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adbenj

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adb3nj

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About this mod

Synths rescued as part of the Lost Soul radiant quest now have a chance of being added as Mercer Safehouse settlers.

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The first time you start the Railroad radiant quest 'Lost Soul', Carrington tells you any synths you rescue "may end up at your Mercer Safehouse". Except they won't. The code to make that happen is unfinished in the base game (although a comment in the script suggests it was meant to be a feature). I've therefore added a script that provides a 50% chance of any synth you rescue appearing as a settler at Mercer Safehouse, three in-game days after you have completed the quest. Once at Mercer, the synths will have a change of clothes and unique dialogue that was recorded but apparently never used. You'll be able to assign them to tasks, but you won't be able to assign them to caravans or different settlements. If you have already completed Lost Soul when you enable the mod, there is a 50% chance of a synth settler being automatically added for every time you have completed the quest.


Installation

Extract files to your data folder, enable mod, load a save file. The classic.


Compatibility

Compatible with any mod that doesn't also modify the Lost Soul radiant quest.


Anticipated FAQs

Why is there only a 50% chance of a saved synth spawning at Mercer? Why not a 100% chance?
Immersion. Carrington doesn't guarantee that's where they'll go. Also there are only four distinct synth models, so you could otherwise end up with a settlement of identical clones quite quickly, although different outfits will hopefully add some variety.

Okay, but why do I have to wait three in-game days?
More immersion. Immersion galore! They have to go to Bunker Hill for processing before they can be assigned to a safehouse, apparently.

Why can't they be assigned to caravans or relocated to a settlement other than Mercer?
Well that wouldn't be very safe now, would it.


Note

This mod uses the location of the Caretaker to find where Mercer Safehouse is, but I'm aware of a bug that means he sometimes spawns at other settlements. In that case, your rescued synths will spawn there rather than at Mercer. The only way to avoid that is to use a console command to teleport the Caretaker to his rightful location.
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