This fellow is the only cut content settler I've found so far (and it was an accident), but I'll keep looking. I'm also looking into restoring Ben Gibson, but that might be beyond my ability since he's a random encounter rather than a settler. Old Man Billy is on my radar, too, but I don't know his story. This mod repurposed his unique dialog into a basic companion, though.
In any case, I have several settler/settlement mod ideas I'm exploring, so if you like this "new" settler, you'll probably like what I'm cooking up for the future (if the ideas actually work, of course).
I've actually talked to LarannKiar about Ben Gibson, as they've made plenty of settler-related mods, and they said that he's on their list of NPCs to bring back into the game.
And I'm always on the lookout for mods that add more settlers to the game, I already have mods like Recruitable Settlers and Settlers of The Commonwealth installed, so I have no doubt that I'll like what you're planning on releasing in the future. What is this idea you're working on?
That's good to hear. I'll leave Ben in her capable hands.
Do you have rlbaxter's "Recruitable NPCs," "Animal Rescue," and "Nomads" as well? I use all of them, and they're 100% worth it.
As for future plans, the mod I'm currently working on (through which I found the Tenpines settler) started as a simple naming mod that gives proper names to the preexisting settlers at Tenpines, Somerville, and the like. If I were to stop there, I could upload it right now, but there are some mods out there that already do this, so I'm considering some other worthwhile "tweaks" to set my mod apart from the others.
Hopefully it won't dissuade her from releasing her own version. She's a wizard with dialog interactions between NPCs who, under normal circumstances, would never even meet, let alone have conversations.
If you want alternatives to recruiting settlers beyond vanilla recruitment beacons, Nomads does this while still feeling like a vanilla feature. However, I would recommend using the console to acquire the holotape and configure it before leaving the vault. Nomads are mortal by default, but you can switch them to protected with the tape. Unfortunately, the tape has to be crafted at a chem station, so any Nomads who spawn before the protection flag is configured in the tape will remain mortal. Thankfully, Nomads don't spawn until you exit the vault, so grabbing the tape with the console and setting it up before leaving will prevent mortal Nomads from spawning.
I can recommend most of the mods listed in the thread below with BigBozat, and the only reason I'm not recommending all of them is because I'm not familiar with some of them. The various recruit mods I use allows me to fill up my settlements surprisingly fast--perhaps even too fast--so if you prefer the slow population growth associated with recruitment beacons, but would also appreciate alternative recruitment methods, you may not need anything more than Nomads. Just set the holotape to spawn only "vanilla" nomads (protected, of course, unless you want them mortal) and reduce the spawn rate to its lowest setting, and you're good to go. From there, as you travel the Commonwealth, you'll occasionally run into a Nomad who you can recruit and send to a settlement.
If you're okay with faster growth rates, though, my first recommendations are Recruitable Settlers, Recruitable Settlers: Far Harbor, Settlers of the Commonwealth, and Recruitable NPCs. All of the settlers in those mods are unique individuals with unique names, most have unique faces and backstories, many have unique skills, and those from Settlers of the Commonwealth have unique voices and dialog as well. They are fixtures in my load order for any playthrough that focuses on settlements.
Edit: Just noticed that you already mentioned that you use Settlers of the Commonwealth, Recruitable Settlers, and the like, but I'll leave what I wrote for anyone else who happens by this thread. In general, though, settler variety is my primary concern, so I'm always looking for mods that let me recruit settlers with unique faces. Nomads ranks high for me because of how it works, but also because it benefits from the variety of Better Settlers. Portable Cloning Device is fun in that, if I want a settler who looks like Maxon or Glory or Abbot at the Wall, I can shoot them with the cloning gun and recruit the ensuing clone to my settlement. The Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers fit in here, too, as they can accept face presets, whereas generic settlers cannot.
Ultimately, with care and the right combination of recruitment mods, you can almost guarantee that all of your settlers will have their own unique features, assuming that's important to you, of course.
Sorry for the late reply to this. Thanks for the recommendations. Yeah, most of the mods you listed I already use, though I'm thinking about giving Nomads another chance.
