Dynamically generates friendly visitors to your settlements. Lightweight with no save bloat. Now supports Vanilla, CBBE, and Fusion Girl body randomization!
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Author:GenesisBravo - Traducteur Des Terres Desolees
Fixed a longstanding issue with some recruited settlers wandering from their assignments more than usual! Existing recruits will be updated when the settlement is next visited.
Added "Random NPCs as Institute Synth Clones" to the Faction options. This adds over 160+ standalone NPCs as a separate faction you can select! See the description for more information.
Scavengers have been my backup faction if no other factions are selected and always included in the mix. Now they are an optional faction but still will be used if no others are selected.
Morph adjustments to help minimize potential sunken chests. Morphs can both increase or decrease body part size and sometimes chests were not just flat but sunken when decreasing an already petite bodyslide.
Minor animation improvements for the new CatDogs and slowed them down a little.
Also added a Synth component to the talking CatDogs to help explain *that*.
Minor updates for the new Floozy Furniture mod, mainly if Vulgar is installed reset it after leaving the workshop.
Version 0.9
Big pets update! All use a variety of prewar textures with ones for 8 cats by mm137 and 8 chickens by BrendR. I also remedially adapted BrendR's brown rabbit texture to 6 different ones.
I wasn't happy with how cats were animated and saw AbbaLovesYou weighed the dog skeleton to the cat model and got permission to use it. So now you have CatDogs: cats with the much improved dog animations! They are a little chonky.
Pets now talk. This update all started because a couple users were reporting pets giving out Minuteman quests they couldn't turn in because they don't talk. Instead of just fixing that I figured it would be fun to make them talk instead. All cats are girls, all bunnies boys, and chicken/roosters have an elderly NPC voice.
All the Wild Settlement animals have the proper faction fix so they won't potentially give out quests. Talking is only for the pets.
Version 0.8.2
MCM Hotfix attempt #2.
Version 0.8.1
Hotfix for the MCM. Some options call functions in scripts and I now have more than one and wasn't specifying which one to use. Edit: May still be broken... Working on a more complete fix.
Changed some settings to set potentially confusing options off by default.
Version 0.8
Added the necessary plumbing for the new AAF addon "Vulgar Visitors" I'll be uploading shortly.
Version 0.7
When an NPC is recruited instead of everyone just being renamed "Recruited Settler", (unless "What's your Name?" is installed), they now use faction/race specific names like "Triggerman Settler" or "Pet Cat Settler".
New option for if Visitors can idle at unassigned work objects. I've been allowing this because some items are technically work objects but still fun to see visitors use, but it can be confusing to have them man things like stores and not actually sell anything.
Ongoing work on recruited Settler/Workshop stuff. One last minute fix is apparently adding Workshop dialogue was also adding it to NPCs outside of settlements and not just visitors. This has been fixed with the downside that cool faction-specific visitor dialogue will now mix with boring ole settler/farmer lines (unvoiced). I was trying to avoid this. On the plus side if your the actually the Minuteman General their visitors will refer to you as such now.
Version 0.6
Bodies can now be randomized with options for Vanilla, CBBE, or Fusion Girl bodies! See the Description for more details.
The Recruit button is now configurable to be the Primary button (replacing Talk and the default), the Secondary button, or Disabled.
A few NPCs like basic Raiders and Triggermen don't have voice lines for Workshop or Player dialogue. They do now but it's text-only. I had the choice of either having workshop dialogue unvoiced and text-only or giving them basic settler voices and have their faction-specific chatter text-only. The latter would really cut down their uniqueness.
Visitors shouldn't take existing Power Armor if attacked.
I now use inventory based on base-game Leveled Lists instead of inheriting it so you don't get things like mod-added Power Armor.
If the Wild Settlements option is selected you have a rare chance of getting a randomly sized creature.
More robust handling of optional stuff like F4SE and BodyGen.
Version 0.5.2
Quick fix for the "Auto" population option. I neglected to update it everywhere to the new indexing I use with MCM.
Version 0.5
Now requires F4SE on PC. I'm assuming if your using mods this won't be a problem.
There is now a non-DLC version. You'll be missing a few idles, NukaWorld Gangs and Trappers, DLC creatures, and will only have cats as pets.
MCM support! You wanted it, you got it. It's optional but if it's installed it will be used.
