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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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Bethesda for the Creation Kit Creators/authors of FO4Edit Seddon4494 for his tutorial on creating NPC's Fallout 4 Creation Kit Tutorial - NPC KingGath for his Bethesda Mod School series and code that showed me how to create the recruitment perk devilswish182 for Endless Warfare which was the inspiration for this mod.
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Changelogs
Version 4.2
Bug Fix to stop the new Doctor / Trader Nomads from spawning as children when runnign Orphans of the Commonwealt. See description page for more detail.
Version 4.1
Content update/bug fix for hostile child Nomads. Added Triggermen, Nomad Traders, Nomad Doctors, and Friendly Nomad spawn status.
Version 4.0
Repackaged and re-released as an ESL tagged ESP. Read the mod description for important considerations. The new version is not compatible with older versions of my mods.
Version 3.5
Minor bug fix and enhnancment to Nomad hint script.
Version 3.4
Nomads should no longer initiate settlement radint quests for which they lack the dialog; improved the optional hint that a nomad is nearby.
Version 3.3
Fixed the protection holotape menu option so it did not disappear when protected was set.
Version 3.2
Essential removed as an option as Essential was not compatible with my recruitment framework.
Version 3.1
Added a holotape option allowing Nomads to be set as Mortal, Protected or Essential
Version 3.0
Added vanilla civilian robots to Nomads, Added a craftable configuration holotape.
Version 2.0
Removed the recruitment perk, recruiment now handled by a stand alone frameworkd (RL_Recruit_Framework). Changes made to spawn system to decrease frequency of nomad spawns. Level multiplier and stats reverted to vanilla values Optional file added for those who want Nomads that have more health / resists
Version 1.1
Fixed recruitment perk, added player faction to recruitable nomads for easier faction quests.
I caught an oversight on my part that is related to the hostile child nomad spawns.
I discovered that Nomad doctors / traders will very rarely spawn as children. They will actually fill the same function but can't audibly say the actual lines. This only occurs when running Orphans of the Commonwealth with Nomads. It is because I use the Workshop NPC template for normal human settlers, and changing the actual template for the Nomad Doctors and Nomad Traders to the LCharScavenger template should address this issue. The optional files all had to be updated as well to support this change. if you don't run Orphans, you don't necessarily need to update at this time.
Updated 9/30/2023
Fixed bug where invlunerable hostile child Nomads would spawn, thanks to Babaloo321 for identifying an easy fix.
Corrected the plastic component needed to create the holo-tape.
Added Triggermen Nomads per a member request.
AddedNomad Doctorsand Nomad Traders (requires vanilla Nomads to be enabled, can be enabled/disabled with the holo-tape). Note: these should be very rare spawns, and not appear nearly as often as vanilla Nomads. In my testing playthru, I had about 24-36 hours of game play before I saw a trader and, ~2 days game play before I saw a doctor.
Added a Friendly Nomad Spawn status to the holo-tape which shows the number of friendly Nomad's spawned, the number killed, and the number still alive. Note: these numbers will only be accurate for this version when installed into a fresh new game. If installed into an in-progress game the numbers will be skewed, Killed nomads were not tracked in prior versions.
Important considerations Please READ :
If you are running an older non 'esl' version of this mod or any of the non 'esl' versions of the mods below in an existing game, do not upgrade. Start a new game. The prior (prior to 5/27/2023) versions of these mods (non esl tagged) are not compatible.Do not mix the old (non esl tagged) versions with the new 'ESL Tagged' versions of the mods below; you will corrupt your saved game.
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 is 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:
Random spawns from over 300 added spawn locations
Higher chances of typical settler spawns vs the normally hostile factions. Raiders, Mutants, Synths, etc... will be more rare.
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 the did as raiders, gunners, synths, mutants.
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.
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 only a 70% chance of firing when in range of a 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.
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.