This made me realize how wretched the MM face pool is. Its too narrow of a pool, and there are other issues that are not immersive, given the game setting. For the longest time I thought that We Are the Minutemen or Militarized Minutemen somehow damaged the list but thanks to this guide it appears to be in the vanilla game. Thank you very much.
These codes work, problem is there basically bots. you cant trade with any of them. or highlight in work shop. any code to assign them as actual settlers?
For those who are unsure of how this works: with these base ID's you can change the appearance of settlers that spawn from the base models.
In these instructions where I put [enter] that means press the enter or return key.
Open the console with ~ and use the command 14.placeatme xxxxxxxx where the x's are the base ID of the settler. (don't bother with ghouls, you can't change them) (14, 00000014, and player are all the same thing in the console, so just use 14 because it's less characters to type lol) Example: 14.placeatme d1fc06 [enter] (the console is not case sensitive)
After you've done that, close the console and a settler will appear right by you. Get them in your view and open the console again. Click on the newly spawned settler so their new ID is shown. It will look like ff0011a11, and not the ID you entered. That's correct. Type tai [enter] That will toggle the settler's AI and the settler will freeze so they don't get away lol
I personally use this next step for convenience. Type unequipall [enter] then breifly close and reopen the console to remove the clothing etc of the settler.
Now use the looks menu editor to change the settler's appearance. slm ffxxxxxx [enter] Close the console and edit their appearance to your liking, including hair and extras like makeup.
Once you're done exit the looks menu editor and once again open the console. Type tai [enter] to unfreeze the settler (might not be required but good practice), and then type disable [enter] to disappear the clone.
All settler's based off that model will spawn with your new looks, and it will update all current settlers. Save your game. (Note: if you have edited a spawned settler's looks they will become invisible, so best to do this at the beginning of a new game. You can find invisible settlers in workshop mode and use the command disable to remove them)
Quick version, just the commands:
~ 14.placeatme xxxxxx [enter] ~ (look at settler) ~ *click tai [enter] unequipall [enter] ~ ~ slm ffxxxxxx [enter] ~ (edit looks now) ~ tai [enter] disable [enter] ~
This can't be all of them. There's a nameless woman (as in named settler) in my settlement that looks like a redhead version of 001C268C but isn't an instance of 001C268C.
The codes make life a lot easier in terms of matching the faces with the BaseID numbers, especially if you're going to take the SLM + BaseID route to modify the appearance of your settlers like I did. I'm looking forward to the day when I graduate to making my own full on .esp files with FO4Edit to do that (if only so that I can stop getting the occasional incurably invisible NPC in my game because I used the SLM console command on something I couldn't change via Face Ripper), but I've found meaningful technical info about the game's object model that would help me get there, like what's included in the List of Settler IDs and Faces, to be hard to come by online. This is the kind of posting that's going to cause more and better mods to show up for FO4. Thanks, iwonderif.
Yeah. There's a mod I use that alters some of them. I modified it to alter more of them. You can use Face Ripper to insert saves and such. You can also make an ESP to give each settler a different name, settler 1, settler 2, etc..
Yep ! Gj...even if i'm not sure the RefIDs are the same from a pc to an other. i tried to find if there's a relation beetween baseid and refid but i think no, 'cause the main programm (just like in c++) just create 'on the fly' a reference to a 'mother' image (base id) depending on the memory allocation. But sometime not, as you can figure out some NPC (unique ?) allways have the same refid.... . But; it could be i'm totaly wrong, so, if someone do have the keys..just throw them down to us. . Anyway...let me have a look @ ur list.
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hope all generated settlers can have their base id manipulated and not just the "unique" settlers like the beach and corvega quest settlement
In these instructions where I put [enter] that means press the enter or return key.
Open the console with ~ and use the command 14.placeatme xxxxxxxx where the x's are the base ID of the settler. (don't bother with ghouls, you can't change them) (14, 00000014, and player are all the same thing in the console, so just use 14 because it's less characters to type lol)
Example:
14.placeatme d1fc06 [enter]
(the console is not case sensitive)
After you've done that, close the console and a settler will appear right by you. Get them in your view and open the console again.
Click on the newly spawned settler so their new ID is shown. It will look like ff0011a11, and not the ID you entered. That's correct.
Type
tai [enter]
That will toggle the settler's AI and the settler will freeze so they don't get away lol
I personally use this next step for convenience.
Type
unequipall [enter]
then breifly close and reopen the console to remove the clothing etc of the settler.
Now use the looks menu editor to change the settler's appearance.
slm ffxxxxxx [enter]
Close the console and edit their appearance to your liking, including hair and extras like makeup.
Once you're done exit the looks menu editor and once again open the console.
Type
tai [enter]
to unfreeze the settler (might not be required but good practice), and then
type
disable [enter]
to disappear the clone.
All settler's based off that model will spawn with your new looks, and it will update all current settlers. Save your game.
(Note: if you have edited a spawned settler's looks they will become invisible, so best to do this at the beginning of a new game. You can find invisible settlers in workshop mode and use the command disable to remove them)
Quick version, just the commands:
~
14.placeatme xxxxxx [enter]
~
(look at settler)
~
*click
tai [enter]
unequipall [enter]
~
~
slm ffxxxxxx [enter]
~
(edit looks now)
~
tai [enter]
disable [enter]
~
I know my response is late but I thought it might help anyone else arriving here after a search.
Also, I found some others but I think they're the (unique?) ones from existing settlements:
156A0F
156A17
156A18
ok, so I want to change look of settler.. I have an ID thanks to screens. How do I do it?
I tried some things before but it never worked. All I could change was bodies of settlers-
i tried to find if there's a relation beetween baseid and refid but i think no, 'cause the main programm (just like in c++) just create 'on the fly' a reference to a 'mother' image (base id) depending on the memory allocation.
But sometime not, as you can figure out some NPC (unique ?) allways have the same refid....
.
But; it could be i'm totaly wrong, so, if someone do have the keys..just throw them down to us.
.
Anyway...let me have a look @ ur list.