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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
{
"op" : "replace",
"path" : "/companionsConfig/recruitDescription",
"value" : "^cyan;> Job:^white; <role>\n^cyan;> Rank:^white; <rank>\n^cyan;> Race:^white; <species>\n^cyan;> Genre:^white; <gender>\n^cyan;> Status:^white; <status>"
}
It's a matter of priorities, your mod was loaded after the other one and overwrote its changes in that file hehe
Is there any chance of a patch? I tried to find out on my own why your mod invalidates the other one, but I couldn't figure it out, if you have any hints I could try to make a patch myself.
Hopefully this'll help someone else somehow.
I also have Unlimited Pets and Active Crewmembers. My other mods are mostly crops and Block/Item printers.
I have the Crew+, JobOffers, and NPCSpawner+ mods. I have some others as well, but I don't see how they might touch tenants.
Then I tried importing different npc cards I made at random for testing. An npc card of type "villager" has the option "graduate into crewmember" available, while npc types "merchant" and "chefmerchant" have it grayed out.
No idea if that's normal behavior but those are my findings.
I would say the tenant route would be more if you want a thematic retirement for your crewmember.