Because of the above the Visitor Count will reset to "Auto" when you upgrade. Internally it was easier for me just to switch to using the indexes MCM uses for dropdowns.
Idles have been reorganized into FormLists you can add to with Robco Patcher so you can add idles from other mods! This includes separate lists for sitting/standing and gender. See the Articles section for more information.
New option to increase the chances of using idles added by the user from being the same as the others to 50/50.
Visitors no longer use these custom idles once recruited. They will just be boring settlers.
Recruited settlers now switch to that as their name when recruited and if "What's your Name?" is installed it will use one of those. This is detected at runtime and can be installed anytime.
Version 0.4.3
Added G1 Synths to the "Wild Settlements" option and adjusted the idles of some of the bigger NPCs.
Remove the Recruit menu if a visitor is killed so you can loot it.
Visitor level now matches settlers (Level 2) and they will become protected like the others if recruited. I also include an optional Robco Patcher config file that will set their level to 30.
Visitors start out as "Cowardly" so they won't run headlong into certain death, then change to "Average" confidence once recruited.
Version 0.4.2
Hotfix for recruited settlers disappearing once leaving the settlement. They got scooped up by the new way I remove Visitors.
Version 0.4
Recruitment! See the description for more information. I tested this pretty throughly and am happy with how it works with one exception: I'd like to change their name to immediately show they are a settler but this is hard to do without something like Garden of Eden Papyrus extender.
New "Wild Settlements" option. Also see the Description.
The "Friendly Factions Only" option has been replaced by individual options for BOS, CoA, Gunner, Goodneighbor, Institue, Minutemen, Raider, and Railroad factions.
Increased the max manual visitor count in the holotape from 7 to 10.
Custom Idles are back with over 35 sitting and standing animations! Credit for these go to both Radbeetle and the Mixamo collection from Mod School Resources by the Sim Settlements team.
Institute Scientists have been added. If you selected not to show factions until they show up in the story they will start appearing after talking to Shaun during "Institutionalized". Existing users using that option will want to turn it off and on to register the change.
All visitors are now immune to radiation so shouldn't have problem with Glowing Sea settlements or Radstorms.
Pets or "Wild" animals in a settlement give a +10 Happiness bonus.
Reduced the speed boost to 10%.
Recalculate visitor sandboxing when exiting Workshop Mode.
No longer marks the NPC as temporary until the settlement unloads. This may have been confusing AI since it is similiar to corpses.
Version 0.3.2
Hotfix to not use BOS Power Armor (at least for now). If they exit the armor it gets made persistent and left behind.
Version 0.3.1
Small quickfix after the last release. Add a better interior settlement check. The previous version only looked at keywords on the Workshop but mods can change that so look at the Location, too.
I accidentally added Coursers to the main visitor pool when they are supposed to be restricted to a Holotape option.
Version 0.3
More fixes for my sandboxing and the ongoing saga of invisible chairs. This was caused by my using custom idles inside the sandbox package. This isn't done very much in the base game: synth shutdowns, feral ghoul eating, and residents cowering. There is probably a reason for this.
Increased visitor speed by 20%.
Far Harbor is now required. I do plan on doing a "No-DLC" version when finished.
Pets! You now have the option of having a 50/50 chance of having 1-4 Cats, RadRabbits, or RadChickens showing up in your settlement!
Children of Atom and The Forged have been added.
There is now an option to enable normally boring looking factions that can be diversified by mods like "Diverse Settlers". This will enable: Covenant Security, DC Security, the Charles View Amphitheater Cultists, Trappers, and Coursers.
Visitors to interior settlements with settlers can now be enabled.
Excluding Bunker Hill and The Castle is now optional.
While at a settlement visitors can be manually excluded using the Holotape.
More visitors won't spawn if previous ones still exist. Mostly affects interior settlements but could also happen if you go right to the edge of where an exterior one unloads and run back and forth.
Version 0.2
Fix for visitors occasionally zipping around riding invisible chairs while sandboxing.
Version 0.1
Initial Release.
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Given the state of the Commonwealth your settlements should be more popular! You've built a fun settlement with tons of idle markers and furniture, only to have them sit unused most of the day because your settlers are all busy working. What you need is some visitors! Rationale: Both NPCs Travel and of course SS2 are popular mods that can provide visitors to settlements, but on my low-spec laptop I don't use either as my daily driver. I wanted a small alternative that just makes the settlements I spent so much time building more interesting by providing wandering NPCs roaming about without reducing Happiness.
