I have 3 Marco Inaros in the same recruitment area and none others. It seems he's the favourite spawn because at least 1 of him is absolutely everywhere I try.
RNG does weird stuff sometimes. There are 23 different named crew selected in a random fashion to create each Crew REF in-game, so some duplication is bound to occur... but it should be quite rare to get 3 of the same one at the same time in the same place.
Rename Actors - SFSE < This might just do the trick. Have not tried it out yet just found this MOD recently but it seems to do exactly what you want. Haven't really been going to the bars to recruit in my latest play through with this MOD, so not sure if names you change will stay changed. But its worth a try if you do get a dupe of any specialist change there name to any thing you want. I bet you can come up with something memorable :) > Edit: I just read the description seems like the names you change should stick so that's great!
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"Names don't get cleared on a common Location reset but certain quests (rarely) rename NPCs as per vanilla design. For example
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Wyatt Earp and H. H. Holmes during a certain quest
Any chance we can have them randomly draw first and last names from (two) lists? That would help avoiding seeing duplicates often..just as long as the lists are long enough.
How do you get the cells to reset where these people are? I've tried "Waiting" a couple of days and returning and I'm still just seeing generic specialists.
Can you specify which "several characters" might be affected by the skin tone lost, and does that mean it defaults them to skin tone 0, if so persoanlly as long as andreja is not affected I think that would be acceptable. Quite hesitant to upgrade due to the ambiguiaty of the issues here.
So definitely no Naomi Nagata anytime soon? The game even has her hairstyle! lol. Related note: Did you use Biometic ID 37 for Amos? I swear the devs purposely made it look like him.
Thx for the clarification, alr downloaded, also amazing work, you managed to replicate and customize so many characters with just a 140kb esm and no other files.
So I am not sure if I am installing this right. I've tried sleeping for 6-10 hours on Venus, tried enabling and disabling, put this in my Custom.ini, and tried with Vortex. I'm not great with mods, but how specifically should I be installing the esm files? I feel the issue is on my end if everyone else us able to get this to work.
Love this idea, but one thing I'm not sure about, despite reading the Description, is:
Do they now have a name floating over their heads, or is it like companions now, where there's nothing over their heads?
Also, while I love the idea of this, for immersion's sake, I would find it immersion breaking to run into cew with names that I recognize from other universes (other worlds not Starfield).
Any chance of either, a version that lets us give htem a name upon first conversing with them, or a version with random names not recognizable from TV/movies/etc?
Any chance of either, a version that lets us give htem a name upon first conversing with them, or a version with random names not recognizable from TV/movies/etc?
The former would require a script that changes the FULL (that's the part of the record that holds the displayed name) value of the instanced NPC. Off the top of my head, looking for the script that handles Player Name input in the Enhance!/character creation menu would be the first place I'd go to figure out how to adapt it to NPCs other than the player.
As for the latter, you could either simply edit the .esm in xEdit to change the names in your personal installation of the mod (easier to implement) or take the script mentioned above and adapt it further to randomly pick 2-3 name elements from a provided list (harder to implement). If there's a way for a script to pull from the list of names that Vasco can say, then you'd already have that part of the equation in hand. Although without some proper curation of the Vasco list pulls, you could end up with NPCs with two last names or expletives for names.
I'll be getting into modding when the CK drops next year. But for now I don't want to get into it only to have to relearrn a lot of it when CK hits. Tho, I'm very tempted to learn the requirements to do retexes and stand alone clothing before then. But then again, I'm the Supreme Overlord of Procrastination, so we'll see if that ever really comes to pass lol.
At the very least, it wouldn't hurt to download xEdit and use it to familiarize yourself with the content and structure of .esm files in the interim, as they'd still be the same regardless of which modding tools you end up using. If you run it with the -view flag instead of -edit, it will run in a read-only mode so you don't have to worry about accidentally changing anything inside the files.
You really shouldn't endorse something you've never used.
The Endorsement system is about giving one's approval on something based on one's experience using it. Not on what you think about the idea of it. An endorsement is saying you stand by that which you are endorsing, and can vouch for it.
