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  1. rsm000rsm
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    Updated Face Gen is now available!

    KC's We Have Names (and FaceGen) Patch
  2. rsm000rsm
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    The Optional Files section contains compatibility patches for the following mods:

    BDR - BoS Done Right - More Immersive and Improved Brotherhood of Steel 
    Tina De Luca Voiced as a Settler with AI (Dependency Re-revisited) 
    Recruit Tina De Luca - Bobby De Luca - Holt Combes (Patches for both the .esl and .esp versions of the recruit mod.)
    Tarsis31 and Yagisan's Lakeside Cabin Settlement 
    Eli's Armour Compendium - EAC (The patch is for the NPC Addon only. The main EAC file does not require a patch.)
  3. Serbaka
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    Sorry, but how do you install this mod? Is it necessary to start a new game? I mean I started a new game but still see just "settlers", is that normal? Installed the mod in Vortex as normal. What did I do wrong?
    1. rsm000rsm
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      This mod doesn't give names to generic, randomly generated NPCs like those summoned by a recruitment beacon. It gives names to unique NPCs who don't have unique names. For instance, the unnamed residents at Diamond City are unique NPCs, but they don't have their own unique names. This mod gives them names which carry over from one playthrough to the next, just like the named residents in Diamond City.

      Another example is the preexisting settlers at Tenpines Bluff, Oberland Station, Somerville Place, and the like. They are unique NPCs but, for whatever reason, they weren't given names. This mod not only gives them names, but it also accounts for family connections that random name generators don't. The Nordhagen Beach family, for example, have the same family name with this mod, whereas a random name generator wouldn't do that. It would just give them random names.
    2. Serbaka
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      Wow! Thank you for the answer! Now it all makes sense to me!
    3. rsm000rsm
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      If you end up using a random name generator to handle recruitment beacon settlers and the like, make sure We Have Names loads after it so that the name generator doesn't override the WHN names.
    4. Serbaka
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      All right! Thank you!
  4. 363rdChemicalCompany
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    So a lot of the new wastelanders would now be amenable to Showlooksmenu changes?
    1. rsm000rsm
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      What new wastelanders?
    2. 363rdChemicalCompany
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      Thank you for the quick reply.
      Sorry if I wasnt very clear:
      I meant the wastelanders that you changed via this mod.
      I read your description it says they now have unique and none generated looks?

      So they should be changable via SLM w/o distortions yes?

    3. rsm000rsm
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      You mean the ones that received replacement faces due to vanilla duplication? If so, then yes, at least in some cases. If the original vanilla face could be changed with looksmenu, the replacement face probably can, too.
  5. FlyingFreely
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    Hi rsm000rsm. Love your mods btw. I see that you have a patch for Tina De Luca Voiced as a Settler (Dependency Revisited), and I'm wondering if it works for the updated version of this mod, called Tina De Luca Voiced as a Settler with AI (Dependency Re-revisited). The new mod combines the one you have a patch for with CDante's Dependency Quest Fix. I haven't downloaded the Tina De Luca mod yet becase I'm waiting to find out if your current patch works for it. Thanks.
    1. rsm000rsm
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      Yes, it is compatible. In fact, the version you mentioned is the version for which the patch was made. My link was simply going to the wrong page.

      Edit: The link is fixed.
  6. does anyone else have a bug where NPCs (children, curie, etc) have no facial movement? it may be this mod or it may be something else, just please help its been bothering me for months.
    1. rsm000rsm
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      This mod doesn't interact with face animations or lip files, so it is certainly another mod causing the issue.
  7. Kdynamite74
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    Hello , I’m about to reinstall FO4 and seriously thinking about downgrading it . This is one of the first must have mods when I reinstall it so I’m wondering if this brilliant mod is compatible with the old gen version since you have recently updated your mod ?

    Thank you for your time .
    1. rsm000rsm
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      Yes, it is compatible with new and old.
    2. Kdynamite74
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      Dear god that was fast . Many , many thanks for your very rapid response and making NPCs a lot more interesting.
  8. CommissarHark
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    Why are none of the DC Security guys in the current version? I have WHN AIO installed, went into xEdit and no DC Security.
    1. rsm000rsm
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      When I made the mod, I didn't quite understand that DC guards are randomly generated NPCs, not unique NPCs who simply lack names (such as the unnamed DC residents). It wasn't until I began work on the Diverse series (particularly Diverse DC Security) that I realized my error, so I knew then that, eventually, I'd remove them from the WHN mods. I just didn't do it until the most recent update.
    2. CommissarHark
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      Oh, ok. Yeah, I went back to the DC specific page and downloaded that to see if it was in there, then saw your note on that page about it. That was after I left this comment, though. It's a bummer as I quite liked the whole "named guards" thing. Any way to do it so that when they random generate, they pull a random name until they die, then the newly generated one does the same?
    3. rsm000rsm
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      I gave serious thought to leaving their names intact, especially since some of the names are easter eggs. I even considered converting them into unique NPCs, but that would make the mod incompatible with even more stuff, so I scrapped that idea.

      As for random name generation, that's beyond my ability, and I don't know of any mods that provide DC guards with random names.  Alias would be perfect, but it doesn't have a name list for DC guards at the moment, and I don't know if the author plans to add one.

