Hey there! Is there a way to make this apply to raiders too?
Edit: Or better yet, is there a way for me to disable the half of the mod that restores the NPC name? I.e. can I permanently rename everyone to 'Stranger' using SPID? I'm crafting a survivial apocalypse experience and edited the Message form from 'Stranger' to 'Survivor'. The overall goal is to be unable to distinguish between friendly and hostile survivors. That and well, I'm playing a lone wolf character who rather grimly doesn't care about names. There's the sane and the insane (Ferals). Please let me know if there are any resources I can use?
Did it myself with RobCo Patcher here. Happy modding/gaming everyone!
This does not use a perk entry but rather makes use of SPID to give a spell to NPCs, it should work better with other perk mods. It also does not make the NPCs' actual names appear in VATS
Seems to work fine, and is a simple and beautiful idea.
2 things to report: 1. The mod fires before the bombs drop on a new game, so your spouse and neighbors are all "Strangers" until you interact with them. 2. Glitch with concord deathclaw name that I reported on bug section (other monsters spawned by console are renamed correctly only concord deathclaw is having this issue apparently) it is named "Token.Name=Racelabel"
Edit- I checked indeed "Token.Name=Racelabel" is from this mod, I wonder if it is not affecting those tutorial creatures like stunted Deathclaw, stunted Yao guai etc. Maybe they have some particular labels that is not covered? I hope this helps.
Same problem with Whitechapel Charlie in goodneighbor and the Miss Nanny in Diamond city school. Also the non aggressive named supermutants in sim settlements 2 had this issue.
Looks like it affects non human actors, however Old Rusty of vault 81 was the exception, as it wa correctly named "Mr Handy" and after talking to him "Old Rusty" (Same story with takahashi, it worked correctly).
Just want to get in here before the "Your mod doesn't work right" crowd shows up...
Bethesda was wildly inconsistent with their application of both the "Unique" flag and the "GenericNPCFaction" property. While creating my own mods, I found numerous instances of unique NPCs who didn't have the "Unique" flag, as well as instances of unique NPCs who really weren't. The same was true for NPCs with the "GenericNPCFaction.' Diamond City is a good example of this, where some inhabitants have that property, and some don't. And of course, there are cases where an NPC will have both or neither.
So, before anyone comes along and says this mod doesn't work, first consider the possibility that Bethesda's inconsistent design choices may be the culprit.
18 comments
Hey there! Is there a way to make this apply to raiders too?
Edit: Or better yet, is there a way for me to disable the half of the mod that restores the NPC name? I.e. can I permanently rename everyone to 'Stranger' using SPID? I'm crafting a survivial apocalypse experience and edited the Message form from 'Stranger' to 'Survivor'. The overall goal is to be unable to distinguish between friendly and hostile survivors. That and well, I'm playing a lone wolf character who rather grimly doesn't care about names. There's the sane and the insane (Ferals). Please let me know if there are any resources I can use?
Did it myself with RobCo Patcher here. Happy modding/gaming everyone!
It also does not make the NPCs' actual names appear in VATS
2 things to report:
1. The mod fires before the bombs drop on a new game, so your spouse and neighbors are all "Strangers" until you interact with them.
2. Glitch with concord deathclaw name that I reported on bug section (other monsters spawned by console are renamed correctly only concord deathclaw is having this issue apparently) it is named "Token.Name=Racelabel"
Edit-
I checked indeed "Token.Name=Racelabel" is from this mod, I wonder if it is not affecting those tutorial creatures like stunted Deathclaw, stunted Yao guai etc. Maybe they have some particular labels that is not covered? I hope this helps.
Also the non aggressive named supermutants in sim settlements 2 had this issue.
Looks like it affects non human actors, however Old Rusty of vault 81 was the exception, as it wa correctly named "Mr Handy" and after talking to him "Old Rusty" (Same story with takahashi, it worked correctly).
Hopefully it helps
But the rest of it is good. Endorsed.
very appropriate
pops
Bethesda was wildly inconsistent with their application of both the "Unique" flag and the "GenericNPCFaction" property. While creating my own mods, I found numerous instances of unique NPCs who didn't have the "Unique" flag, as well as instances of unique NPCs who really weren't. The same was true for NPCs with the "GenericNPCFaction.' Diamond City is a good example of this, where some inhabitants have that property, and some don't. And of course, there are cases where an NPC will have both or neither.
So, before anyone comes along and says this mod doesn't work, first consider the possibility that Bethesda's inconsistent design choices may be the culprit.