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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

Dynamically generates random names for Settlers, Raiders, Gunners, Ghouls, Mutants, Robots, and even animals using SPID. Fully modular, legendary only versions available.

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The Alias Project
Dynamically gives NPCs a unique Alias
The Framework

The core of the Alias Project is framework plugin. This contains a quest that actually generates the names, as well as most of the generic names used by the different modules. If you're going to use any of the modules, you need it.

It works by distributing a spell using SPID to the affected NPCs, that renames them using a quest alias. This means there should be zero compatibility issues, no patching required.


Information For Mod Authors
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This is a resource, which contains sets of generic messages useful for doing large scale renaming of NPCs. The core of the framework is a script, which accepts FormLists of Messages, and uses them to procedurally generate names, which is assigns to NPCs via quest alias (and then immediately removes reference from the ref collection, so it can despawn as normal if dead). The framework contains a selection of standard male and female names (taken from Real Name Settler), as well as Nicknames, and various other sets of words useful for doing procedural name generation. The spell will need to be applied to the NPC you want renamed- I recommend using Spell Perk Item Distributer (which I've done with all my modules) to do it, however it can be applied with a standard patch as well.


The Modules

The actual renaming is done in the modules, found in the optional downloads section. Download any you want, as well as the legendary only patch for them (found in the miscenanious files section), if you only want the legendary instances of the NPC type to be renamed.

- Settlers
Gives a random first and last name combinations to generic Settlers (aka, the ones arriving at the beacon).

Note, this does not touch Unique settlers, even if they're named "Settler". This is to avoid conflicts with mods like Nobodys Leaders for SS2, and similar mods which make use of them. Also, giving those settlers random names feels weird, they're supposed to be a family. I recommend running UNPC Lite, if you want those settlers to have names.

- Triggermen
All Triggermen follow the structure of Nickname Lastname.

- Gunners

All Gunners follow the structure of Rank Lastname. It won't touch Caravan Guards, or other non-hostile gunners.

- Raiders
All raiders names follow the structure of Nickname FirstName. Different raider gangs (Forged, Trappers, Nuka World gangs) each have their own pool of nicknames. The first names are gender specific, and use the basic first name pool from the framework.

- Brotherhood
Names consist of a Rank, based on the base rank of the NPC, and a random Surname.

- Feral Ghouls
Applies naming to feral ghouls

- Robots
Robot names for standard vanilla robots have a Type Designation, followed by a greek letter. Mechanist robots have generic robot names, while RustBot robots pull from a combination of the raider pools and robot pools.

- Super Mutants
If you have Super Mutant Redux installed, Nightkin also have a tweaked distribution of names, slightly different from normal mutants.
The base version covers all basic Super Mutants, Mutant Hounds, and Mutant Behemoths

- Synths
Synth naming follows the convention "a1-23", where a is a letter based on level, and the rest are numbers

- Lovecraftian Fogcrawlers
This is a fairly simple mod, that uses a few of the the Alias framework and 26 Lovecrafting sounding syllables to generate names of 2 to 5 syllables in length, that the human mouth was not meant to pronounce.

- Legendary Wildlife
Each type of animal has a separate pool of about 25 to 50 possible name combinations, and ONLY Legendary enemies are renamed, with the exception of Mirelurk Queens, because there aren't any Legendary Mirelurk Queens in the base game.

Doesn't touch any vanilla records, so it should be compatible with everything, however it may not recognize NPCs added by mods if they don't follow vanilla conventions. See the specific ini _DISTR files, but general most distribution is done based on RACE, with the exception of deathclaws, which are done based on the ActorTypeDeathclaw keyword. If you want to patch mod added creatures, you can either add them to existing distributions in this mod, or create an entirely new module, see the Dinosaur Deathclaw or Chinese Yao Guai variants for simple examples of what is required to do this.

- Chinese Yao Guai (needs to override the Wildlife addon)
Named by descendants of those held in Chinese internment camps before the Great War, yao guai are mutated American black bears...
So, if they were named by Chinese speakers, why not give their legendary variants Chinese names?

This uses a pool of 5 prefixes and 5 suffixes, for a possible 25 name combinations, all in the best Chinese Google Translate can muster. If there are any actual Chinese speakers out there who want to suggest some better name pools, feel free.

If you're using the wildlife addon, this file needs to override it.

- Dinosaur Deathclaws (needs to override the Wildlife addon)
Give Deathclaws randomized fake dinosaur names.
If you're using the wildlife addon, this file needs to override it.



How to Install
  • Install SPID
  • Install the main Alias Framework file
  • Download and install any of the modules you want
  • Download and install any of the Legendary Only overrides you want



Troubleshooting
  • The spell the mod uses can be a little finicky when applying to NPCs in an existing game. It usaully works, but if you are having trouble, test with a fresh game, nd console in some new NPCs to verify whether the base mod is working or not.
  • SPID uses string parsing to match some of the alias spells, and therefore to work correctly some modules may require the game to be in english. To change this, edit the string match in the DISTR file from what it is in english, to whatever language you're using.
  • If one of the modules isn't working for you, first make sure that everything is installed correctly, including SPID.
  • Check the po3_SpellPerkItemDistributorF4.log in your my games/fallout4/f4se folder, and make sure that the aliases are being registered correctly, you should be able to see the exact number of NPCs being renamed by each module.
  • Check the spid conditions in the module distr file, and compare it to the NPC you're testing with in xedit, mods that edit NPCs can make them no longer match the expected conditions.

FAQ
Q: Will you make an all in one download?
A: The system is modular by design. An all in one download would require a FOMOD. I don't know how to make a FOMOD, but if someone wants to figure it out and share it with me, feel free.

Replacing True Legendary Redux
True Legendary Redux was a great idea for a mod, unfortunatly the implementation was clunky, it just renames the records. Easy to do, but causes headaches with compatibility, and you tend to see the same names over and over. All my mods using this framework have legendary only versions. If you grab the whole suite, it will give you basically a complete replacement for True Legendary Enemies.

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