Faction Workshop Manager (by Vneckjumper) now includes a patch for use with Brotherhood of Steel Settlers which makes most of my optional settlement patches obsolete. The exception is the patch for Boston Airport since it contains the keyword that converts the location into a full settlement.
So I noticed for your Enclave Settlers mod you added an enclave settler beacon to the workshop. Do you think you could do that with the rest of these settlers mods? So that we can spawn them at any settlement?
All of them work the same way--that is, I add a custom property to the settlement workshop which, in turn, calls on a custom template that spawns the faction settler. I've only added these properties to settlements that logically match the faction in question. So, the Castle spawns Minutemen, the Slog spawns ghouls, the airport spawns BoS, and so forth. If I add the property to other settlements, the associated faction settler would spawn from the start. For instance, if I added the BoS property to Sanctuary, it could spawn BoS settlers before the Prydwen arrives. I won't be doing stuff like that, but if anyone wants to make a patch that hooks other settlements into my "faction settler" face pools, they're welcome to do so.
Can I request a compatibility patch for Show No Mercy (https://www.nexusmods.com/fallout4/mods/59643?tab=files), as an alternative Fort Strong settlement? Maybe premature because I am trying to get load order for a new playthrough together and I am not quite sure of all the changes it makes!
The "Show No Mercy" version is on my "to do" list, but it isn't set up the same as other settlements, so I haven't yet figured out how to patch in my BoS settlers. For a BoS focused play through, though, it is the better choice, as it adds a ton of BoS content to the site upon completing the quest to claim the settlement. If I can't figure out a patch for it in time for your play through, you can always use the Boston Airport and/or Cambridge Police Station patches and send excess BoS settlers from there to Fort Strong.
I love this, but I do actually plan to go ham on the BoS this playthrough (I'm hoping to do the "all four factions as far as you can go" playthrough and then go Railroad, so you can imagine how I expect this to end), so at this moment, not an option, which is sad because I adore your mods.
With that said....if you have time/energy/inclination/etc., it'd be really cool to have a mod where you can attract stray BoS deserters to your settlements after the Prydwen appears. I mean, we already have the Scribe in-game, and I believe either you or LariannKiar made a mod where you can recruit Haylen as a settler. There's certainly precedent.
Yeah, "Recruit Scribe Haylen" is Larannkiar's mod. I haven't used that one in particular, but I use most of LK's other recruitment mods, so I'm sure the Haylen mod is great. LK is a wizard with recruitment mods.
For more BoS settlers, take a look at Recruitable Settlers and Recruitable NPCs, both of which contain a unique, named BoS member you can recruit for your settlements. Also, Morgosus made several BoS companion mods that are worth a look.
I have a few ideas of my own for recruitable BoS members (including BoS "leftovers" not unlike what you described), but all of them would require scripting to work which, unfortunately, is beyond my ability. So, those ideas are in the "maybe someday" file with all of the other mod ideas I have but can't implement since they're beyond my modding skills.
The patch in the Optional Files section is for that version of the police station, so yes, it works. Not sure about Aloot's mod, though, as I haven't tested it. I'll take a look and see if there are any conflicts and get back to you.
Okay, it looks like my patch for the police station will work alongside the patch for Aloot's mod, provided the interior workshop added by the Aloot patch isn't replacing/removing the exterior workshop from the police station settlement.
If you want a BoS presence at settlements claimed via Teagan's quest, you can always move BoS settlers from the airport to the settlement(s) in question.
Got permission to make patches for that version of Fort Strong as well as the police station. The station patch is up, but this Fort Strong settlement isn't set up the same as other settlements, so I have to figure out how to patch in the BoS settlers. No ETA for it, but hopefully it won't be too long.
Probably not, as those factions don't have any vanilla settlements directly associated with them. If you're aware of any custom settlements dedicated to those factions, however, feel free to post links. If there are enough of them, I'll consider making Railroad and/or Institute settler mods.
What variable or global is used to mark a settlement for a specific faction? I'm asking because I kinda want to recreate the "Faction Settlements" mod since it doesn't seem to work. If I can get a working version then this mod would supplement it very nicely!
Not a global value, exactly; rather, I add "CustomWorkshopNPC" as a property to a settlement's VMAD data which tells the settlement to call on my BoS Settler template instead of regular settlers. That template, in turn, draws on the BoS face pool included in the mod.
As for "Faction Settlements," I haven't tried to use it, but I'm aware of it, as it is not unlike the more expansive idea for BoS Settlers (and the other mods in the "series") I mentioned in another post. I just don't have the ability to implement it.
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Faction Workshop Manager (by Vneckjumper) now includes a patch for use with Brotherhood of Steel Settlers which makes most of my optional settlement patches obsolete. The exception is the patch for Boston Airport since it contains the keyword that converts the location into a full settlement.
KC's Faction Settlers FaceGen Patches
With that said....if you have time/energy/inclination/etc., it'd be really cool to have a mod where you can attract stray BoS deserters to your settlements after the Prydwen appears. I mean, we already have the Scribe in-game, and I believe either you or LariannKiar made a mod where you can recruit Haylen as a settler. There's certainly precedent.
For more BoS settlers, take a look at Recruitable Settlers and Recruitable NPCs, both of which contain a unique, named BoS member you can recruit for your settlements. Also, Morgosus made several BoS companion mods that are worth a look.
I have a few ideas of my own for recruitable BoS members (including BoS "leftovers" not unlike what you described), but all of them would require scripting to work which, unfortunately, is beyond my ability. So, those ideas are in the "maybe someday" file with all of the other mod ideas I have but can't implement since they're beyond my modding skills.
In any case, if you can figure out how to get them to spawn at settlements claimed for the Brotherhood via Teagan's quest, that would be fantastic.
https://www.nexusmods.com/fallout4/mods/59643
Edit: While not exactly the same thing, Rescued Synths Go to Mercer Safehouse may be of interest to you if you're doing a Railroad playthrough. I recommend Lost Soul Quest Tweak - No Faction Hostility and my own Lost Soul Expanded to go along with it.
As for "Faction Settlements," I haven't tried to use it, but I'm aware of it, as it is not unlike the more expansive idea for BoS Settlers (and the other mods in the "series") I mentioned in another post. I just don't have the ability to implement it.