File information
Last updated
Original upload
Created by
z80devUploaded by
z80devVirus scan
Safe to use
Current section
Activity logs
This page was last updated on 02 May 2025, 12:15PM
- Changelogs
-
-
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.
-
- Author's activity
-
May 2025
-
03 May 2025, 8:35AM | Action by: z80dev
Mod image added
-
03 May 2025, 8:35AM | Action by: z80dev
Mod image added
-
03 May 2025, 8:34AM | Action by: z80dev
Mod image added
-
03 May 2025, 8:34AM | Action by: z80dev
Mod image added
-
03 May 2025, 8:34AM | Action by: z80dev
Mod image added
-
03 May 2025, 7:51AM | Action by: z80dev
Mod image added
-
03 May 2025, 7:50AM | Action by: z80dev
Mod image added
-
03 May 2025, 7:50AM | Action by: z80dev
Mod image added
-
03 May 2025, 7:50AM | Action by: z80dev
Mod image added
-
03 May 2025, 7:50AM | Action by: z80dev
Mod image added
-
02 May 2025, 12:14PM | Action by: z80dev
Changelog added
'Change log added for version 0.6'
-
02 May 2025, 11:02AM | Action by: z80dev
Changelog added
'Change log added for version 0.6'
-
02 May 2025, 11:00AM | Action by: z80dev
File added
'Settlement Visitors Non-DLC [version 0.6]'
-
02 May 2025, 10:59AM | Action by: z80dev
File added
'Settlement Visitors [version 0.6]'
-
02 May 2025, 10:56AM | Action by: z80dev
Attribute change
'Summary changed.
Description changed.'
-
02 May 2025, 10:46AM | Action by: z80dev
Mod image added
-
02 May 2025, 10:45AM | Action by: z80dev
Mod image added
-
02 May 2025, 10:45AM | Action by: z80dev
Mod image added
-
02 May 2025, 9:38AM | Action by: z80dev
Attribute change
'Description changed.'
-
02 May 2025, 9:38AM | Action by: z80dev
Attribute change
'Description changed.'
-
- Mod page activity
-
May 2025
-
06 May 2025, 10:41PM | Action by: neverchanges6x9
Endorsed
'Settlement Visitors'
-
06 May 2025, 4:41AM | Action by: Vcebas
Untracked
'Settlement Visitors'
-
05 May 2025, 11:00AM | Action by: fitz4cc
Untracked
'Settlement Visitors'
-
05 May 2025, 9:06AM | Action by: hellbert
Endorsed
'Settlement Visitors'
-
04 May 2025, 7:45PM | Action by: zadovf
Endorsed
'Settlement Visitors'
-
04 May 2025, 8:38AM | Action by: giram
Untracked
'Settlement Visitors'
-
04 May 2025, 7:28AM | Action by: mandarin555
Endorsed
'Settlement Visitors'
-
03 May 2025, 10:04PM | Action by: GamingNerdLeith
Tracked
'Settlement Visitors'
-
03 May 2025, 6:00PM | Action by: Predator921
Tracked
'Settlement Visitors'
-
03 May 2025, 8:08AM | Action by: smrdutyskunk
Endorsed
'Settlement Visitors'
-
03 May 2025, 6:43AM | Action by: TML340
Tracked
'Settlement Visitors'
-
03 May 2025, 3:17AM | Action by: Flamatik
Endorsed
'Settlement Visitors'
-
03 May 2025, 1:28AM | Action by: Flamatik
Untracked
'Settlement Visitors'
-
02 May 2025, 7:44PM | Action by: Dovakhin89
Tracked
'Settlement Visitors'
-
02 May 2025, 7:06PM | Action by: KnshinX
Tracked
'Settlement Visitors'
-
02 May 2025, 6:20PM | Action by: giram
Tracked
'Settlement Visitors'
-
02 May 2025, 2:46PM | Action by: C0rty
Endorsed
'Settlement Visitors'
-
02 May 2025, 12:53PM | Action by: leo1970
Untracked
'Settlement Visitors'
-
02 May 2025, 12:09PM | Action by: makcmebel
Tracked
'Settlement Visitors'
-
02 May 2025, 11:45AM | Action by: AsholdCrusader
Tracked
Settlement Visitors
-