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 will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
The first time you start the Railroad radiant quest 'Lost Soul', Carrington tells you any synths you rescue "may end up at your Mercer Safehouse". Except they won't. The code to make that happen is unfinished in the base game (although a comment in the script suggests it was meant to be a feature). I've therefore added a script that provides a 50% chance of any synth you rescue appearing as a settler at Mercer Safehouse, three in-game days after you have completed the quest. Once at Mercer, the synths will have a change of clothes and unique dialogue that was recorded but apparently never used. You'll be able to assign them to tasks, but you won't be able to assign them to caravans or different settlements. If you have already completed Lost Soul when you enable the mod, there is a 50% chance of a synth settler being automatically added for every time you have completed the quest.
Installation
Extract files to your data folder, enable mod, load a save file. The classic.
Compatibility
Compatible with any mod that doesn't also modify the Lost Soul radiant quest.
Anticipated FAQs
Why is there only a 50% chance of a saved synth spawning at Mercer? Why not a 100% chance? Immersion. Carrington doesn't guarantee that's where they'll go. Also there are only four distinct synth models, so you could otherwise end up with a settlement of identical clones quite quickly, although different outfits will hopefully add some variety.
Okay, but why do I have to wait three in-game days? More immersion. Immersion galore! They have to go to Bunker Hill for processing before they can be assigned to a safehouse, apparently.
Why can't they be assigned to caravans or relocated to a settlement other than Mercer? Well that wouldn't be very safe now, would it.