Are Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers safe to use?
I have some recommendation if you like recruiting settler 1.Resettle Jared - Jared can be disappear in the vanilla, but with this mod it will fix it .Jared and friends can be recruited to your settlement. - https://www.nexusmods.com/fallout4/mods/47324 2. The Radiants - add some recruitable settlers with Unique Personality - https://www.nexusmods.com/fallout4/mods/26549 3. Eleanor's Shack Player settlement- This mod make Eleanor the trader become settler and his dog, but the dog doesn't become part of the settlement tho - https://www.nexusmods.com/fallout4/mods/41965 4. Ruined Church Player Settlement- This settlement is on far harbor dlc and it will include Sister Gwyneth as a settler - https://www.nexusmods.com/fallout4/mods/41994 5. Charles View Amphitheater settlement with recruitable settler- let you recruits some cults as settler with settlement included - https://www.nexusmods.com/fallout4/mods/70378 6. Far Harbor Nakano Residence Settlement - Main Quest Safe- make the Nakano residence as settlement and make the Nakano Family become settlers - https://www.nexusmods.com/fallout4/mods/19802
1. I have "Resettle Jared" in my load order, although I haven't yet recruited him in game. 2. I was unaware of "The Radiant," but it looks promising, so I'll give it a look. Based on the comment section, however, it uses the same location as "Shroud Manor," making them incompatible. That's an odd location choice since there are several unused diner/restaurant locations in Cambridge. 3. I've used "Eleanor's Shack" in the past, and I like it a lot. Unfortunately, not only does it break precombines, it is incompatible with Pra's "Fairline Hills" settlement as well, which does regenerate precombines. 4. The "Ruined Church" settlement, which I've also used in the past, is by the same author as "Eleanor's Shack," but also suffers from broken precombines. 5. I have Charlesview Amphitheater in my load order and recommend it. Tenhats makes quality settlements. 6. I haven't used the Nakano Residence settlement, but I'm reasonably certain that it breaks precombines.
Nomads is worth it, I think. I use it with every settlement-based playthrough I undertake.
As for Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers, I haven't had the opportunity to use them in a regular playthrough since, as I mentioned earlier, my settlements fill up rather quickly due to all of the other settler mods I use. However, I use Spawnable Unique Settlers regularly when testing custom settlements, and I haven't noticed any weirdness with the mod. You just need to have looksmenu presets on hand 'cause they use the default Nora/Nate preset. I haven't yet tested Spawnable Unique Minuteman Settlers, but it is built the same way, so it should work fine.
My eventual goal is to give every one of them their own unique appearance and then dump them into the generic settler pool in the same manner as Better Settlers. That combination should pretty much eliminate duplicate settlers turning up in my settlements.
Alright, thanks for telling me all you could about Nomads and those two spawnable settler mods. Not sure if I'll use either of those two spawnable settler mods, as they don't seem too immersive to me, but I'll definitely give Nomads another try.
As for that last point you made, about making unique-looking settlers that are integrated into the wider settler pool, is that part of your plan of making your own recruitable settler mod for download that you told me about a few days ago on another comment section, or just a personal project of yours?
No, the recruit mod I'm working on does not involve the settler pool. Using "Spawnable Unique Settlers" to expand the settler pool is more of a "would be nice" project than anything else, as that mod has 1000 unique NPCs that need unique faces. The only way I could pull that off is to draw on the presets here on the Nexus, but that would require dozens of permissions if I wanted to publish it. I haven't ruled out something similar on a smaller scale that wouldn't require all of the permissions to post.
If you still looking for more recruitable settlers, there is a mod that give you a chance to rescue/save and recruits the fallen minutemen and other npcs 1.) Minutemen Back From The Dead - (https://www.nexusmods.com/fallout4/mods/80352?tab=files) 2.) Sutton Family Back From The Dead - (https://www.nexusmods.com/fallout4/mods/80356?tab=description)
Ohh i forgot, there's also a mod that make the ghoul on vault 88 that you can recruit Vault 88 Security Chief Andersen and Julian Settlers - (https://www.nexusmods.com/fallout4/mods/79895?tab=posts)
Nothing yet, but I'm still looking. The Railroad Synth and BoS Scribes were recent finds, so I'm hoping there's a cut Minuteman tucked away in the game files somewhere.
