Fallout 4

About this mod

Turns Salem into a thriving and bustling town. Recruitable NPCs, Player Homes, Romancable Character, Outdoor Radio System, Stars and Stripes Dress, Unique Merchants, Random Conversations and many more...

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Russian
  • Mandarin
  • German
  • French
About this mod:

Turns Salem into a thriving and bustling town.

Features/Content in keywords:

 -   1. Recruitable Settlers (Sex, Race specifiable)
 -   2. Unique Merchants (18 human, 2 Mister Handy merchants, each has unique face and name)
 -   3. Player Homes (My House and Salem Apartment)
 -   4. Salem Outdoor Radio System (holotape controllable; supports mod added stations, allows frequency and volume control too)
 -   5. Salem Residents (adult and child residents, they have random (but characteristic) outfits (e.g, Flowery Dress with Sunglasses)
 -   6. Population Control (you can specify the population of adult and child residents)
 -   7. Location Improvements (custom Oil Lamps and Oil Lamp Posts, less debris, lot of idle markers)
 -   8. Nicole (romancable character: you can chat, flirt and even shower with her, date and cure her. All optional)
 -   9. Nicole's Home (a restored house, plenty of things to interact with (e.g., "working" Teapot, working shower, etc.))
 - 10. Salem Holotape (main controller)
 - 11: Random Conversations (plenty of random dialogues for Residents and Merchants)
 - 12: Donation Scene (a Resident or Merchant may approach you and donate you Caps if you're in the Minutemen faction)
 - 13. Smart Workbench Functions (extended take/store functions. E.g., Store all Junk, Store all Weapons, Take all Junk, Tale all Armors, etc.)
 - 14. Tax (as the Mayor of Salem, you manage the tax paid by the Residents and Merchants)
 - 15. Stars and Stripes Dress (U.S. Flag textured Sequin Dress, it can be recolored to Striped Dress (blue/red striped design with no flag))
 - 16. Pie Bobblehead (new Bobblehead that unlocks Pie Recipes)
 - 17. Pies (7×2 pies, each pie increases a S.P.E.C.I.A.L. stat and has unique color and flavor (e.g., Nutritious Watermelon Pie))
 - 18: Barney Rook (fixed vanilla bugs, has a rather sophisticated AI pack: sandboxing, patrolling, sleeping, watching the Market, etc.)
 - 19. Radio Console Functions (list of radio related console callable functions (e.g., user defined volume of speaker(s), custom frequency)

Grand Update:

Flourishing Salem v2.0, or the "Grand Update". Here are the new features I added:

 - 20. Build anywhere (turnes whole Salem into a huge settlement)
 - 21. Scrap anything (all vanilla objects in Salem are scrappable, debris, cars, houses, etc.)
 - 22. Residents Go to Sleep (most Residents and Merchants sleep at night, some stay in the Market; their sleep schedule is random)
 - 23. Programmable Salem Markers (Merchant Markers, Idle Markers; selectable Merchant shifts; Vendor Type; Animation Selector)
 - 24. Improved "Stay out of my Home" AI (lets you "ask" Residents/Merchants/Settlers to stay out of the Player Homes)
 - 25. Buildable Workshop Toolboxes (they act as workshop workbenches, can be built anywhere in Salem)

Initialization:


The mod initializes itself when you first arrive in Salem after completing Barney's quest (Gun Run). Please wait in Salem until the "Greet the welcome party" objective gets displayed. I've fixed some vanilla bugs so you should be able to complete it. If the quest has already been completed/bugged/failed by the the time you install the mod, it initializes itself instantly. If Barney has been killed/disappeared, he will be resurrected/enabled.

The mod does not have any effect before the Initialization. In other words, only you can turn Salem into a thriving community.


Features/Content in detail:

1. Recruitable Settlers

If Salem Recruitment Radio Beacon is on (it's on by default), recruitable Settlers may occasionally show up in Salem. In the Salem Holotape, you can specify their Sex and Race (this function is pretty similar to my Smart Recruitment Radio Beacon mod actually).







