GnatGoSplat Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) In that case, one slightly tedious way would be to get all their refIDs and enter in the console: refID.moveto player Where refID is the actual refID. If any of them are alive, you know what to do. :smile:The refIDs of all the named npcs is in the wiki. I can get the refIDs of the two unnamed settlers if you want to go this route. When I did "recycleactor" after killing them, I did lose the female unnamed settler. Curious where she went, I did a player.moveto to her location and somehow she'd ended up on the roof of one of the houses and apparently wasn't able to get down. Edited February 3, 2016 by GnatGoSplat Link to comment Share on other sites More sharing options...
Klipperken Posted February 3, 2016 Share Posted February 3, 2016 Have you tried aligning with that group?Not changing the NPC's alliances, but adding that one to your own? Link to comment Share on other sites More sharing options...
GnatGoSplat Posted February 4, 2016 Author Share Posted February 4, 2016 Just now tried it, doesn't seem to make a difference. Link to comment Share on other sites More sharing options...
Klipperken Posted February 4, 2016 Share Posted February 4, 2016 (edited) Hmm, odd...I figured that would be a solution, have you also given yourself good standing with them (0 = friendly, 1 = allied)?Could be you need to redo this mission... :SWhich would mean reverting to a point before the mission.Then add yourself to the faction with 1 as digit. If I got Console commands right, that is.Of course, you cannot kill them or fight them, would make them angry, I reckon. targetID.AddToFaction <faction id> <0 or 1> – Adds target to faction, needs to be used with a prefix or target, e.g player.AddToFaction 0001c21c 1 to add yourself to the player faction. 0=friend, 1=ally.targetID.RemoveFromFaction <faction id> – Removes target from faction, needs to be used with a prefix or targettargetID.removefromallfactions – Removes the target from all factions. Be aware that this will also remove the player from the "player faction" if used on the player.setally <faction id> <faction id> <0 or 1> <0 or 1> – Makes two factions friendly with each other. 0=friend, 1=ally Edited February 4, 2016 by Klipperken Link to comment Share on other sites More sharing options...
GnatGoSplat Posted February 4, 2016 Author Share Posted February 4, 2016 Yep, I tried all that, except for redoing the mission. I'm sure redoing the Human Error quest and siding with Dr. Chambers would work, but the point is being able to use the NPCs as settlers without siding with her. I'm curious how the NPCs differ if I do side with her, but unfortunately my save prior to the quest is way old. I thought I created new saves more often, but guess I must have been lazy and just quicksaved for several days. I might still try and replay the mission siding with Dr Chambers instead when have a couple hours to burn sometime. Link to comment Share on other sites More sharing options...
Klipperken Posted February 4, 2016 Share Posted February 4, 2016 Hmmmm, well... now that you know what you know...Maybe do make a fresh start?And add a few mods, like More Spawns?Heck, there ever seem to be a few new critter mods around to "play" with. :P Link to comment Share on other sites More sharing options...
HandofBobb Posted February 5, 2016 Share Posted February 5, 2016 Hmm, odd...I figured that would be a solution, have you also given yourself good standing with them (0 = friendly, 1 = allied)?Could be you need to redo this mission... :SWhich would mean reverting to a point before the mission.Then add yourself to the faction with 1 as digit. If I got Console commands right, that is. Of course, you cannot kill them or fight them, would make them angry, I reckon. No offense man, but that kind of completely ignores the whole point of this discussion- which Is that we don't wish to side with Covenant during Human Error- but we don't want to have to kill everybody either- and for some reason that defys all logic, every single resident of Covenant, including the mechanic who is too shy to look you in the eye suddenly becomes a bloodthirsty fanatic who can't be reasoned with, persuaded, or intimidated- I'm level freakin 90, with Charisma 16 and 3 ranks of Intimidate, Talia's lvl 6 and doesn't even blink at my attempt. What's the point of putting Perks in the game if they aren't going to do anything useful?!? Link to comment Share on other sites More sharing options...
Klipperken Posted February 5, 2016 Share Posted February 5, 2016 Oh, so true, BUT!It seems there's no alternative.Or is there? Link to comment Share on other sites More sharing options...
HandofBobb Posted March 21, 2016 Share Posted March 21, 2016 (edited) thread Necro!but it's relevant, since I finally managed to get this to work- had to use the following commands on all settlers:first, Resurrect/Recycleactor anyone who happened to die on you. Removefromallfactions (helps if you tcai first, you have to remove everyone you want to keep from the Covenant faction while paused or they will aggro on your new friends)Addtofaction 1c21c 1 (adds them to Player faction as an Ally) Addkeyword workshopallowcommandAddkeyword workshopallowmovesetpv bcommandable truesetpv ballowmove truesetpv ballowcaravan true then fast travel away and return, after that you can use the workbench to 'send' them to Covenant (even though they're already there), this will cause them to show up as population in workbench mode.Seems like the addkeyword and setpv commands should be redundant, but I wasnt able to achieve results without using both. I'm also trying to use this to make Phyllis a settler at Egret Tours Marina, but she seems to be hard-coded to disallow her being moved from (even if I'm moving her TO there...) Edited January 30, 2017 by HandofBobb Link to comment Share on other sites More sharing options...
GnatGoSplat Posted March 21, 2016 Author Share Posted March 21, 2016 Huh, cool, I'll have to try that sometime.Are you able to assign them tasks? Link to comment Share on other sites More sharing options...
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