That said, I'm working on my own Recruitable Settlers-style mod that will include some unique and recruitable Minutemen, although that's still a ways off. Not the same as cut content, but better than nothing, in my opinion.
None that I'm aware of. A "Kidnapping at Tenpines" radiant quest might reveal something. That's how we learn the original pair are siblings rather than a couple. If the new guy is kidnapped or is the quest giver if one of the others is kidnapped, that should reveal the relationship. I would expect "raiders kidnapped my friend" dialog, but you never know.
Thanks. More settlers, restored cut content, compat friendly. What's not to like? I will, however, need to construct more beds, as I almost always recruit an NPC or two during my first visit to Tenpines (fr. the visiting caravan guard crew).
Recruitable Settlers Recruitable Settlers Far Harbor Settlers of the Commonwealth Recruitable NPCs Nomads Animal Rescue NPC Cages Commonwealth Captives Commonwealth Families Children of Atom Settlers Better Settlers Virtually everything from Larannkiar Various and sundry custom companions and one-off recruitable NPC mods.
Off the top of my head... SKK50's Random Encounter Manager & Hack Protectrons as Settlers Commonwealth Slavers (fr. that other site) CDante's Moddable Robot Settlers Magnusen2's Custom Companions & Settlers Workshop Synth Production (w/ rlbaxter's fix) flashyjoer's Crime and Punishment (can convert prisoners captured to settlers)
Don't some of PallidaCulus' mods do settler recruitment? Simple Prostitutes, maybe, or Orphans?
I use rlbaxter's Recruit Framework, but as of its most recent update, it no longer functions as an independent recruiting mod. Instead, it only recruits NPCs from his own mods.
I'm familiar with (and use) some of the others you mention, but a few of them are new to me. I guess I have some research to do. I thought of few more, though:
Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers. You'll need to track down Wim95's spawn buttons for them, unless you don't mind typing console commands.
Portable Cloning Device
Concord Resurrected
FlashyJoe's Gun for Hire has some recruit options.
HotC SE allows you to recruit the spawned prostitutes.
Morgosus has a ton of recruitable NPCs. Most are custom companions, but I believe a few are regular settler types.
I'm sure there are many more, but I suspect that, between us, we've pretty much recruited the entire Commonwealth.
You guys weem to have wrapped it up. Well done and informative (although I'm already using most of them). You forgot this one, tho (but needs console commands) : Make Any NPC A Settler, which works a marvel with all of those you've told about.
I did find it odd that there were only two settlers here. Having three makes more sense. In the vanilla game, you were forced to make two decisions either add turrets or move one of the farmer settlers to defense and lose on food production. I wonder why Bethesda forgot to initialize the third settler. Later in game, it doesn't really matter because you will learn about the settlement beacon and will be able to send extra settlers there or build an additional beacon on site. I may take a look at your mod at a later time when I start a fresh playthrough. Nice work. I would have never known about the third settler if not for your mod.
I feel you. As mentioned below, Settlers of the Commonwealth and Recruitable Settlers add some recruitable unique settlers in or near Tenpines that come in handy. Well worth the load order spots if you don't have them. I've found a basic custom companion or two that starts there as well. I just recruit them and immediately assign them to the settlement. Extra tough settlers that way.
As for this new settler? I discovered him entirely by accident while working on another settler-based mod I may release in the future. I figured other settlement junkies like me would appreciate bringing him into the fold.
Take a look at Nomads. The configuration holotape allows for a wide variety of settler types, but if you limit it to just basic human "nomads," it offers a very realistic and "vanilla" alternative/addition to relying on recruitment beacons alone. I'm with you on Larannkiar's recruitment mods, though. I have all of them, I think.
