Usiel Posted May 10, 2017 Share Posted May 10, 2017 I was wondering if this was being worked on or if anyone was willing to work on this. There are quite a few random encounters that I've seen. One of them is Kat and her Sentry Robot gus, there is Mac and his bar, there is Manta Man, there is Art, there is Mikey and Moss, and of course Clinton and Charlie. Whenever I meet these people (and the Settlers burying a friend) I always wanted to invite them into a settlement. Is there any mod where this is possible? I don't know why but meeting these people always made me want to make a home for them. Link to comment Share on other sites More sharing options...
MightyZ0G Posted May 11, 2017 Share Posted May 11, 2017 seconded :D you go to all the trouble of setting up radio transmitters to attract people when most of the people who have radios listen to classical or Diamond City most of the time, but you don't tell the people you meet about the great new place you just set up.why wouldn't you tell people you meet about the nearest settlement? they are the very people you want to attract. Link to comment Share on other sites More sharing options...
goatcha Posted May 11, 2017 Share Posted May 11, 2017 thirded Link to comment Share on other sites More sharing options...
Macrophobic Posted May 11, 2017 Share Posted May 11, 2017 (edited) One woman was even begging for water while a settlement was just nearby. She didn't have a dialogue option to recruit her, instead she only said he wants to sit and rest (and die probably). All the guys I save from raiders should have an option to invite to a settlement. And Mac, he's just perfect to recruit as a vendor. Edited May 11, 2017 by MeetTheFuture Link to comment Share on other sites More sharing options...
Timesquid Posted May 12, 2017 Share Posted May 12, 2017 I'm looking into it, but i'm a complete noob, so i doubt I'll be able to do it :/ It looks simple enough at first glance, comparing recruitable npcs, settlers and non-recruitable npcs - add the workshopnpc faction and the workshopnpcscript with the appropriate properties, add vendor-faction, -property and - chest for the vendor npcs - i imagine that should make them function as settlers. buuuut for the actual recruiting i think i need to set up a quest and/or dialogue, and this is where i'm currently stumped. Obviously, just because i'm mucking about with it doesn't mean someone more talented/experienced shouldn't give it a go :happy: I'll just see it ass a learning experience then. Gotta give all these people a home! Link to comment Share on other sites More sharing options...
MLeonhardt Posted May 12, 2017 Share Posted May 12, 2017 I've been wanting to recruit Doc Weathers and Doc Anderson to my Sanctuary. Anderson manning the Hospital and Weathers manning the Surgery chair Link to comment Share on other sites More sharing options...
Flowerguy360 Posted May 14, 2017 Share Posted May 14, 2017 (edited) @Timesquid: My best guess is that what you'll want to do is pick up Papyrus and learn to do scripting, if you don't know already. I do not. That said, take the following with a grain of salt: What you can do is create the dialogue to recruit the potential settler. Set up the particular recruitment piece of dialogue (I would look into Tina De Luca's recruitment dialogue as an example, since you can recruit her as a settler - but that is also a bit buggy last I checked, so you may also want to look around the Nexus for the fix for it, too) as an Event, and you should be able to script together something to add those missing pieces to the NPC and send them to a settlement of your choosing. Voila! That may not be much help, but it may also provide you with a bit of direction (toward something that is) you might otherwise be missing. Good luck! :smile: Edited May 14, 2017 by Flowerguy360 Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted May 15, 2017 Share Posted May 15, 2017 I think the water begging npcs actually show up in your settlements eventually and even that prisoner npc the super mutants haul around even if you can't get the dialogue after killing all the super mutants they run straight to sanctuary and just stand there for a while. I can see why it would be a good idea to recruit those unique npcs though because they are always in danger of friendly fire from the player. The fat man launcher comes to mind first because sometimes you just wanna wipe those raiders off the face of the earth or take down a deathclaw and be on your way but nope those two idiots standing around the campfire talkin bout mirelurk sammiches just had to be there didn't they? Once you get all of them recruited it is just the chems vendors and that one gunner guarded vendor dreth oh and some other chems vendor and another vendor. Dreth actually seems like she was supposed to have dialogue based on the options you get talking to her but for some reason they left it out. Link to comment Share on other sites More sharing options...
zwtrammell Posted March 12, 2019 Share Posted March 12, 2019 Wish this idea had not died. I can do textures but they suck and are not worth putting up. the rest of modding is beyond me. If anyone still had any interest in this why don't you look at recruitables like Sheffield and see how the process for bringing them to settlements works. Like I said Its beyond me sorry for the Lazarus post. Still, wanted to remind everyone this was a request that existed at one point. Link to comment Share on other sites More sharing options...
SKKmods Posted March 12, 2019 Share Posted March 12, 2019 The script function to make actors that have the WorkshopNPCScript attached recruitable is simple AddActorToWorkshopPlayerChoice() The problem is breaking them out of the random encounter quest system that spawns them (as it naturally tries to clean them up when they unload) without hacking the base game scripts. Link to comment Share on other sites More sharing options...
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