I'm not really a builder. But in this run thru I decided to focus more on helping to build settlements... It did begin to bother me that new survivors who arrived were just called `settler`. You at least want to know their names.
This mod doesn't give names to new settlers who arrive via recruitment beacon. It only gives names to the unique but unnamed settlers who already occupy certain settlements. If you want recruitment beacon settlers to have names, too, you need a random name generator mod such as Alias or Real Name Settlers. If you use one of those mods along with this one, though, make sure my mod loads second.
Open the mod in fo4edit, scroll down to the Non-Player Character (actor) tab and open that. From there, click an NPC you want to change and find ACBS - Configuration in the window on the right (it'll be right near the top). In that section, find the Flags (sorted) tab. Right click that and select "edit" from the ensuing pop-up window. This will produce a check box list. Uncheck any boxes that are listed as "essential" or "protected," and then press the "OK" button. Save and exit fo4edit.
That said, be careful who you make mortal. Some NPCs touched by this mod need to be alive for various quests, so making them mortal can break things if they're killed before the quest is complete.
Thx very much for your quick answer. I will just change after i do a quest. For example the 2 Bradley's quest of Corvega. Do I think to easily or I am on a good track?
It is safe to install midgame, but some features may not work, particularly the expanded settler functionality. Based on user feedback, it appears to depend on whether or not a settlement (or its cell) was visited before the mod was installed.
Just stopped by to endorse. This works perfectly. It always bugged me that the Tenpines siblings, Oberland people and Nordhagen people had no names, especially since it was obvious they were related.
Thanks. One of the things that inspired this mod were those family relations. Random name generator mods didn't account for that, so I wanted to do something about it. I just didn't expect such a small thing to turn into the expansive mod series it became. I think it turned out well in the end, though.
You mentioned not assigning child settlers to jobs other than farming, because it can make their figures to morph, can the same happen to adults that have had their height scales adjusted if they use furniture or workbenches?
Technically yes. The vanilla min/max for all adults is 1.0. For the women, I used a min/max scale of 0.9 to 1.0 to stay consistent with Exofied Settlers. So, a woman set at 0.9 will scale up to 1.0 when interacting with certain objects but will return to 0.9 afterward. This scaling is noticeable if you're looking for it, but it isn't nearly as bad as it is with children, as their default size is much smaller. Obviously, their character models are quite different than adult models as well, so when they scale up to interact with something, the result is jarring. They'll return to normal afterward, though, so if the scaling doesn't bother you, assign them as needed. Defense is the assignment that matters most as they will still run away if the settlement is attacked.
As an aside, there is a mod that adds kid-sized vendor stalls to the build menus, but I don't recall the name. If I find it, I'll post a link here.
No lore to the names. I just try to make sure they have a natural sound/feel to them. And I try to stay away from names that are too over-the-top, so nothing like "Bartholomeu von Reichenbacher III" from me.
Glad you like them. An AiO is planned, but I've delayed it a bit in order to explore some additional standalone editions which, of course, will be included in the AiO.
I don't know if that method will work (please test it, if you don't mind), but according to tenhats (who helped out with playtesting), selecting a settler in the console and then disabling/enabling the settler worked in some cases, but overall, it was hit and miss. Regardless of whether or not it worked on a given settler, though, the process would wipe their inventory, restoring it to vanilla, so if you try this method, remove any important gear beforehand.
I just completed Show no mercy and walked back by Nordhagen Beach. I cannot relocate the kid and his parents to a different settlement nor can I assign the kid to foodgardening/ planters (excuse my English). They are all three properly named however (O'Brien). I will try moving this lower in my loadorder/ I dont have another mod that touches settlers.
I just completed Show no mercy and walked back by Nordhagen Beach. I cannot relocate the kid and his parents to a different settlement nor can I assign the kid to foodgardening/ planters (excuse my English). They are all three properly named however (O'Brien). I will try moving this lower in my loadorder/ I dont have another mod that touches settlers.
Tenhats found the same thing during testing. Getting the Move ability to function for a mid-game installation may require a script which, unfortunately, is beyond my ability.
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So I'll try this. Thanks.
Great mod.
Is it possible to make them mortal?
I tried to change values in xedit but there is for sure, well I guess more, a link to a faction.
That said, be careful who you make mortal. Some NPCs touched by this mod need to be alive for various quests, so making them mortal can break things if they're killed before the quest is complete.
I will just change after i do a quest. For example the 2 Bradley's quest of Corvega.
Do I think to easily or I am on a good track?
As an aside, there is a mod that adds kid-sized vendor stalls to the build menus, but I don't recall the name. If I find it, I'll post a link here.
Hope for a All in One version.
All of the functions worked for all settlers covered in the mod? Or just those in Tenpines?
Tenhats found the same thing during testing. Getting the Move ability to function for a mid-game installation may require a script which, unfortunately, is beyond my ability.