Thank you. I am a fan of settlement building. I look forward to the outpost building in Starfield. I will be checking out Sim Settlements 2 on my next playthrough. I'll keep that Nomads mod in mind.
Oh, if you plan to run SS2 at some point, you may want to keep Recruitable Settlers in mind as well. I believe there's a patch or add-on that allows SS2 to use those settlers as settlement leaders.
Does the settler have any unique dialogues with the other two or is the settler just another settler at location? always figured the extra bed was for guests or just one of the two after an argument or something
He does interact with the original settlers, although it is the same general dialog you hear between settlers anywhere else. "Did you clean the guns yet?" "Did you hear about that settlement run by ghouls?" That sort of thing. He uses a different voice type from the other male settler, though. The original male uses the Boston voice, while the new guy uses the "even tone" voice, so you'll be able to distinguish between them--at least until other settlers arrive who use the same voice types.
I always assumed the spare bed, being unassigned, was for the player - for if sent to Tenpines early by Preston it's quite a trek. Maybe in playtesting they just said - hell with it, scrap the 3rd guy and leave that ruin for the early-game player to adopt (which is what I did).
That makes a lot of sense, actually, especially from a survival mode perspective. Mary's bed at Abernathy would serve the same purpose. However, considering that this third Tenpines settler was complete (minus in game placement), it looks to me like an oversight or, perhaps, a change to the storyboard/flowchart that called for the settler to be removed. Radroaches in the settlement bath house makes less sense to me, though.
Maybe the roaches are there to imply a settler died or they left and bugs took over, roaches always seem to be in abandoned human spaces, could be they had more planned there with that space but never ended up doing it
"So, there's this raider gang that lives 40 miles away who wade through an army of feral ghouls to sneak up here and steal our tatos. You think you can get them to stop? There's unrestricted access to our workshop if you do."
"Uh, yeah, I can do that. But what about those dog-sized roaches in your bathtub?"
"I don't know what you're talking about."
"They're right over there. One of them is chewing on your buddy's femur."
"Yeah, I don't understand. Are you gonna take the raider job or not?"
Obviously, it is always safer to add mods prior to starting a new game, but this fellow shouldn't cause any problems to an in-progress save. I can only repeat the usual recommendation; namely, create a save before installing and then check Tenpines to see if the settler is there and whether or not his arrival blew up your save. If there's a problem, uninstall and revert to that previous save. And let me know here so I can add a warning to the description.
Does this suggest there's unique qualities to unnamed settler's who are there before you set up recruitment beacons? I always assumed they were from the same pool as the ones you attract during gameplay.
Or is it literally just now there's three of them instead of two?
Some pre-existing settlers in certain settlements cannot be moved from their settlements (such as in Nordhagen Beach, Oberland Station and Tenpines Bluff), among some other limitations in various settlements. I don't know if the particular settler this mod adds has any limitations/special details to him, though.
The unnamed settlers at places like Nordhagen Beach, Tenpines Bluff, Somerville Place, and the like fall somewhere between the generic settler pool drawn by recruitment beacons and named settlers such as the Abernathy, Finch, and Warwick families. The unnamed variety use generic settler dialog, but their appearance is locked, so they will always look the same from one playthrough to the next. Likewise, they have "Placed NPC" references, so they will always exist at their respective settlements when starting a new game.
As for their inability to be moved to other settlements, my understanding is that adding such mobility can bork their dialog, but as far as I can tell, this is only a danger to the named settlers with unique dialog. It is certainly possible to activate the "bAllowMove" flag for the unnamed settlers (including the new one presented in this mod), but I don't know nearly enough about the game's inner workings to recommend it.
In any case, this third settler was already built in the vanilla files, and he operates the same as the two who were already there. He simply lacked the "Placed NPC" reference necessary to make him appear in game. Now he has one.
According to Tenpine's wiki its settlers can be moved & reassigned to another settlement if connected by a supply line, though don't know why anyone would want to. And would it really "bork" dialogue - surely it's just tsome dialogues will be site/group specific and so no longer occur?