**************************************************************************************************************************************

2. Unique Merchants
Stores in Salem:

1. Trading Stands: Salem has 5 trading stands. Each Trading Stand is run by 3 Merchants (8-hour shift, they work in rotation). But there are 18 Merchants, not 15: because the Drink Stand has 6 Merchants). Each Trading Stand has one vendor chest (aside from the Drink Stand which has two). Their buying capacity is 450-550 Caps. They sell low and high quality products too (from Beer to Ice Cold Nuca Cola Quantum).

2. Fallon's Store: high quality clothing shop. Run by Darwin and Nicole. Darwin is a Mister Handy. He's the cashier and the tailor. Nicole's the manager. Buying capacity: 750-850 Caps. They mostly sell quality outfits (e.g., Clean Suits, Sequin Dresses, etc.). Similarly to Udo (see below), Darwin greets you when you enter the store.

3. Drumlin Diner: sells plenty of non-irradiated food and drinks. Run by Udo (the other Mister Handy). He's a cheerful, peppy waiter. Similarly to Darwin, he greets you when you enter the store. His buying capacity: 450-550 Caps. If you have the Creation Club content Coffee and Donuts Workshop Pack, he also sells Teas, Donuts and Coffee and his buying capacity is increased by 100-200 Caps.

(Not all Merchants are here).
(On the pictures: Rick, Arthur, Vicky, Jaycee, Ralph, Jenice, Karmen, Penelope, Freddy, Philip, Beatrix, Darwin, Udo)
















********************************************************************************************************************************************************

3. Player Homes

There are two Player Homes: My House (Mayor's house, so your house) and Salem Apartment. Both of them are gifts by the Residents to you. (There's a greeting scene in which they give you the keys as a thank you gift). The houses share resources (both inventory and build resources). They are navmeshed and count as exterior cells.
Note that in your Pip-Boy's Workshops list, "Salem" shows up, not the houses. The starting Happiness of Salem is 100. Base resources: 50 Food, 50 Water, 50 Defense, 100 Power. That means Salem is self sufficient, no need to plant crops.

My House, or Player's House: modern, restored house in North Salem (three houses away from the Rook Family House). Interior: white marble (intended to be Bianco Carrara) and black wood (I suppose it's Ceylon Ebony). Size: two story + attic. Workbench: black painted toolbox in the attic. It has three doors (front door, back door, balcony door). The balcony is facing north east so, (if you wake up that early) you could be first one to see the sunrise in the Commonwealth.











Salem Apartment: a restored apartment right near the Market. Interior: rustic design (American Black Walnut and stone tile walls). Size: pretty huge, four story building. The apartment is pretty tall (from the topmost story, you can see even the Prydwen and the Mahkra Fishpacking). Workbench: blue painted toolbox, ground level.














Buildable glowing Power Switches. Two variants: cool and warm light. (Workshop >> Power >> Connectors & Switches).



********************************************************************************************************************************************************

4. Salem Outdoor Radio System (SORS)

Practically, it's a similar radio system that The Castle has. However, I've placed a lot of speakers in Salem (mostly near the Market and the church) so SORS has much better surround sound. It can be turned on/off from the Salem Holotape (submenu "Radio Settings").

Change Frequency/Volume Control/mod added radio stations: please see Radio Console Functions.





********************************************************************************************************************************************************

5. Salem Residents

Residents' inventory is random: they carry Caps, (those who wear expensive clothing usually have more Caps), food, they have characteristic outfits (e.g., Flowery Dress with Sunglasses), and have 10mm Pistols with random mods. (Weapon dealers have unique, more powerful guns).

You can trade with them by talking to them. Their Hello lines requires activation so they greet you only if you talk to them.








********************************************************************************************************************************************************


6. Population Control


From the Salem Holotape, you can specify the population count of Residents and Child residents (separately).





