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rlbaxter

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rlbaxter

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A list of mods that provide different and more immersive approaches to finding / recruiting settlers vs using settlement recruitment beacons. In optional files there are patch files to address issues with the 'Workshop Synth Production' and other personal patches.. See full description and articles for more detail.

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Updated 8/12/2024 - Added  patches for SKK's Commonwealth of Decay (Open World Survival) mod.  A patch to preserve Diamond City Radio. Added 3 patches that override the Synth replacement actor with your choice of Vanilla Robots, Mechanist Robots, or both vanilla and Mechanist robots.  Combine one of these patches with Endless Warfare (see my Automatron NPCs for Endless Warfare mod) for a Terminator style game.See article Compatibility Patches for SKK Commonwealth of Decay (Openworld Survival) for more details.


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See Update History article for the history of this page.


This mod page does not host a specific mod i.e no mod to actually download; however,  some personal patches / tweaks are offered for download.  Basically this page is a resource to list / discuss mods that  provide alternate approaches to recruiting settlers to settlements. Using one or more of the mods listed below allow settlers to be found, rescued, and recruited while exploring, and traveling the Commonweatlh. 

Having played Fallout 4 for many years now, I wanted something a bit more interesting, and immersive for recruiting settlers vs using recruitment beacons.  Any of these mods  can be used along with recruitment beacons  to add variety while increasing the number and availability of settlers. I no longer use recruitment beacons in most of my settlements, instead, I use most of the mods below to encounter settlers in my travels.

I was inspired by Random Encounter Manager by SKK . This SKK mod allows you to recruit random NPC's that have the workshop script assigned.  Recruiting settlers that you meet while exploring added an interesting element to the game.  So I set about searching for other mods that added similar capability.   Along the way I created a few mods of my own to further enhance this approach.

Some personal mod patches and mod compatibility patches are offered in optional  and miscellaneous files for those that might be interested. If you run SKK Open World mod, I've created some compatibility patches for mods that I use. See article Compatibility Patches for SKK Commonwealth of Decay (Openworld Survival)


These are some of the alternate settler recruitment mods I run  (including the  Random Encounter Manager by SKK mod I referenced above):


  • Workshop NPC Cages - One of my mods which adds cages that allow you to catch Captives (settlers) for your settlements.  As with Nomads these captives retain their faction traits / voices.

  • Nomads - One of my mods, that adds randomly spawning, wandering, NPCs to world that you can  recruit to your settlements.

  • Recruitable NPCs - My first settler mod. This mod was originally hosted here, but has been moved to its own mod page. The mod allows your character to recruit several vanilla unique NPCs as settlers,  makes many of the vanilla settlers moveable between settlements, and adds several new unique NPCs to recruit to your settlements.

  •  Animal Rescue -  A mod I created to complement my Recruitable NPCs  mod,  Numerous domestic animals are added for you to discover, rescue and assign to your settlements.

  • Mechanist Settler (in files) - This is a fixed version of Mechanist Settler by RaisTheWolf.  For full functionality, this must be installed prior to starting a new game.  This mod is not required if you are running Recruitable NPCs as 'The Mechanist' , Isabel Cruz, is now included in Recruitable NPCs .

  • Crime and Punishment - This mod by Flashy JoeR is always in my load order.   With this mod you can capture random human NPCs as Prisoners with the option to make them  settlers over time.  Prisoners can be assigned to settlements and act like normal settlers (with some interesting twists).  Using the solicitation system you can recruit normally hostile NPC's such as gunners and raiders as settlers, and with the pregnancy system  you can use natural reproduction to populate settlements.

  • CommonWealth Captives  is one of the most interesting mods I've found.  It spawns random captives at raider / mutant camps around the Commonwealth.  When you rescue the captives you have the option of making them a settler.   This is an adult mod found on LoversLab, however, it can be installed to run in non-adult fashion. See the article section for help in setting this mod for non-adult interaction.


  • Recruitable Setters - The two combined mods add 50 new unique settlers to recruit to your settlements.


  • Doc Drumlin by SKK - adds an early game doctor who can be assigned to settlements (hint, you will need to 'console' move her onto an owned settlement, then move her to the desired settlement via the workshop). I use Drumlin Diner - New Settlement; if using this mod she becomes immediately moveable to the Drumlin or another settlement.




  • Workshop Synth Production - I use this one, but it can be buggy and unpredictable, be sure to read posts on this one before loading it into your game.
I've created a reconfig patch (in optional files) for Workshop Synth Production that disables the problematic bioscan / template system (which accounts for most of  the reported bugs). See article Workshop Synth Production - Reconfig for more details.









Suggested by others:



I also recommend the following optional mods for settlement building:

  • Better Settlers - Adds more variety to settler looks, clothing, gear with options to make settlers mortal.




  • Rename Anything - Allows you to rename objects, settlers, etc.   Can be used when away from a workbench. 

  • Liga of My Companions - Allows the recruitment / management of multiple companions.  In my opinion, this one is best in its class. Excellent mod.

My other mods:



  • Moveable Cats - Allows cats caught in a Wasteland Workshop trap to be moved between settlements.
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