The settlers' workshopnpcscript possesses the bAllowCaravan property, so they can serve as provisioners. They do not have the bAllowMove property, however, so they cannot be sent to another settlement and become a permanent resident there. Adding that property isn't terribly difficult in the grand scheme of things, though.
With regards to broken dialog, as mentioned, I don't know enough about the subject to explain it. However, I've read a lot of what rlbaxter, SKK50, and others who have delved into the subject have to say, which is why I think the real danger is with the named settlers with unique dialog. And I think it is more than just the site-specific dialog you mentioned. I think it has more to do with the fact that most (if not all) of the named settlers have unique, quest-related dialog as well, and messing with their settler functionality (especially before their quest scripts have run) can break them and cause them to exhibit odd behavior. I do want to test "bAllowMove" with the unnamed settlers, though, as I have not been able to find any reason for that command to be absent once the PC claims the settlement.
Edit: Checked the wiki entry you linked and realized I misunderstood your reference. But yeah, the workaround described there should do the trick. I'll have to check the named settlers to see if they can be provisioners.
Edit 2: So, the named settlers (e.g., Abernathy, Finch, Warwick, etc.) don't have the "bAllowCaravan" or "bAllowMove" flags. At the very least, this means the devs didn't want them to end up in other settlements. Conversely, this seems to indicate that adding "bAllowMove" to the unnamed settlers should be fines, else the devs would have taken the same precautions.
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In any case, I have several settler/settlement mod ideas I'm exploring, so if you like this "new" settler, you'll probably like what I'm cooking up for the future (if the ideas actually work, of course).
And I'm always on the lookout for mods that add more settlers to the game, I already have mods like Recruitable Settlers and Settlers of The Commonwealth installed, so I have no doubt that I'll like what you're planning on releasing in the future. What is this idea you're working on?
That's good to hear. I'll leave Ben in her capable hands.
Do you have rlbaxter's "Recruitable NPCs," "Animal Rescue," and "Nomads" as well? I use all of them, and they're 100% worth it.
As for future plans, the mod I'm currently working on (through which I found the Tenpines settler) started as a simple naming mod that gives proper names to the preexisting settlers at Tenpines, Somerville, and the like. If I were to stop there, I could upload it right now, but there are some mods out there that already do this, so I'm considering some other worthwhile "tweaks" to set my mod apart from the others.
Recruit Ben Gipson at Fallout 4 Nexus - Mods and community (nexusmods.com)
If you want alternatives to recruiting settlers beyond vanilla recruitment beacons, Nomads does this while still feeling like a vanilla feature. However, I would recommend using the console to acquire the holotape and configure it before leaving the vault. Nomads are mortal by default, but you can switch them to protected with the tape. Unfortunately, the tape has to be crafted at a chem station, so any Nomads who spawn before the protection flag is configured in the tape will remain mortal. Thankfully, Nomads don't spawn until you exit the vault, so grabbing the tape with the console and setting it up before leaving will prevent mortal Nomads from spawning.
If you're okay with faster growth rates, though, my first recommendations are Recruitable Settlers, Recruitable Settlers: Far Harbor, Settlers of the Commonwealth, and Recruitable NPCs. All of the settlers in those mods are unique individuals with unique names, most have unique faces and backstories, many have unique skills, and those from Settlers of the Commonwealth have unique voices and dialog as well. They are fixtures in my load order for any playthrough that focuses on settlements.
Edit: Just noticed that you already mentioned that you use Settlers of the Commonwealth, Recruitable Settlers, and the like, but I'll leave what I wrote for anyone else who happens by this thread. In general, though, settler variety is my primary concern, so I'm always looking for mods that let me recruit settlers with unique faces. Nomads ranks high for me because of how it works, but also because it benefits from the variety of Better Settlers. Portable Cloning Device is fun in that, if I want a settler who looks like Maxon or Glory or Abbot at the Wall, I can shoot them with the cloning gun and recruit the ensuing clone to my settlement. The Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers fit in here, too, as they can accept face presets, whereas generic settlers cannot.
Ultimately, with care and the right combination of recruitment mods, you can almost guarantee that all of your settlers will have their own unique features, assuming that's important to you, of course.
