Wicken54 Posted April 29, 2017 Share Posted April 29, 2017 (edited) If you've ever wanted to install some of your favorite named NPC's in one of your settlements and have them fully functional and assignable, I found a way to do just that. Thanks to @Dibble for supplying the final piece to the puzzle. It will take a bit of re-arranging things in CK but, so far it's the only way I've found to get it to work. * open CK and find the character you want in your settlement. I'll use Miranda from Vault 81 as an example. You have to be able to recruit them as a follower for this to work.I recommend "Sharing and Caring Companions" by JediJosh920 http://www.nexusmods.com/fallout4/mods/19999/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D19999&pUp=1So far I've only used Covenant as my settlement of choice and added all the specific factions pertaining to Covenant. You may have to play around with the factions to see what works for you. * open the factions tab. In the box, right click and select "new". A menu box will open. Select a new faction and hit add (bottom box). I would suggest adding minutemen faction and any that pertain to a specific settlement you have in mind. * Click O.K. on the characters box (lower left) and close it out. An asterisks (*) will appear up top after Falloout 4 title. that's your prompt to save changes and create a .esp file * Click save and name your new .esp file. After this, any further changes will be saved to the new file. Remember to set your .esp file as an active file when you close out and come back to the CK to make any further changes. * In the left hand box (Papyrus Scripts), make sure WorkshopNPCscript is there. If not, click the add button and select it. Make sure bCommandable, bAllowMove, bIsWorker, assignmultiresource, bCountsForPopulation are all set to true. you can change value by clicking and going to top right box and change value. The last item in list is WorkshopParent (default<none>). Click it and hit Autofill in right hand box. it should now have 0002058E as a value. Hit o.k.. HIt o.k. to close character window and save. * Some named NPC's have their own AI packages. these will conflict with what you want so you have to change/delete them. Open the AI Package tab to see what's there. Right click "add" DefaultSandboxCurrentLocation if it's not already there. If there is a specific sandbox location (Miranda had DefaultVault81Sandbox) right click and delete it AFTER you added DefaultSandboxCurrentLocation. * HIt O.K., save and that should be it. You should be good to go. You may have to play around with their factions but, this should be enough to make your named NPC into a settler and they should now stay in the settlement of your choosing and be assignable to tasks. Any problems let me know and I'll try to help if I can. Remember to check off your new .esp file in Mod Manger. Update; Being able to re-assign your NPC's is still glitchy. Still working on that. Edited April 30, 2017 by Wicken54 Link to comment Share on other sites More sharing options...
AnAtheistBear Posted February 25, 2019 Share Posted February 25, 2019 I'd endorse this mod... Link to comment Share on other sites More sharing options...
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