I was looking at http://www.nexusmods.com/fallout4/mods/6304/? to see how Kicker made a switchbox resource and accidentally made it a master. So whoever was my first download got a bugged file. It's fixed now. Thanks go to kicker and his 'All-in-one Settlement Solution' for showing me how it was done.
Just did an ingame test, and it looks like it's always on. Guess you'll have to store it to turn it off. I'll look into getting on off to work.
kicker's 'All-in-one Settlement Solution' is immediately what I thought of when I saw this. I have used his mod since he released it. I will track this until you get it sorted, thank you!
yo, nice to see someone learned something from my mod
as for the on/off, did you just copy the beacon and changed the model path to the fusebox? I think you can copy the fusebox instead and just add the beacon special properties to it, button should work then.
personally I would use setscale on the normal beacon to still have an antenna, think there was a line for setscale in the property list
not sure tho, I don't have CK or fo4edit installed anymore, just thought to give some ideas from what I remember
I had some thought about the on/off issue and the SRB is still a switch, just like every other switch. In that it is always powered and the toggle just controls passing power to the next thing.
I just mean that IRL that's how switches are. Apparently they copied real switches to use in game. Maybe I can set up a radio model to work. They have two modes on & off. But a radio wouldn't need power.
I had a bug where no recruitment beacons could be connected to power or activated. this mod's beacons worked even though the others did not, so you saved my game. Can't thank this mod enough. <3
12 comments
So whoever was my first download got a bugged file. It's fixed now. Thanks go to kicker and his 'All-in-one Settlement Solution' for showing me how it was done.
Just did an ingame test, and it looks like it's always on. Guess you'll have to store it to turn it off. I'll look into getting on off to work.
I'm not gonna worry about the on/off issue. If you know how to fix it let me know.
as for the on/off, did you just copy the beacon and changed the model path to the fusebox?
I think you can copy the fusebox instead and just add the beacon special properties to it, button should work then.
personally I would use setscale on the normal beacon to still have an antenna, think there was a line for setscale in the property list
not sure tho, I don't have CK or fo4edit installed anymore, just thought to give some ideas from what I remember
good luck
I had some thought about the on/off issue and the SRB is still a switch, just like every other switch. In that it is always powered and the toggle just controls passing power to the next thing.
with these games you never know if it's a bug or intended behavior
Also, greetings from 2021, thanks for the mod!
tinbin
I DL'd several cool indoor settlement mods and wanted beacon. The place in the pic is GreaseMonkey's Good Neighbor Home.