How it works:
Generates friendly visitors to your settlements that include: BOS, Children of Atom, Gunner, Institute, Minutemen, Neighborhood Watch, Raider, Railroad, Scavenger, The Forged, Triggermen, Disciple, Pack, and Operator NPCs. The Holotape has options to select factions and to restrict BOS, Institute, and Nuka World Gangs until appropriate times in the story. There is also an option to add in Coursers, Covenant Security, DC Security, Charlesview Cultists, and Trappers. These are usually pretty boring and left out but can be made more interesting with mods like the Diverse Series.
These folks aren't your normal boring schmucks that just stand around when idle. They will drink beer, do Psycho and Jet, play with knives, and many other rambunctious things. They also won't sleep and steal your beds. This is part of their sandboxing and scripting routines and does not depend on markers in the settlement itself.
When normally hostile factions visit your settlement they will be thankful for the privilege of visiting such a nice establishment and aligned with both you and the settlers. They will be labeled as visitors, for example: "Raider Visitor", and fight alongside settlers if attacked.
Normal visitors do not count towards workshop population. They are merely set-dressing for your settlements.
Recruitment. If you see a visitor you particularly fancy you can opt to recruit them permanently into your settlement. Once recruited they become normal settlers and can be assigned to jobs, etc...
Institute Synth Clones (NEW!). One of the Faction selection options included is "Random NPCs as Institute Synth Clones". This allows a selection of over 160 standalone NPCs including Prewar, Diamond City, and Vault 81 residents to show up as "Institute Synth Clones" in your settlement. Note that these won't be the actual base game NPCs and you can end up with odd scenarios like Prewar and Postwar Vault-Tec reps in the same settlement. To help explain this I called them "Synths" and add a Synth component on death. All currently use the "Boston" voice, not their original ones. New and somewhat experimental so off by default.
Pets! If enabled you have a 50/50 chance of getting 1-4 CatDogs, Rabbits, or Chickens in your settlement! There is a selection of 8 cats with textures by mm137, 8 chickens with textures by BerndR, or 6 rabbits also adapted from BrendR. All are nice and radiation free. I also wasn't happy with how the cat was animated and saw AbbaLovesYou rigged it to the dog skeleton way back in 2016, so now instead of "Cats" you have "CatDogs" with the much improved dog animation. All pets talk with full settler dialogue and voice lines although none have lip syncing (yet). This only affects Visitors and doesn't change any base game animals.
Body Randomization. Visitors supports body randomization for Vanilla, CBBE, and Fusion Girl bodies. For the base body it will randomize the "Body Triangle" values: Thin, Muscular, and Large. For CBBE and Fusion Girl it will also randomize their various morphs with a customizable range of (+/-) 100-500%, usually falling somewhere in the middle. Vanilla bodies use F4SE, CBBE and FusionGirl also use LooksMenu. These aren't required and can be installed anytime, but these options will do nothing without them being installed. You also need to have properly built your outfits in BodySlide with morphs enabled for morphs to work.
Wild Settlements. For those who like wilder and non-lore friendly settlements there is the "Wild Settlements" option. This gives a 1/4 chance of generating one or two Assaultron, Deathclaw, Gatorclaw, Gorilla, Gulper, Mirelurk King, Radstag, Gen 1 Synth, or Supermutant visitors in exterior settlements. It also enables some of the sillier animations.
The number of visitors can be configured to be: "Auto" = 1/3rd of population with minimum 2 visitors, "Paused" = None, or 3, 5, 7, or 10 visitors. No visitors will be generated for unpopulated or Player Only settlements. Bunker Hill and The Castle are optional in the Holotape since I figure they already have enough going on.
Visitors are dynamically generated when a settlement is loaded in-game and freed when unloaded. I was careful to ensure everyone is temporary and nothing is persistent so should not contribute to save file bloat.
Recommendations:
X-Cell. Next-gen users in particular are going to want this as it has a problem with FaceGen and spawning leveled NPCs, which is exactly what this mod does.
What's Your Name. If installed Visitors will automatically use this for their name once recruited.