Ever wondered why all those NPCs are dead? Turn back time and be part of the situation. Revives all the dead NPCs and gives Unique NPCs some more spice instead of a ground to sleep on.
Requirements
DLC requirements
DLC name
Automatron
Wasteland Workshop
Far Harbor
Contraptions Workshop
Vault-Tec Workshop
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
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 won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
-
File credits
Bethesda
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 007
Wayne Gorski, fixed invisible bug
Fixed EDID entries to default, vanilla
Version 006
Merged ESL and ESP plugin
Removed leftover files
Version 005
Added appropiate perks to Male/Female gender
Added missing female animation script to female NPCs
Removed facegear keyword from various unique NPCs
Unified unique NPC records
Version 004
Revived pink feral ghouls
Revived Scavenger (Mass State House)
Revived unique Randy (Spectacle Island)
Revived unique Mikail (Boston Common)
Version 003
Fixed Loot issues with Unique NPCs (they should drop appropiate loot now, it was gone due to wrong record flags)
Version 002
Revived more Scavengers, Gunners, Minutemen, Unique NPCs, etc. (basically those "hidden" behind "Enc" prefix plus some oversights)
Revived Settlers are set as Scavengers
Cleaned dismember on load for some former dead bodies (requires testing)
Revived the Taffingtons aka Suttons
Revived Emma and Josh, referenced both correctly since they werent reference appropiately by the game
Wayne Gorski is now glowing
Helena and Dutchman are referenced as RR agents
Hugos suicide is pending
The Jamaica Gang arrives simultaneously
Revived alot more animals such as Yao Guais, Feral Dogs, etc. pray such as Molerats or Brahmin shouldnt be revived (with very few exceptions)
Recharged Robots, Synths and Turrets
Removed former "Initially Disabled" flags from various Encounters (this shouldnt affect quests, requires testing)
Revived Barneys Crabbies
Re-enabled various Radscorpions (e.g. in the Glowing Sea)
Revived Raider in Concord Civic Access
Cleaned/Deleted Persistent flag leftovers (non of them should occur anymore)
Revived more Scavengers, Gunners, Minutemen, Unique NPCs, etc. (basically those "hidden" behind "Enc" prefix plus some oversights)
Revived Settlers are set as Scavengers
Cleaned dismember on load for some former dead bodies (requires testing)
This mod simply "revives" almost all NPCs - such as Feral Ghouls, Super Mutants, Traders, Raiders, Minute Men, unique NPCs, etc. You will see the Commonwealth from a different perspective. Former sleeping NPCs which had nothing better to do than to decorate the environment are now alive, got their name above their head and fight for the moment. This is how you should experience a post-war scenario AND NOT by exploring everything post mortem.
Preface
Originally created as a fun project but after a short test it turned out that it has potential. Since a lot of actors (approx. 1000) were set to "starts dead" by BETH, the mod offers a wide range of possibilities to be further expanded.
As previously mentioned, close to 1000 NPCs have been revived and can now be encountered in a variety of situations. The player often finds himself in combat scenarios which he can observe, avoid or actively participate. Some locations may be significantly more difficult. All in all locations feel much more alive.
Example: Super Duper Mart in Lexington, holds an additional of 25 "revived" ghouls ready. Jamaica Plain does no different and so do many other locations.
Installation
- New game recommended, mid-game use might not fully revive NPCs (cell respawn timer is probably your biggest enemy here)
Notes
- Any lootable corpse has been revived and got an appropiate AI record and will fight accordingly - Some former dead settlers are replaced by Scavengers - Very few NPCs have been replaced by other NPC types (e.g. Radroaches by Feral Ghouls in Sunshine Tidings) - Some NPCs require extensive testing and maybe set to "starts dead" again - Unique NPCs are partially difficult to track in game data, and eventhough many have been revived already, some might not be present (please report any missing actor but note, that as soon as you enter a cell NPCs fight each other and might die doing so) - If you see NPCs running away rather than fighting please report - NPCs who have been revived are noted in the Changelogs (above)
Spawn Highlights
The following locations (of course there are more) house a few dozen NPCs and are both interesting and very challenging:
- Boston Public Library - College Square (probably total overkill) - Dunwich Borers - Fens Street Sewer - Greentech Genetics - Halluci Gen - Jamaica Plain (probably total overkill) - Mahkra Fishpacking - Malden Center - Mass Fusion - Mass Pike Tunnel - Poseidon Reservoir - Super Duper Mart (probably total overkill)