The "Unassigned Settlers" feature seems particularly useful, except for me it treats those assigned to scavenging stations and drinks carts (not sure about all vendors) as "unassigned." Still, very useful mod.
Everything in this mod works great, zero complaints, it's amazing -- it gave me X6-88 back after I betrayed the Institute.
Ok so long story short I somehow got away with not killing X6-88 at any point after turning on the Institute. I used the Instabell on the settlement I had assigned him at last before taking him with me as a companion that last time (I made him wait far away while I killed an Institute guard, I think this is what ended up saving him in the long run). He ended up popping up as well, except obviously hostile. Two console commands and one reset AI later dude's hanging out at the Starlight Drive-In like nothing ever happened.
10/10
EDIT 2/2/2025: For the most part I stand by what I said, but I don't think this mod was solely responsible for X6 still being assignable once I blew up the institute. Still very helpful in finding lost settlers.
escribe en la consola, help instant bell 4 o help instantbell 4, no se si se pone junto o separado el nombre, prueba las dos maneras, la que es usable termina en ALCH
can someone please please please leave the object ID for the pad and instabell, nothing is working and i'm trying everything man, it doesn't show up anywhere and i can't find an ID please help
Seems to grab anyone attached to a settlement, no matter where they are... for example, I used this mod after I had built up every settlement for giggles, and I was tired of managing all of it and its load on the game engine (after character progression reached the point where nothing at all even matters anymore). Its use was teleporting entire settlements into one spot and just tossing a cryo grenade into them. The bell even grabs things that are stuck "not existing in the game world anywhere" but still technically part of a settlement. My Mechanist's Lair was 32 provisioner robots, and the bell yanked all of them right to me from wherever in the world they were. On the funny side, the use of this bell to wipe settlements accounts for about 1500 of my 1570 murders.
Works as advertised for me. Only issue is that it's new tab hard-codes itself into the fourth slot of the "Resources" category in workshop mode. This means that the new "Bells" category will override whatever category you had in that spot (in my case, Farming Resources). Doesn't look like the author is active anymore, but if someone with the know-how could update this mod to use script injection so it just tacks it onto the end of the "Resources" category instead of using a hard-coded slot, that should fix the issue.
Did you find any fix for this? I have this issue with as different mod - infrastructure that allows you to build roads but it wipes out resources/misc menu!
I did, but unfortunately I don't remember exactly what fixed it. I think it was either SMM (Settlement Menu Manager) or I played around with the load order.
Having a similar problem in that I can't get the bell category at all (Farming Resources instead I suppose). SMM hasn't been able to bring it in.
Which is a shame, I originally grabbed it as a requirement for a Settlement Blueprint but it was so handy, I was going to put one at all my settlements.
58 comments
Everything in this mod works great, zero complaints, it's amazing -- it gave me X6-88 back after I betrayed the Institute.
10/10Ok so long story short I somehow got away with not killing X6-88 at any point after turning on the Institute. I used the Instabell on the settlement I had assigned him at last before taking him with me as a companion that last time (I made him wait far away while I killed an Institute guard, I think this is what ended up saving him in the long run). He ended up popping up as well, except obviously hostile. Two console commands and one reset AI later dude's hanging out at the Starlight Drive-In like nothing ever happened.
EDIT 2/2/2025: For the most part I stand by what I said, but I don't think this mod was solely responsible for X6 still being assignable once I blew up the institute. Still very helpful in finding lost settlers.
Very cool mod!
On the funny side, the use of this bell to wipe settlements accounts for about 1500 of my 1570 murders.
Which is a shame, I originally grabbed it as a requirement for a Settlement Blueprint but it was so handy, I was going to put one at all my settlements.