You've already supported the mod author by commenting positively on the idea of the mod. Please don't dilute the worth of the Endorsement feature.
I always test run the mods I endorse to make sure that they actually work as described. Whether or not I use the mod beyond the initial pre-endorsement testing is a matter of preference to what mods I feel like keeping installed at the time of commenting.
However, I get what you said and will make sure to add "in the long run" when making such comments in the future.
To equip a companion or crew member with an equipable item, Trade gear with them, give them the item (transfer it from your inventory to theirs) then go into their inventory, find the item, and choose "Equip Item" (Y using Xbox contoller, look at the bottom edge of your screen to see what key it is if using a kb). Even tho it's showing it equipped on your character, it equips it to your companion/crew, as long as you are using the designated Equip Item button. (as opposed to the Use Item button, which is A on controller)
Thank you. I tried when the game first came up to get the trade dialog, but maybe that playthrough was bugged like the tech in neon.
edit: I was correct. Generic crew members give no option to open up trade window.
Found a solution on reddit by /u/jrfk2. Now everyone has the same type of constellation uniform
Found the answer as part of a nexus mod .. worked for all crew membersWalk up to NPCopen console and click on NPC to get NPC_refidclose console and turn slightly away from NPCopen console and enter command: openactorcontainer 1close console and use the menu that came up to exchange items with the NPC and equip as desired
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> Edit: I just read the description seems like the names you change should stick so that's great!
That would help avoiding seeing duplicates often..just as long as the lists are long enough.
It does seem to default them to 0
Do they now have a name floating over their heads, or is it like companions now, where there's nothing over their heads?
Also, while I love the idea of this, for immersion's sake, I would find it immersion breaking to run into cew with names that I recognize from other universes (other worlds not Starfield).
Any chance of either, a version that lets us give htem a name upon first conversing with them, or a version with random names not recognizable from TV/movies/etc?
As for the latter, you could either simply edit the .esm in xEdit to change the names in your personal installation of the mod (easier to implement) or take the script mentioned above and adapt it further to randomly pick 2-3 name elements from a provided list (harder to implement). If there's a way for a script to pull from the list of names that Vasco can say, then you'd already have that part of the equation in hand. Although without some proper curation of the Vasco list pulls, you could end up with NPCs with two last names or expletives for names.
I'll be getting into modding when the CK drops next year. But for now I don't want to get into it only to have to relearrn a lot of it when CK hits. Tho, I'm very tempted to learn the requirements to do retexes and stand alone clothing before then. But then again, I'm the Supreme Overlord of Procrastination, so we'll see if that ever really comes to pass lol.
The Endorsement system is about giving one's approval on something based on one's experience using it. Not on what you think about the idea of it. An endorsement is saying you stand by that which you are endorsing, and can vouch for it.
You've already supported the mod author by commenting positively on the idea of the mod. Please don't dilute the worth of the Endorsement feature.
However, I get what you said and will make sure to add "in the long run" when making such comments in the future.
To equip a companion or crew member with an equipable item, Trade gear with them, give them the item (transfer it from your inventory to theirs) then go into their inventory, find the item, and choose "Equip Item" (Y using Xbox contoller, look at the bottom edge of your screen to see what key it is if using a kb). Even tho it's showing it equipped on your character, it equips it to your companion/crew, as long as you are using the designated Equip Item button. (as opposed to the Use Item button, which is A on controller)
Hope this helped.
edit: I was correct. Generic crew members give no option to open up trade window.
Found a solution on reddit by /u/jrfk2. Now everyone has the same type of constellation uniform
Found the answer as part of a nexus mod .. worked for all crew membersWalk up to NPCopen console and click on NPC to get NPC_refidclose console and turn slightly away from NPCopen console and enter command: openactorcontainer 1close console and use the menu that came up to exchange items with the NPC and equip as desired
"In death, members of Project Disposable Stat-Boost Personnel HAVE a name."
Nice work BTW. ;)