The spell the mod uses can be a little finicky when applying to NPCs in an existing game. It usaully works, but if you are having trouble, test with a fresh game, nd console in some new NPCs to verify whether the base mod is working or not.
SPID uses string parsing to match some of the alias spells, and therefore to work correctly some modules require the game to be in english. To change this, edit the string match in the DISTR file from what it is in english, to whatever language you're using.
If one of the modules isn't working for you, first make sure that everything is installed correctly, including SPID.
Check the po3_SpellPerkItemDistributorF4.log in your my games/fallout4/f4se folder, and make sure that the aliases are being registered correctly, you should be able to see the exact number of NPCs being renamed by each module.
Check the spid conditions in the module distr file, and compare it to the NPC you're testing with in xedit, mods that edit NPCs can make them no longer match the expected conditions.
Depends on what you mean by conflict. Presumably that mod either changes or adds new named NPC tiers. So you'd just need to modify the SPID distribution to account for it.
Got all the requirements. Did hours of troubleshooting. Unfortunately this mod doesn't work for a certain percentage of users for some reason that has yet to be ascertained. Will try to figure out the common denominator and report back.
Because I built it for myself, and I use the legendary only option, and there aren't any legendary minutemen. I think exoclyps has an expansion that adds it to minutemen though...
Love this mod. Makes the game so much better when they all actually have names.
One question though: Is it possible to stop the mod from renaming unique NPCs? It was weird walking into Swan Pond and Swan being renamed. Or various NPCs that are referenced by name, such as raider leaders in various locations, having their names changed.
That is why Unique NPCs lite is a required file. It correctly flags bosses as unique. Not sure about swan though, I wasn't aware he had an issue with his unique flag
Oh, don't know how I missed that. I thought I was being so careful to get all the requirements for any mod I installed. Sorry about that.
As for Swan, I'll check and see if it happens again or if it was a one time thing. I also just remembered that I had edited the Super Mutant Redux to make behemoths hostile again (didn't touch anything else), so maybe that could have had something to do with it. He was Swan before that. Not sure if that would cause him to be renamed/lose his unique flag, but I'll look into it.
I have been trying to get this working, started a fresh game with required mods and cheat terminal but still not getting renamed settlers. checked the name on the settlers and it's settler so no naming issue in SPID. All mods are installed and registered with the mod but it says some editorID don't exist but are in fo4edit. I can use Real Name Settler but no this mod but I like the look of the new names so keep trying to get it working.
This was happening in the room with a bunch of ghouls in the big dig quest. Just before you bust into the floor under the storage room. There were two ghouls with that, and every time I would try to save the game would freeze up on me, not sure if that part is relevant.
Hey WTF, I'm sorry it took me so long to get back to you. I did try to load this again and still cannot get the non-unique settler module to work. From my po3_SpellPerkItemDistributorF4.log:
[15:58:31:206] INI : Data\Alias-Settlers_DISTR.ini
it is definitely present. The only other module I got to test was Legendary Gunners, which is working fine. Is it possible this could be caused by an incompatibility with Diverse Wasteland? The settlers I spawned in to test Alias were from DW. Let me know if I can get you any other information. Would be amazing to get this working :)
Edit: it is not, I disabled DW and spawned in a base game settler (00155252) and was still unable to get them to have a name.
Thank you for this mod. I've moved from using Real Name Settlers and have made this switch mid game. I'm getting a log output similar to adestrix96 below and have noted that a new settler at Longfellow's Cabin is still named "settler". Am I correct in my conclusion that this mod doesn't cover the DLC's?
Also does not selecting any modules for a given character type eg ghouls and creatures create problems?...because I did leave those blank.
Try it in a fresh game, see if updating is the problem. Off the top of my head it should cover far harbour settlers. Not picking options in the installer just doesn't install those options.
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Any advice on how one would patch this for compatibility with those?
One question though: Is it possible to stop the mod from renaming unique NPCs? It was weird walking into Swan Pond and Swan being renamed. Or various NPCs that are referenced by name, such as raider leaders in various locations, having their names changed.
Not sure about swan though, I wasn't aware he had an issue with his unique flag
As for Swan, I'll check and see if it happens again or if it was a one time thing. I also just remembered that I had edited the Super Mutant Redux to make behemoths hostile again (didn't touch anything else), so maybe that could have had something to do with it. He was Swan before that. Not sure if that would cause him to be renamed/lose his unique flag, but I'll look into it.
Output from po3_SpellPerkItemDistributorF4.log
Edit: it is not, I disabled DW and spawned in a base game settler (00155252) and was still unable to get them to have a name.
Thank you for this mod. I've moved from using Real Name Settlers and have made this switch mid game. I'm getting a log output similar to adestrix96 below and have noted that a new settler at Longfellow's Cabin is still named "settler". Am I correct in my conclusion that this mod doesn't cover the DLC's?
Also does not selecting any modules for a given character type eg ghouls and creatures create problems?...because I did leave those blank.
Thanks again.