Are Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers safe to use?
1.Resettle Jared - Jared can be disappear in the vanilla, but with this mod it will fix it .Jared and friends can be recruited to your settlement. - https://www.nexusmods.com/fallout4/mods/47324
2. The Radiants - add some recruitable settlers with Unique Personality - https://www.nexusmods.com/fallout4/mods/26549
3. Eleanor's Shack Player settlement- This mod make Eleanor the trader become settler and his dog, but the dog doesn't become part of the settlement tho - https://www.nexusmods.com/fallout4/mods/41965
4. Ruined Church Player Settlement- This settlement is on far harbor dlc and it will include Sister Gwyneth as a settler - https://www.nexusmods.com/fallout4/mods/41994
5. Charles View Amphitheater settlement with recruitable settler- let you recruits some cults as settler with settlement included - https://www.nexusmods.com/fallout4/mods/70378
6. Far Harbor Nakano Residence Settlement - Main Quest Safe- make the Nakano residence as settlement and make the Nakano Family become settlers - https://www.nexusmods.com/fallout4/mods/19802
2. I was unaware of "The Radiant," but it looks promising, so I'll give it a look. Based on the comment section, however, it uses the same location as "Shroud Manor," making them incompatible. That's an odd location choice since there are several unused diner/restaurant locations in Cambridge.
3. I've used "Eleanor's Shack" in the past, and I like it a lot. Unfortunately, not only does it break precombines, it is incompatible with Pra's "Fairline Hills" settlement as well, which does regenerate precombines.
4. The "Ruined Church" settlement, which I've also used in the past, is by the same author as "Eleanor's Shack," but also suffers from broken precombines.
5. I have Charlesview Amphitheater in my load order and recommend it. Tenhats makes quality settlements.
6. I haven't used the Nakano Residence settlement, but I'm reasonably certain that it breaks precombines.
Nomads is worth it, I think. I use it with every settlement-based playthrough I undertake.
As for Spawnable Unique Settlers and Spawnable Unique Minutemen Settlers, I haven't had the opportunity to use them in a regular playthrough since, as I mentioned earlier, my settlements fill up rather quickly due to all of the other settler mods I use. However, I use Spawnable Unique Settlers regularly when testing custom settlements, and I haven't noticed any weirdness with the mod. You just need to have looksmenu presets on hand 'cause they use the default Nora/Nate preset. I haven't yet tested Spawnable Unique Minuteman Settlers, but it is built the same way, so it should work fine.
My eventual goal is to give every one of them their own unique appearance and then dump them into the generic settler pool in the same manner as Better Settlers. That combination should pretty much eliminate duplicate settlers turning up in my settlements.
As for that last point you made, about making unique-looking settlers that are integrated into the wider settler pool, is that part of your plan of making your own recruitable settler mod for download that you told me about a few days ago on another comment section, or just a personal project of yours?
1.) Minutemen Back From The Dead - (https://www.nexusmods.com/fallout4/mods/80352?tab=files)
2.) Sutton Family Back From The Dead - (https://www.nexusmods.com/fallout4/mods/80356?tab=description)
Vault 88 Security Chief Andersen and Julian Settlers - (https://www.nexusmods.com/fallout4/mods/79895?tab=posts)
That said, I'm working on my own Recruitable Settlers-style mod that will include some unique and recruitable Minutemen, although that's still a ways off. Not the same as cut content, but better than nothing, in my opinion.
More settlers, restored cut content, compat friendly. What's not to like?
I will, however, need to construct more beds, as I almost always recruit an NPC or two during my first visit to Tenpines (fr. the visiting caravan guard crew).
And sometimes there are folks from Commonwealth Captives nearby, too.
Recruitable Settlers Far Harbor
Settlers of the Commonwealth
Recruitable NPCs
Nomads
Animal Rescue
NPC Cages
Commonwealth Captives
Commonwealth Families
Children of Atom Settlers
Better Settlers
Virtually everything from Larannkiar
Various and sundry custom companions and one-off recruitable NPC mods.
