Updated 10/1/2023 (v4.2 )

I caught an oversight on my part that is related to the hostile child nomad spawns. 

I discovered that Nomad doctors / traders will very rarely spawn as children.  They will actually fill the same function but can't audibly
say the actual lines.  This only occurs when running Orphans of the Commonwealth with Nomads.  It is because I use the Workshop NPC template for normal human settlers, and changing the actual template for the Nomad Doctors and Nomad Traders to the LCharScavenger template should address this issue.

The optional files all had to be updated as well to support this change.  if you don't run Orphans, you don't necessarily need to update
at this time.


Updated 5/27/2023  (v4.0)

  • Repackaged and re-released as an ESL tagged ESP.  Please read the Important Considerations below as the old versions are not compatible with the new ESL tagged versions.  The ESL tagged ESP will be the only version supported moving forward.
  • Optional patch released for compatibility with SKK Commonwealth of Decay,  If you run this mod with the SKK mod, the main mod and patch must be installed before you enable the CoD or OpenWorld modes in SKK Commonwealth of Decay.

Updated 03/06/2023 (v3.5)
  • Corrected a bug in the Nomad hint where the hint would sometimes continue after the Nomad is recruited
  • Enhanced the hint with a general distance along with the general direction.   3 levels: far away, near, very near

Updated 11/23/2022(v3.4)
  • Nomads should no longer initiate settlement radiant quests for which many do no have the needed dialog.
  • Improved the Nomad hint to tell the player the nomad is ahead, behind, to the right / left etc.

Updated 09/06/2022 (v3.3)
  • Noted the updated terminal fragment was not included in the ba2 file.  This would cause the protection option in the holotape to disappear when Protected was set.   This is fixed in v3.3. 

Updated 08/31/2022 (v3.2)
  • Sorry, right after uploading v 3.1, I remembered that Essential NPCs are excluded by my recruitment framework, so it was necessary to remove the Essential option.  Only Mortal, Protected can be selected now.  If you downloaded v 3.1, you do not need to upgrade, just don't set Essential as the protection level.  If Essential is set new Nomads will not get a 'R'ecruit prompt.

Updated 08/31/2022 (v3.1)
  • Add protection option to holotape allowing 'recruitable i.e. friendly' nomads to be set as Mortal, Protected, or Essential.

Updated 07/07/2022 (v3.0)
  • Added the vanilla civilian robots to the mod to recruit to your settlements.  Lost Robots can be found wandering the wasteland. Robot spawns, by design, will  occur less often than the other humanoid spawns.
Police Protectron
Medic Proctectron
Fireman Protectron
Construction Protectron
Mr Handy
Ms Nanny
For even more Protectron Settlers consider Hack Protectrons as Settlers by SKK
  • Streamlined the spawn and actor scripts.  There should be less script load now.
  • Added a configuration holotape (craftable at the chem station).
Disable/Enable Nomad spawns
Selectively disable/enable the settler factions:  Vanilla, Raiders, Gunners, Synths, Robots, Children of Atom, Mutants
Disabling the vanilla faction will significantly decrease the chance of Nomad spawns as vanilla represents ~50% of all spawns
Disabling other factions will not increase the spawn chances of the enabled factions.
Three options of the base spawn rate Low, Med, High
A hint option that randomly displays the message "Someone just called out..." in the hud when a recruitable Nomad is nearby.
  • Recruitable Nomads will now approach the player when a short distance from the player.
  • If using the optional NomadsMoreHealth file, this file should be updated as well to get the better health for the robots.


Updated 06/06/22 (v 2.0)
  • The mod no longer contains the recruit perk and logic.   RL_Recruit_Framework is now required which provides the recruitment perk and logic.  See that mod's description for details.
  • Nomads should now have normal stats, no more overpowered Nomads. Should Nomads now seem to weak, there is an optional file that adds +100 health and increased resists to Nomads.
  • Custom attributes were removed from Nomads.  They now have vanilla attributes as set by the vanilla templates.
  • Spawn logic has been updated.  When loaded into a new game, the spawns should be less common as originally intended.
  • The FCOM patch that was initially available on this page actually applies to the framework and not Nomads.  The patch was renamed and moved to the  RL_Recruit_Framework mod page.   If you downloaded the original patch from this page you can continue to use that patch as they make the same change. This patch is no longer supported, I believe FCOM should work alongside the current and future versions of this mod, but I will no longer respond to nor investigate any issues with FCOM and my mods.
  • Increased the chance of hostile Nomad spawns.

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rlbaxter

1 comment

  1. Sngll17
    Sngll17
    • member
    • 9 kudos
    Love those recruitment options, sir. Great work and also great in-depth and detailed description. Keep it up !
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