********************************************************************************************************************************************************


7. Location Improvements


1. Oil Lamps and Oil Lamp Posts: first of all, these are not the DLC oil lamps as the mod doesn't have any requirements, these meshes are made by me. They come in two versions: 1. Shadow Caster. 2. Non-Shadow Caster.
 -  I. Shadow Caster: looks pretty nice but requires a pretty decent GPU. Disabled by default.
 - II. Non-Shadow Caster: this one looks nice too and if you have a less powerful GPU, you might want to stick with them. Enabled by default.
To switch to Shadow Caster oil lamps, open the console and (without the quotes) type:
"CQF RepopulateSalem_Quest TryToSwitchOilLampPosts 0"
To switch to Non-Shadow Caster oil lamps, type:
"CQF RepopulateSalem_Quest TryToSwitchOilLampPosts 1"
2. Less debris and fallen tree branches, no skeletons.
3. Lot of idle markers and idle furnitures for NPCs (e.g., Smoke markers, Shopping markers, Cooking Stations, Cooking Spits). (Note: you can access to the workbenches of the Player Homes through the cooking workbenches by pressing "Transfer").

Oil Lamps - Shadow Caster:


Oil Lamps - Non-Shadow Caster:


Salem, Starting Happiness.



********************************************************************************************************************************************************

8. Nicole - Romancable Character


When you first arrive in Salem (after the mod has been initialized), Nicole approaches you and thanks you for making Salem a safe place. In the intro scene, you can optionally flirt with her and ask her to go on a date with you. This is not a once-in-a-lifetime chance: you can date her later and date her again. If you ask her to go with you, she becomes a temporary follower: she follows you for up to 12 ingame hours. You can ask her to leave anytime of course. During the date, when you approach a bed, instead of "Sleep", "Sleep with Nicole" will be visible as and an activate choice.

Illness scene: random, repeatable, rare misc quest. If you've had romantic relationship with her, she may tell you she doesn't feel right and ask you to take at a look at her (she doesn't like doctors). You can agree or refuse to help. If you refuse to help, she will be sad and will sit down on the ground in her house for a few hours. If you cure her, she will wake up on a gurney in her house and then you get to (but don't have to) choose a reward (tell "surprise me", ask for money, making love).

Her daily schedule:
 - During daytime, weekdays: she works in the Fallon's Store with Darwin. She occasionally hits the Drumlin Diner.
 - During daytime, weekends: sandboxes in Salem.
 - In the morning/in the evening: sandboxes in her house (lot of idle markers are there).
 - Before Sleep: goes to shower. She closes (and locks if you haven't dated her) the bathroom door, undresses and starts showering. Then, she puts on a Bathrobe and goes to sleep. If you had romantic relationship with her before, you can shower together... To do that, open the door and talk to her. Once you've finished "showering", she may starts an "after-shower" conversation.
 - Sleep (after showering and if you haven't equipped her with another outfit, in Bathrobe)














******************************************************************************************************************************************************************

9. Nicole's Home


A restored house above the Fallon's Store. Owned by Nicole. (Note: her possessions are not marked as owned, nothing is "owned" from the mod actually). Features/Content including:
 - Useable Teapot (you can drink Tea by activating it, each cup restores 50 Health)
 - Working sinks
    - Kitchen Sink (allows you to drink)
    - Bathroom Sink (animated running water, visual enhancement)
 - Plenty of idle markers (smoking, push up, sweeping, staring the bathroom mirror, washing dishes, enjoying music, etc.)
 - Working shower (animated running water, visual enhancement)
 - Nicole's Terminal (lets you to lock, unlock the doors and to turn on/off the Desk Fan, also contains a message to anyone who...)
 - Nicole's Dairy, Key, Note, etc.
























********************************************************************************************************************************************************


10. Salem Holotape


Every setting this mod has can be accessed through this holotape. It's in the steeple (misc quest objective shows its location).




********************************************************************************************************************************************************


11. Smart Workbench Functions


Extended take/store interface for all Workshop Toolboxes (e.g., Store all Weapons, Take all Armors, etc.).




