I totally second this. As head of the institute along with your radio message, it really doesn't make much sense that you would be helping out regular settlers.
It actually works if you're the Director of the Insitute (practically it's because the mod is designed for the best mod compatibility, so neither vanilla nor mod added quests would interfere with it).
This mod initializes itself when Stage 1000 of The Nuclear Option (EditorID: MQ302) is set. Stage 1000 is the "completion stage" so it's set when one completes the game by destroying the Institute.
To intiailize the mod manually for an Institute playthrough, just open the console and type "SetStage RecruitInstituteMembers 3".
Hello, I'm having issue recruiting them. Janet just keeps saying "Why ? do u know of a good place ?.....Fine, just turn your back on us" and end the conversation. I tried both option of "pay me" and "looking for a place to settle?". if u could please help me :(( I really want to recruit them.
Thank you so much! This mod is exactly what I was looking for. The seed bank and the institute NPCs! Edit: Would it be possible to add T.S. Wallace from the "Pinned" mission or make a seperate mod for him?
Just FYI Eli's Armour Compendium was updated so you might want to check your patch for it. I forgot I had it loaded and found Z-1 walking around in his underwear.
Apparently this mod isn't PRP compatible. I recruited the institute members using the console command to start the mission and afterward I returned to the Institute just to see how empty the place looked. Floors were disappearing, walls were disappearing, whole sections of the room were winking in and out of existence. The entire place is a mess. It's going to be a real challenge trying to navigate around when I go back in with the Minutemen to destroy the Institute. Apart from that it's a very cool mod. All the Institute scientists are working for me now.
I couldn't avoid overwriting those Cell records unfortunately. Place PRP lower than this mod in your load order. You shouldn't have any glitches if the engine loads PRP after this mod.
How exactly does this affect the applicable characters? Do they vanish from the Institute and show up at Fraternal Post 115? It might make the Institute itself kind of empty, but in an Institute playthrough I rarely spend much time there anyway.
This would be cool for a playthrough where as Director I decide to reclaim the surface.
Different question: What level do these named characters, generic scientists, and synths have? Thanks!
Thanks so much for this mod. Its one that i realy enjoy and need. But i have one problem Justin Ayo dosent show up and Liam Binet is also missing but he might have comitted suiside so I dont know if he is in the mod att all. I havent killd Ayo and went thru all accessable rooms in the institut before I left. Is it a bug or can he die in his room or something ??
Open the console and type "00061C37.GetDead" to see if Justin is dead, and "000AB2EC.GetDead" for Liam. Also, you can replace "GetDead" with "GetDisabled" to see if they're disabled.
Before teleporting any NPC to the player make sure to use the command "TDetect" first which disables (toggles) AI detection globally for all NPCs, just in case. If Enable and MoveTo were successful, the command "CQF RecruitInstituteMembers PrepareInstituteMember RefID" should preapre the NPC to be recruited. Replace 'RefID' with the actual RefID of the NPC.
Hi, sorry to bother you again. Im doing something wrong. ayo has getdead0,00 and getdisabled 1 but when i try to enable him i get "enable is being called on ref(00061c37) even though it has enable state parent "(002460B4) this is not valid behavior and will be ignored" but trying to get him to me dosent work.
Love this idea, I'm turning 88 into a right proper science lab! I have one issue, and one request: Z1 wouldnt let me recruit him for some reason. I got everyone else no problem but he wouldnt respond. Also: X6-88: anyway you can add him to the list? I kinda miss my terminator sidekick
This works almost flawlessly for with the exception of Z1-14. Everybody else recruits normally after the initial interaction with Janet but for some reason I can't track down Z1 is invisible. The synth helping him out is still there helping him even though he's not there. I tried using the placeatme console trick mentioned earlier and that did make Z1 appear, but he immediately started trying to murder the helper synth tending to the invisible original. I do have Eli's Armour Compendium installed but I made sure the patch you provided is also active and loaded well after it.
I had a look in xEdit and the only red level error it showed was a pair of keywords in the mod itself that it looks like Eli's conflicts with but aren't in the patch. I don't know enough about modding to tell if that could be what's making Z1 buggy or not.
Hello. Does Gretchen still appear if Janet is dead? I somewhat prefer her, hah.
Also, can you help me understand the Custom Synth files please? I understand each add one (1) synth that may be found with a quest… but how is that different from the four of the main file?
Hi there First of all this mod is really great i do like the concept tho, but could you help me regarding the issue that i can't recruit other scientist (named and not) and synth and i only can recruit Janet & Enrico Family. I downloaded the ESL version for this mod for your reference.
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Would you consider adding the ability to send Institute characters/Synths to settlements for an Institute aligned player as well?
Thanks for all your work.
This mod initializes itself when Stage 1000 of The Nuclear Option (EditorID: MQ302) is set. Stage 1000 is the "completion stage" so it's set when one completes the game by destroying the Institute.
To intiailize the mod manually for an Institute playthrough, just open the console and type "SetStage RecruitInstituteMembers 3".
If it makes a difference, I installed the ESL files.
Edit: Would it be possible to add T.S. Wallace from the "Pinned" mission or make a seperate mod for him?
How exactly does this affect the applicable characters? Do they vanish from the Institute and show up at Fraternal Post 115? It might make the Institute itself kind of empty, but in an Institute playthrough I rarely spend much time there anyway.
This would be cool for a playthrough where as Director I decide to reclaim the surface.
Different question: What level do these named characters, generic scientists, and synths have? Thanks!
Honestly I don't remember their levels but I think Scientists keep their vanilla level and recruitable Synths level with player just like companions.
Are these protected settlers? Some didn't show up at the settlement and I wonder if they were killed en route. Thanks though, it does add flavor.
Thanks for all your great work.
I had a look in xEdit and the only red level error it showed was a pair of keywords in the mod itself that it looks like Eli's conflicts with but aren't in the patch. I don't know enough about modding to tell if that could be what's making Z1 buggy or not.
Thanks.
Also, can you help me understand the Custom Synth files please? I understand each add one (1) synth that may be found with a quest… but how is that different from the four of the main file?
First of all this mod is really great i do like the concept tho, but could you help me regarding the issue that i can't recruit other scientist (named and not) and synth and i only can recruit Janet & Enrico Family. I downloaded the ESL version for this mod for your reference.
Thank you in advance