Did I miss any? ;-)
fwiw, he's also got a settler recruitment modlist page here:
Alternatives to Vanilla Settler Recruitment at Fallout 4 Nexus - Mods and community (nexusmods.com)
... which tackles pretty much the topic.
Off the top of my head...
SKK50's Random Encounter Manager & Hack Protectrons as Settlers
Commonwealth Slavers (fr. that other site)
CDante's Moddable Robot Settlers
Magnusen2's Custom Companions & Settlers
Workshop Synth Production (w/ rlbaxter's fix)
flashyjoer's Crime and Punishment (can convert prisoners captured to settlers)
Don't some of PallidaCulus' mods do settler recruitment? Simple Prostitutes, maybe, or Orphans?
I'm familiar with (and use) some of the others you mention, but a few of them are new to me. I guess I have some research to do. I thought of few more, though:
I'm sure there are many more, but I suspect that, between us, we've pretty much recruited the entire Commonwealth.
You forgot this one, tho (but needs console commands) : Make Any NPC A Settler, which works a marvel with all of those you've told about.
As for this new settler? I discovered him entirely by accident while working on another settler-based mod I may release in the future. I figured other settlement junkies like me would appreciate bringing him into the fold.
Oh, if you plan to run SS2 at some point, you may want to keep Recruitable Settlers in mind as well. I believe there's a patch or add-on that allows SS2 to use those settlers as settlement leaders.
That makes a lot of sense, actually, especially from a survival mode perspective. Mary's bed at Abernathy would serve the same purpose. However, considering that this third Tenpines settler was complete (minus in game placement), it looks to me like an oversight or, perhaps, a change to the storyboard/flowchart that called for the settler to be removed. Radroaches in the settlement bath house makes less sense to me, though.
"Uh, yeah, I can do that. But what about those dog-sized roaches in your bathtub?"
"I don't know what you're talking about."
"They're right over there. One of them is chewing on your buddy's femur."
"Yeah, I don't understand. Are you gonna take the raider job or not?"
I always assumed they were from the same pool as the ones you attract during gameplay.
Or is it literally just now there's three of them instead of two?
As for their inability to be moved to other settlements, my understanding is that adding such mobility can bork their dialog, but as far as I can tell, this is only a danger to the named settlers with unique dialog. It is certainly possible to activate the "bAllowMove" flag for the unnamed settlers (including the new one presented in this mod), but I don't know nearly enough about the game's inner workings to recommend it.
In any case, this third settler was already built in the vanilla files, and he operates the same as the two who were already there. He simply lacked the "Placed NPC" reference necessary to make him appear in game. Now he has one.
The settlers' workshopnpcscript possesses the bAllowCaravan property, so they can serve as provisioners. They do not have the bAllowMove property, however, so they cannot be sent to another settlement and become a permanent resident there. Adding that property isn't terribly difficult in the grand scheme of things, though.
With regards to broken dialog, as mentioned, I don't know enough about the subject to explain it. However, I've read a lot of what rlbaxter, SKK50, and others who have delved into the subject have to say, which is why I think the real danger is with the named settlers with unique dialog. And I think it is more than just the site-specific dialog you mentioned. I think it has more to do with the fact that most (if not all) of the named settlers have unique, quest-related dialog as well, and messing with their settler functionality (especially before their quest scripts have run) can break them and cause them to exhibit odd behavior. I do want to test "bAllowMove" with the unnamed settlers, though, as I have not been able to find any reason for that command to be absent once the PC claims the settlement.
Edit: Checked the wiki entry you linked and realized I misunderstood your reference. But yeah, the workaround described there should do the trick. I'll have to check the named settlers to see if they can be provisioners.
Edit 2: So, the named settlers (e.g., Abernathy, Finch, Warwick, etc.) don't have the "bAllowCaravan" or "bAllowMove" flags. At the very least, this means the devs didn't want them to end up in other settlements. Conversely, this seems to indicate that adding "bAllowMove" to the unnamed settlers should be fines, else the devs would have taken the same precautions.