      Another option is Rename Anything, but you'd have to apply names yourself, and they'd only last for your current playthrough.
    4. CommissarHark
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      Bummer. Wouldn't matter if he did have an Alias list for DC Security. I have never been able to get Alias to run for me. Well, thanks for the info regardless. Love your work.
  9. ArcanicVoid
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    I'm wondering why you haven't gone the Robco route with NPC names, as it's extremely easy and can avoid many patches. At least as an alternative option for just the names and no other changes. Of course this would imply no face changes and just the names for the sake of the mod's main intent. 
    1. rsm000rsm
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      Robco Patcher is only easy if you already know how to use it or, at the very least, understand the coding lingo well enough to figure out how to use it. To me, it looks like an alien language. Then again, I thought the same thing about fo4edit at first, but I've since used it exclusively to make all of my mods. So, maybe someday I'll have an Robco epiphany and everything will come together.
    2. rsm000rsm
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      Just to clarify, you are aware that these names aren't generated and applied randomly, right? For instance, the name I gave to the Minuteman radio operator (Gerard Hale) is permanent and will carry over from one playthrough to the next. That's true for all of the other names, too, so while I may not understand how to use Robco Patcher, it can't possibly apply a specific name to a specific character in a manner that is easier than simply opening the character's NPC (Actor) record, typing their name in the name bar, and then clicking "save."
    3. ArcanicVoid
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      It's fairly simple with Robco Patcher, one line and one NPC would look like:
      filterByNpcs=Fallout4.esm|000AA78E:fullName=~Gerard Hale~
      And then you just continue each other line like that format. The main point I was making is it's simple and will override anything else on each NPC record. I wouldn't say it would replace what you're already doing here, but rather be a lighter approach to changing names and is compatible with many other mods. 
    4. rsm000rsm
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      How would it handle other changes to the NPC (Actor) records? Height scaling is the big one, since every NPC herein has it. Quite a few were missing perks, were using the wrong class, called on the wrong base templates, and so forth, so those are fixed, too.
    5. ArcanicVoid
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      Spells, Perks, Keywords, Class can be changed; height var is probably one of the few missing features. 
      filterByNpcs=Fallout4.esm|000AA78E:perksToAdd=Fallout4.esm|00240331:class=Fallout4.esm|000B23DE:fullName=~Gerard Hale~
      Docs page if you feel like digging further.
    6. bjdiel96
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      I have no clue how these mods work but I know enough to know that what this author has done is more than just add names as he clearly says in replies idk why your pushing another mod when he spent time to make a much appreciated and needed mod...it's not as simple as you make is sound and on the flip side it actually seems it was easier for him as he know how to do it...anyway Hope you have a great day.

      rsm000rsm: Thank you for this and all your other amazing mods Your amazing!
    7. ArcanicVoid
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      The reasoning is to potentially reduce the amount of patching / incompatibilities with other mods directly modifying NPCs. Robco allows getting around those potential isues. And I do appreciate what this author does, so it's why I mentioned it in the first place. Either way, I mentioned it if the author had any interest in Robco in the future, otherwise they can do whatever they like. 
    8. dantekral
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      yeah use robco man , its pretty easy use this mod as reference Robot Curie to C.V.R.I.E. - ESPless

      here is the code i think you need to chance full name part only and digits after the esm| and // part should be comments

      //Robot Curie To C.V.R.I.E - Robco Patcher
      filterByNpcs=Fallout4.esm|001846CB:fullName=~C.V.R.I.E.~

      //Renames Curie's Miss Nanny body to C.V.R.I.E.
    9. rsm000rsm
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      Not gonna happen.
    10. ArcanicVoid
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      I respect RSM's decision not to use Robco. Always was just a suggestion. Thanks for what you do RSM :)
    11. rsm000rsm
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      Ultimately, it comes down to not wanting my mod to be dependent on another mod. As a rule, I don't make mods that are dependent on other mods unless those dependencies are necessary to make my mod work. Since WHN already works on its own, converting it to RobCo simply adds work to my plate, as well as make the mod unusable by people who don't use RobCo.
  10. MarcusArabela
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    Thanks for the patch for the Wasteland Brats mod! I'm really enjoying using the We Have Names AiO mod with Wasteland Brats. I've been using your mod for a while now and started using the new Wasteland Brats mod, which created an new issue for me that your patch solved.
    1. rsm000rsm
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      You're welcome.
  11. Gkir
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    Got a question, every few version I'll try to get the all-in one working on an existing save, then to test if it work I'll spawn in 10 Minutemen for example.
    Up to version 6 I could not get NPC's to spawn with names. Is there a known mod conflict I need to look out for that blocks WHN-AiN?
    1. rsm000rsm
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      This mod doesn't offer names to randomly generated NPCs. It gives names to unique NPCs who don't have names. For instance, the unnamed settlers at Tenpines Bluff, Oberland Station, Nordhagen Beach, and the like are given names because they are unique NPCs, but the settlers spawned by a recruitment beacon don't get names because they aren't unique.
    2. Gkir
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      That explains. Thanks for clarifying! :)
  12. kplusa
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    Do you have a full list of names that we can check out before trying this mod?
    1. rsm000rsm
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      No.
    2. kplusa
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      I tried the mod and it works fine except for one thing: settlers are still called settlers. Are they excluded from the mod's coverage or is this a bug?
    3. rsm000rsm
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      This mod doesn't cover settlers or other randomly generated NPCs. It only affects NPCs who are unique but, for whatever reason, weren't given names. The best examples are the unnamed residents of Diamond City, Goodneighbor, and the like.
    4. kplusa
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      Ah, I see. Thanks for explaining! 

      Do the Diamond City Guards and Neighborhood Watch get names too?
    5. rsm000rsm
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      For now, yes, although I've been thinking about removing those names (and some others) since they're not entirely unique NPCs.