********************************************************************************************************************************************************


12. Random Conversations


(Not all conversations are here because I didn't have the patience to record all of them).















********************************************************************************************************************************************************


13. Donation Scene



A Resident or Merchant occasionally approaches you and donates you Caps if you're in the Minutemen faction. You can accept, thank or refuse it.




********************************************************************************************************************************************************


14. Tax


Residents, Merchants pay tax weekly. As the Mayor of Salem, you manage the tax income.

The tax (Caps) get added to Salem's workbench (don't forget that My House and Salem Apartment share inventory resources so you'll see the money whichever workbench you open). Tax amount: 50-100 Caps/week.


**************************************************************************************************************************************


15. Stars and Stripes Dress


Unique U.S. Flag textured Sequin Dress. It can be found in Nicole's Home. It comes in 6 variants: 4 U.S. Flag designs, 2 Striped (blue/red stripes only). The Dress is modifiable at any Armor Workbench (that's where you can switch between designs). If you choose a striped variant, the dress will be renamed to Striped Dress.

Provides +3 Charisma as a Legendary Effect. Compatibility: since it's just a texture pack, it should compatible with any custom body textures and meshes you may have that are compatible with the vanilla Sequin Dress.





**************************************************************************************************************************************


16. Pie Bobblehead


Since Nicole is a kitchen fairy, I thought I add some new recipes and desserts to the mod as well. To unlock pie recipes, you need to take the bobblehead. It's in Nicole's Home.




**************************************************************************************************************************************


17. Pies


There are 7 (normal) and 7 (nutritious) pies. Each one increases a S.P.E.C.I.A.L. stat (e.g., +1 Endurance for 3 hours). Nutritious pies: they require a bit more ingredients and they give +25 Health too (e.g., +1 Endurance and +25 Health for 3 hours). You can bake them at any cooking workbench.








********************************************************************************************************************************************************


18. Barney Rook


Barney's alive and well and happy to live in Salem. His daily schedule:
 - Daytime:
    - Patrolling in Salem ("The Salem Volunteer Militia never rests!")
    - Shopping in the Market
 - In the morning/in the evening:
    - Sitting in a chair on the top of his house, watching Salem and the sunrise/sunset
    - Sandboxing in his Bunker
    - Before Sleep: sandboxing in his Bunker
 - Nightime 
   - Sleep







**************************************************************************************************************************************


19. Radio Console Functions


A list of Salem Outdoor Radio System (SORS) related functions that I didn't implement into the holotape. (It would be time consuming to navigate through holotape menus to select the numbers of a radio frequency or volume).

Syntax: "CQF RepopulateSalem_Quest Function Parameter"

Like: "CQF RepopulateSalem_Quest SetRadioFrequency 102.30" (this tunes SORS to frequency 102.30).

1. SetRadioFrequency FrequencyToSet
Description: tunes the SORS to FrequencyToSet.
FrequencyToSet: frequency of the radio station.
Notes: this function lets you to tune the SORS to mod added radio stations. You need to know the custom radio's frequency.

2. SetRadioVolume VolumeToSet

Description: modifies the volume of all Salem Speaker references to VolumeToSet.
VolumeToSet: volume of the speakers. Valid range: 0.0-1.0. Default is 0.8.
Notes: changes the volume of all speakers.

3. SetSpeakerVolume SpeakerRef VolumeToSet

Description: modifies the volume of a selected SpeakerRef to VolumeToSet.
SpeakerRef: RefID of a Salem Speaker reference.
VolumeToSet: volume of the speaker. Valid range: 0.0-1.0. Default is 0.8.
Notes: you can tweak the surround sound of SORS by changing the volume of only one speaker. To get the RefID of a speaker, you need find one and click on it in the Console. Speakers are placed on electric poles.


**************************************************************************************************************************************



20. Build anywhere


Salem (the whole area) is a "full settlement". You can build anywhere. I also increased the build limit. Happiness bar is visible.




**************************************************************************************************************************************


21. Scrap anything


You can scrap any vanilla object in Salem. Be careful not to scrap something that you might want to see later.




