Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyway, you were warned.
If you're trying to bring back someone with a proper name, you're better off backtracking to an earlier save. If they're unnamed, just get new settlers to replace them and don't assign them to the power cycle if you don't want them risking death.
To be fair, Clem didn't die during the first trial, so I thought it'd be fine if I assigned other settlers to the power cycle.
No, I can't do it. I ran the experiments when I was level 20. And I'm currently at level 53.
Kind of. The settler isn't the important matter in this case since they are replaceable. The only problem is the pip-boy I gave it to them because I couldn't collect it from their corpses.
You'll find the necessary form ID to spawn some more under the technical tab of the information panel on the wiki (linked below). As usual for things outside the base game, replace the "xx" at the start with the correct number for the Vault-Tec Workshop DLC in your load order, which you can find out by using the "help" command to search for items from the same DLC.
https://fallout.fandom.com/wiki/Pip-Boy_(Vault-Tec_Workshop)
You get a hexidecimal number.. like 00021b3b Then type in the command 00021b3b.spawndupe