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Changelogs
Version 3
Since X-Cell 2.0 eliminates headless bodies, I've removed the "Is CharGen Face Preset" flag to accommodate proper face gen data in the future. If anyone is interested in creating a face gen file for this mod, feel free to post it, but please let me know so I can add a link to it in this mod's description.
Version 2
Activated the "Is CharGen Face Preset" flag to eliminate the need for a face gen file.
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According to her wiki article, Casey was supposed to be part of "The Big Dig" quest, even having some AI packages allowing her to participate. Unfortunately, she was cut before being fully integrated into the quest. This mod seeks to give her a new purpose in your game in the form of a recruitable NPC for your settlement.
Originally, Casey was placed at the Nahant Oceanological Society, and I have followed suit; however, I placed her in the lab building with the mirelurk so that you can "rescue" her to activate the recruit prompt in the same way as I did for Arnie. As such, she doesn't require a second mod to handle recruitment.
Note: Although placed below with the mirelurk, she can spawn on the catwalk above, which prevents the recruit prompt from firing if she hasn't yet engaged in combat. This happened only once during testing, but I recommend saving before entering the building in the event she spawns this way for you. Likewise, as with Arnie, the rescue dialog offers only one chance for recruitment. If the dialog prompts appear and you break contact or choose the wrong tree, you will not get a second chance. This is the game's default setting for rescue recruitment, and I don't know how to change it. So again, I recommend making a save before entering the building in case of a mishap with the recruit prompt.
Compatibility I "rebuilt" Casey with a new base record in order to avoid conflicts with other mods that may be using her original record.