**************************************************************************************************************************************


22. Residents Go to Sleep


Residents and Merchants sleep at night (Settlers do too but they due to their workshop AI). They sleep in "Residential Homes". These homes are accessible only for vanilla Residents and Merchants through "Buildable Residental Doors".

Sleep Schedule: it's randomized. As the night gets darker, sleep chance increases (e.g., at 11pm 80%, at midnight 100%).

Residents don't go home at the same time (due to the random sleep schedule). Not all residents go to sleep, a few of them stay on the streets, idling at Idle Markers, talking with other residents, etc.. Night shift vendors don't go to sleep either.


Buildable Residental Doors: I've placed 12 of them in Salem but you can of course place additional ones, as many as you like. Residents and Merchants go home through these doors. Workshop Mode >> Structures >> Doors.






********************************************************************************************************************************************************


23. Programmable Salem Markers


They are visible in Workshop Mode and when "Allow Editing Markers" is checked (see Edit Mode below). Workshop Mode >> Furnitures >> Miscellaneous

There are two types of Salem Markers:
1. Merchant Markers
2. Idle Markers

1. Merchant Markers: one marker can have up to three "linked" vendors. Each vendor works an 8-hour shift. Their shifts are optional. Any vanilla Merchant, Resident, or recruited Settler (including Unique Settlers) can be vendor. Vanilla Merchants (e.g., Joyce, Udo) automatically get linked to their markers at their selling places. Merchant Markers can be converted to Idle Markers. You can change the animation of the vendor / idling resident (see Animation Selector below).


2. Idle Markers
: residents occasionally travel to and idle at Idle Markers. Convertible to Merchant Markers. Animations are optional (see Animation Selector below).




How to program Salem Markers?

1. Allow Editing Markers: to program Salem Markers, you need to allow the Edit Mode globally for all markers. This will make all markers visible (regardless whether you're in Workshop Mode or not). This setting is in: Salem Holotape >> Main Menu.

2. Start Edit Mode: once "Allow Editing Markers" is checked, approach a Salem Marker and press "Start Edit Mode" (secondary activate choice). This will add a secondary activate choice "Select actor". It can be used for designating vendors to Merchants Markers. When a marker is in Edit Mode, it's selected for editing.

3. Exit Edit Mode: simply exit the marker's Edit Mode by pressing "Exit Edit Mode" or unchecking "Allow Editing Markers" in the holotape. By exiting Edit Mode the "Select actor" button gets removed too.


How to designate vendors to Merchant Markers?

Once you've started Edit Mode on a Salem Marker, approach a resident and press "Select actor" (secondary activate choice). Choose the "Shift" that you would like them to work. The actor panel shows the current game date and time so you'll see the current shift.






How to clear vendors?

Approach the marker that is Edit Mode, press "Info" and select "Unlink Merchant".





Change Vendor Type:

Approach any vendor (doesn't need to be linked to the marker that is in Edit Mode), press "Select Actor" and select "Change Vendor Type".




Animation Selector:

To change a Salem Marker's animation, approach a Salem Marker (it doesn't need to be in Edit Mode), press "Info" and select "Change Anim".

There 18 animations you can choose from. Select the animation of the resident (Idle Markers) or the vendor (Merchant Markers).








Convert Merchant Markers to Idle Markers / Convert Idle Markers to Merchant Markers:

 - Merchant Marker ==> Idle Marker: residents will occasionally idle at the markers and vendors won't work at them
 - Idle Marker ==> Merchant Marker: vendors will work at the markers and residents won't idle at them




********************************************************************************************************************************************************


24. Improved "Stay out of my Home" AI


If "NPCs can enter Player Homes" is unchecked, resident can't go inside Player Homes.




********************************************************************************************************************************************************


25. Buildable Workshop Toolbox


You can build as many Workshop Toolboxes as you'd like. They act as a Workshop Workbench. Workshop Mode >> Furnitures >> Containers.