      From the main menu, select Auto Rename Nearby NPCs and see if any NPCs were actually renamed.

      You can also verify the MS Name Data.xlsx file exists at {Steam install path}\Fallout 4\Data\F4SE\Plugins\MS Auto Rename\
      You might need to re-install the mod to fix this. Then do the above steps again.
    4. Zombie65
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      Thank you very much i'll try that
    5. someguynamedjoe
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      Did you ever fix this? I seem to be having the exact same problem.
    6. Zombie65
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      I found out I had multiple rename mods enabled that conflicted
    7. someguynamedjoe
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      Ah, yeah. This is the only one I have, unless SS2 counts. I'm sure of that.
  9. someguynamedjoe
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    Okay, I'm at the end of my rope trying to fix this. It was working just fine until today, when all of a sudden it just refuses to rename anything from the first page of MS Name Data.xmlx. It's this page, specifically. It's renaming the Gunners just fine, I went to a place full of them to check. So far I've tried a clean reinstall of the mod, rebuilding the name list, turning the recheck names option off and on, reloaded the save a million times... I'm about ready to give up.

    EDIT 1: Okay, so I tested this by going back to a previous save when I knew things were working. It continued working UNTIL I rebuilt my name data, and then it stopped again. It does this even with a clean install of the mod (i.e. the unedited MS Name Data.xmlx that came with the mod), so something is going wrong in the rebuild process.

    EDIT 2: On a hunch, I spawned a random Synth, and used the hotkey to assign a random name. It named it 'Walter,' which... is not a Synth name. I then used the hotkey again to try to reset it to its default name, and it didn't do anything at all. I think I might know what the problem is. Let me try something...

    EDIT 3: Okay, now 'reset to default' is working, but it's still refusing to rename anything on from the first page's whitelist. Just tested again by spawning a random Gunner, it renamed it as expected. Raiders and Synths just refuse to be renamed no matter what.

    Okay, I give up. I've tried everything. I even tried a clean reinstall of the mod, and it did nothing. I'm wondering if the latest update to SUP from a few days ago broke something.
  10. HardwiredMike
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    Is there a way to rename Nora (Spouse)? I try and it always resets back to Nora. Found a way and going to leave this for anyone else who needs to figure out how to rename spouse. Thanks to user charizard0504

    https://forums.nexusmods.com/index.php?/topic/5373050-rename-anything/?p=84809333

    1. open console "~"
    2. click on Nora to get her ID
    3. type "setname" (w/o punctuation marks and hit enter) >> now it will tell you that Nora was not renamed etc.
    4. finally, type setname "her new name" then hit enter. >> she should have the new name that you specifically chose.
    1. analyst12
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      This is weird...it worked at first but then her name reset after "Reunions." I can't change it all now. Same thing happened with Dogmeat. Any tips?

      I should mention: I'm running "Synthetic Love" and trying to rename the Synth-generated Nora. I've also tried the character looks refresh trick (respawning original Nora and making the changes to her) and have tried resetting the original's name as well. Usually, changes applied to the original apply to the Synth. Again, it worked at first, but not anymore, so I'm not sure what went wrong.
    2. analyst12
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      Got it! This method works as long as the NPC is not an active companion. As soon as I dismissed Synth Nora and Dogmeat, I tried it again and it worked. Really appreciate the original troubleshooting! Hope this helps someone else.
  11. Roxana
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    I have wasted hours on this: I keep getting the "not all plugins are installed" when I try to use the holotape(necessary as I cannot rename anything and the MCM is useless). I have installed tim, SupF4se, rename anything (and fallui) countless times as well as this mod. I even re-installed F4SE for the hell of it. I cannot even rename via Family Planning Enhanced 's NumPad5 method now. Is there an alternative to simply wiping all of the involved mods and staying with FPE's NumPad5 method? I ask as I am close to dumping this mod and the others as life is too short.
    1. analyst12
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      I had this too, but I used the holotape in-game to force load the mod. Works fine now.