Fallout 4

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rsm000rsm

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rsm000rsm

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About this mod

Because disposable farmhands have names, too.

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We Have Names (and more) - Farmhands Edition is a blending of sorts between my Farmhands - Disposable Settlers mod and my "We Have Names" series, especially the Settlement Edition, but it will work with the All in One as well. Although it is intended for use with the "We Have Names" series, none of them are required, but if you aren't using them, then I recommend using the aforemenioned original "Farmhands" mod instead.

Features

Proper Names: In keeping with the "We Have Names" series, all Farmhands now have proper names; however, to distinguish them from the other named settlers, they retain "farmhand" in their names. Therefore, their names will appear as "Farmhand Betty" or "Farmhand Vince."

Height Scaling: For the sake of consistency, Farmhands have received the same height scaling as the NPCs covered in the "We Have Names" series.

Settler Functionality: In the We Have Names - Settlement Edition (and by extension, the AiO), I activated the "Move" function of the preexisting settlers at County Crossing, Greentop Nursery, Nordhagen Beach, Oberland Station, Somerville Place, and Tenpines Bluff so that players could move those settlers elsewhere if the need arose. I have activated the "Move" command for the Farmhands at those settlements to allow users the same freedom. All other Farmhand restrictions and benefits detailed in the original mod remain in place, however.

Update (v2): It seems that at higher difficulty levels, especially those introduced by mods, the Farmhands are getting steamrolled rather quickly, and in some instances, they're being killed before players even have a chance to claim the settlement (let alone increase the population and set up proper defenses). To combat this, I've given each Farmhand a health boost as well as a couple of stimpaks.

Compatibility
As with the original Farmhands mod, all of the Farmhands herein are built on their own unique base records, so this mod should be compatible with everything, except for the original Farmhands mod. If the two are used together, I expect whichever loads second to override whichever loads first.