File information

Last updated

Original upload

Created by

rsm000rsm

Uploaded by

rsm000rsm

Virus scan

Safe to use

Tags for this mod

About this mod

New inhabitants at Bunker Hill.

Requirements
Permissions and credits
Changelogs
Donations
Fallout 4 indicates that Bunker Hill is a thriving trade hub with enough reach to service all of the Commonwealth and enough wealth to pay off the raider gangs whose territory intersects with Bunker Hill's trade routes. But despite all of this, for a place that should be bustling with activity, the population is rather sparce. Population Boom - Bunker Hill attempts to alleviate this by giving it eleven new inhabitants, consisting of eight humans, two dogs, and a cat, detailed as follows:

  • Caravan Workers: This mod adds four more caravan workers (two men and two women), and while they use the same default template as the vanilla caravan workers, they are not clones of that quartet. The new additions have their own dedicated NPC (Actor) records and their own unique faces. Also, they differ from the original four by using the same default outfit leveled list as the caravan guards who travel with Lucas Miller, Doc Weathers, and Cricket. Note, however, that this leveled list has an error that can result in naked users, so you will need a mod that resolves the issue. The UFO4P fixes it, as does my own Bug Fix - Caravan Guard Under Armor, but there are other options available if you'd rather go another way.
  • Bunker Hill Residents: The four other humans, consisting of two men and two women, are common folk who speak and act like regular settlers, but as with the new caravan workers, they have their own dedicated NPC (Actor) records and their own unique faces. They draw their gear from the same lists used by workshop settlers, so there will be variety to their apparel from one playthrough to the next.
  • Dogs: The dogs are the typical junk yard variety, with one being black while the other is brown. Additionally, I created a custom leveled list for them which allows for the possibly of them spawning with collars, bandanas, and welding goggles. And since the selection is randomized, it will change with each new playthrough. Note that, although these dogs have the same sandbox as the people, they tend to prefer hanging out in the brahmin pen, probably due to the same marker that draws brahmin. I am exploring other sandbox options for the dogs, so I will update them if/when I find an acceptable alternative. Update: Starting with v2, the dogs have a custom sandbox. They still make a beeline for the brahmin pen upon first arrival, but as long as the brahmin don't trap them in the pen, the dogs will sandbox normally.
  • Cat: One common grey cat that, ostensibly, belongs to Meg. Originally, I RefLinked it to her, but for whatever reason, the cat wouldn't follow her around as it should. So, I removed the link until I come up with another solution, which could include adding a generic NPC child to whom the RefLink will properly attach. Fortunately, the cat does not get drawn to the brahmin pen, preferring to spend most of its time near the entrance of the market building. Update: Starting with v3, the cat has a custom sandbox that will allow it to move around more freely.

That said, these new inhabitants come with a potential expiration date. What does that mean? Well, they're flagged as mortal, so they can die during settlement attacks, including the Battle of Bunker Hill. If you don't like the sound of that and/or want more control over the situation, one of the two optional files might be right for you.

The first optional file, called Population Boom - Bunker Hill Settlers, applies the "protected" flag to all of the new inhabitants and converts them into workshop actors so that, upon completing the "Battle of Bunker Hill" quest and claiming the settlement, they become part of the settlement population (although the animals don't count toward it). The humans gain full settler functionality, so you can either assign them to jobs at Bunker Hill or move them to other settlements if their addition makes the settlement too crowded for your tastes. The dogs can be moved as well, but each provide bonuses to defense (5 points) and happiness (10 points) as per usual for workshop dogs. The cat cannot be moved since it is supposed to be Meg's cat, but it too provides the standard 10-point happiness bonus conveyed by workshop cats. Update: Starting with v2, the four Bunker Hill Residents are set to auto-assign to any crops placed after claiming the workshop.

The second optional file, called Population Boom - Bunker Hill Settlers - WHN, is the same as the first optional file, but also gives the new inhabitants unique names and applies height scaling to the humans. This file is intended for use with either We Have Names (and more) - All In One or We Have Names (and more) - Bunker Hill Edition, but neither are required. If either are used, however, make sure this optional file loads after them.

Warning: If you use one of these optional files, be prepared to start adding food, water, and beds right away, as the sudden influx of new settlers will send those settlement requirements into the red. This is especially true if you're using my Bunker Hill Workers Are Settlers mod, too, as the combination will result in 12 new settlers and not enough resources on hand.

Compatibility
Since all of these NPCs have their own NPC (Actor) records, this mod should be compatible anything.