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Either way I wouldn't worry too much about it/ It could be a visual bug, and its defaulting to checked because that is its default behavior if it cannot find that specific parameter on the npc.
I do not actually add/modify the underlying npc config parameter that the system uses unless you specifically check or uncheck that box yourself. Meaning that if the npc is already configured not to graduate, it should stay as such even if it does show that its checked.
I would keep a backup of the npc card just in case however. If the person does end up graduating, kick him out, re-add him using the card, then explicitly uncheck that parameter. That should force the override.
There are couple tenants i wanna move from original place to temp room while reconstruction original rooms, and as i tested, copy-paste works well, even dialogues keeps same. BUT, crewmember graduation checkbox is checked, despite this particular NPC would NEVER join crew (that was one of first tenants on entire save, and after ~400hrs of gameplay still giving quests). Soooo, question is that's mod adding to every NPC this option by default, or reading it from structure of particular NPC? Is it forced by mod to make everyone be able to graduate once mod installed, or its still controlled by NPC and will not change after copypaste?
/entityeval npc.species();
/entityeval npc.npcType();
/eval world.threatLevel();
/entityeval npc.seed();
and take note of the info. then do something like this as a follow up
/spawnnpc [npc.species] [npc.npcType] [world.threatLevel (determines stats,starting world == 3, dark world == 9)] [seed]
ex:
/spawnnpc human villager 3 -323232455