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RlBaxter

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rlbaxter

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About this mod

Nomads adds randomly spawning settler recruits to the game world. Nomads & Lost Robots wander the Commonwealth, and sometimes wander into your settlements. These random Nomads include the normal settlers as well as scavengers, raiders, mutants, gunners, synths, robots, and Children of Atom. See mod description for full details.

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Changelogs
Inspired by Endless Warfare by devilswish182.

If upgrading from a version prior to v 4.0 (released 5/27/2023) see Upgrade Considerations article for important compatibility information

For past update history see: Update History


Known Issue:  03.09.2025  In my game play I have noted the Nomad spawn statistics are still incorrect.  I found yet another flaw in my calculations that was introduced by my attempt to fix it in the last version.  I am testing some changes and hope to have an update soon.  Notably this only impacts the statistics show via the holotape.  Otherwise, the mod is working as intended. Unfortunately there is no way to retroactively correct the stats, so once corrupted they will remain corrupted.

Updated 2/22/2025 (ver 4.3)

For full functionality of fixes and new features, recommend installing this only into a new game.  If installed into existing game, some of the fixes / changes may not apply fully.

  • Cleaned up mismatched records between the main mod and the more health option.  The two should be consistent now.
  • Corrected errors with the Statistics display in the holo-tape.  Numbers should now be correct (this only applies when starting new games.  If this version is installed into an existing game the stats will still be screwed up)
  • Added a configurable limit to the number of Nomads that will spawn.  Choices are 100% 50% 33% and 25% of the normal limit (normal limit is determined by your LVL, CHA, and the number of settlements owned).  If the number of Nomads still alive are greater than or equal to the limit then no further Nomads will spawn.  The current limit can be viewed in Statistics using the Nomads Settings holo-tape, but the limit does not refresh immediately when changing the % setting.  The limit only updates once a marker script fires (try crossing a few cell boundaries).
  • SKK Openworld compatibility is now native, no need for the optional Openworld patch mod.
  • Players should now be able to trade with all friendly (i.e. recruitable) Nomads.
  • Added farming animations to synths.  They should now have the same crop tending animations as other human settlers.

Limitations:
  • Non settler factions (raiders, gunners, mutants, synths, etc)  may not support the respective animations that normal settlers do, some or all workshop animations may not work for all nomad factions.
  • While a 'Talk' option will appear for the non-settler factions, there may be no dialog (i.e. no trading), or very limited dialog.
  • Trade does not work with Synth / Mutants, atm I do not have a solution.  You can trade with any settler using SKK Workshop Ownership Utilities with the Setter Command Menu enabled.

Nomads are randomly spawning npcs that will be found wandering about the Commonwealth.  Nomads include normal settlers, scavengers, raiders, gunners, synths, mutants, Children of Atom, and Lost Robots.  These Nomads can be recruited and added to your settlements.  Beware: not all Nomads are friendly.

Nomads features:
  • A configuration holotape is craftable at the chem workbench.
  • Random spawns from over 300 added spawn locations.
  • Higher chances of typical settler spawns vs the normally hostile factions.  i.e. Raiders, Mutants, Synths, have a lesser chance of spawning.
  • Intentionally slow spawn rate, this mod is not intended to  supply lots of recruits.  It is was created to add more immersion and to supplement other mods for settler recruitment.  Nomads might appear anywhere, so start exploring.
  • Nomads usually spawn as a single nomad and very rarely in groups of 2 or 3.
  • Faction personalities / voices retained.  i.e. Raiders, gunners, synths retain their 'enemy' personalities and voice.  
  • As such they will not have voice dialogs to be merchants.
  • These NPCs will randomly say their normal lines as they did as raiders, gunners, synths, mutants.
  • Child Nomads appear when using Orphans of the Commonwealth
  • Friendly 'recruitable' Nomads are mortal (not protected) by default, but as of v3.1 they can be set to Mortal, or Protected via the configuration holotape.  When toggling Mortal > Protected, or Protected > Mortal, the protection level changes for all existing Nomads as well as future spawns.
  • The base chance for a Nomad spawn can be set via the holotpape
  • NPC types can be set to spawn / not spawn via settings in the holotape.
  • An optional directional hint can be enabled via the holotape.  If in range of a Nomad, a randomly occurring hint will display in the Hud notification panel. The above hint fires on ~15s intervals and has a better chance of firing the closer you get to the Nomad.
  • There is a moderate chance that the Nomad(s) will be hostile.
  • Nomad spawns are dynamically throttled, the total allowed recruits is determined by player level, base charisma, and the number of owned settlements. Spawns will slow as the limit is approached, and stop when the limit is met.
  • As of v 4.3 the limit is configurable, you can set it to 100% 50% 33% or 25% of the normal limit to throttle the number of Nomad spawns.
  • Spawn chance is increased slightly by the player Charisma, but the CHR benefit decreases as total spawns approach  the dynamic limit.
  • Recruitable/friendly Nomads persist whereas hostile versions are temporary and will eventually de-spawn.
  • Dead nomads are removed when the player moves some distance from the corpse, so if you have dead nomads you want to loot, do so before you move far away.
  • Nomads sometimes wander into your settlements, but they are not automatically assigned, They must be recruited and assigned to a settlement

This mod was created to make settler recruitment more  challenging and immersive.  I rarely use settlement recruitment beacons, instead electing for mods like the ones listed in Alternate Settler Recruitment. 

My other mods that complement this mod:
Credits: