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  1. kinggath
    kinggath
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    Whoa! File of the Month contender! You guys honor me, so glad you all love it.

    Thanks for all your support and endorsements! =D


    You must have the latest version of the game for this mod to work. It makes use of features that were added in just before NukaWorld was released- so your game should be patch 1.7 or higher.


    Mods That Can Break This

    If you are using any of the mods below, read the information next to them as it might explain the issue you are having.


    Welcome to Goodneighbor - (UPDATE: While the mod author has released a fix for the packaged scripts issue, the forum posts over there show it still has some game-breaking bugs) this mod is packaged with default scripts from an old patch, it breaks this and many other mods. In Salvage Beacons, it prevents the settlement menu from appearing when you place a beacon.

    Don't Call Me Settler - This mod has some severe issues that can break individual settlers, especially in a long save with lots of settlements and settlers. In Salvage Beacons, if you have trouble assigning a Settler to a Communications Station- this might be why. Try assigning that settler to something else to confirm if that specific settler is broken or not. Also, the Call Unassigned Workers tool does not recognize all non-vanilla work objects, such as the Communications Station.

    Simple Steve - this mod is packaged with default scripts from an old patch, it breaks this and many other mods. In Salvage Beacons, it prevents the settlement menu from appearing when you place a beacon.

    Unlimited Building - This mod is on Bethesda.net and also contains the bad script. There are several alternative mods to increase your build limit, I'd recommend trying any of the others!
  2. kinggath
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    For those of you requesting a perk-free version, your wish has been sort of granted. In the latest version, the Comm Station no longer has a perk requirement. You'll still have to console cheat yourself in the beacons themselves, I want to keep the Local Leader requirement as its more immersive- but this way you can still use them.

    If you have Local Leader rank 1, continue to create the beacons in the Chemistry Station, otherwise:

    Use the console:
    help "salvage beacon" 4

    To find the Form ID of the beacon (look for the one of type MISC, should end in F9A).

    Then Use the console again:
    player.additem XXXXXXXX X

    Replacing the first 8 Xs with the Form ID and the last X (after the space) with the quantity you want.
  3. kinggath
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    I'm moving all of my mod communication to simsettlements.com.

    Please make suggestions and bug reports here: SimSettlements.com

    Thanks!
  4. kinggath
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    Version 1.0.3 fixes a bug that was introduced in 1.0.2 that could make beacons fail to deliver if you didn't have Sim Settlements installed as well. Apologies for taking so long to get this fix - I couldn't replicate the issue for the life of me until some Xbox players found a pattern I could repeat!
  5. WunderBang
    WunderBang
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    Can Automatrons be assigned to communications, or is it only humans?
  6. AntonioLobo
    AntonioLobo
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    Just passing by to show my gratitud and kudos. This enhance the game so much… Of course it saves your time exploring (now my war cry is "Take everything wich is not nailded to some surface"), but as a transport service between settlements. If you are like me and you have a command centre and storage,quarters, saves your life. (Tip: this makes the budge glitch much easyer)
  7. Dellmizzle
    Dellmizzle
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    Can I assign a Companion as the salvage team? Like Ada for example? The companions are immortal and I'd rather not have a regular npc salvage team die on their way back to base
    1. Sinapus
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      The salvage team npcs are essential and can't be killed.
    2. Dellmizzle
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      Thank you for clarification
    3. Nesoo
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      It's mentioned in the description that the salvage team that arrives to get the items is purely cosmetic, and does not actually carry the items. The items just teleport to the workshop after a calculated amount of time has passed. It also implies that a team is generated for this, not made up of actual settlers, and despawns when they're done (or when out of view if you're in the area). Specifically, "[n]o, they don't actually carry [your items], this is because AI travel is sketchy and unreliable, so I didn't want to risk your items being lost in the abyss - instead the time needed for the NPCs is calculated and the items are transported after that amount of time has passed," and, "after your items are delivered [the salvager NPCs] will automatically despawn when you get far enough away from them, and they are purely cosmetic."

      I haven't actually used it yet though, so I can't say for sure.
  8. neophil
    neophil
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    I don't know what happened but the salvage beacon item disappeared and it's no longer craftable in the chemistry bench. I can still add the item via console commands though. Please help.
    1. cocdieselkev
      cocdieselkev
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      I believe they are located in the Armorsmith workbench, that is where mine are located.
  9. tigerfrenzy
    tigerfrenzy
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    May I suggest something? I love to donate my unwanted scrap, armor, weapons, ammo, aid, etc to the settlements however like how you pointed out in the description I HATE traveling there encumbered. Does this have a perticular feature to be donation related? I'm hesitant of downloading it because of me using your other mods.
  10. mbrto1
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    absolutely incredible mod, ensorsed.
  11. casterlyrockn
    casterlyrockn
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    What's the difference between "This is for me" & "This is for them"?
    1. Karmamuscle
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      If you're running Sim Settlements, the items you send with the salvage beacon can be used as a donation for a city plan.
      If you choose "This is for me.", the items will go into the workbench as usual, if you choose "This is for them." it will go into the donation system for the city plan.
  12. casterlyrockn
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    Anyone able to use this mod together with Postal Delivery Service?
  13. Timerider42
    Timerider42
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    I'd love to see a version that used Institute teleport tech, to teleport items to the nearest receiving station.
  14. CaporegimeMarcus
    CaporegimeMarcus
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    Funny thing happened. I have a mod that makes Homeplate a settlement and decided to assign a CO there. Now it's full of brahmin and salvagers. Any idea how long before they disappear? Otherwise I'll use console commands to teleport them outside of DC XD
    1. RedRocketTV
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      I use Aloot's Home Plate and have had the salvage come and "visit" quite often. They don't stay for more than an hour or two of in-game time. I solved the Brahmin problem by using the Replace Pack Brahmins with Eyebots mod (https://www.nexusmods.com/fallout4/mods/14395). Having Eyebots in Home Plate is a helluva lot better than having brahmin.
    2. CaporegimeMarcus
      CaporegimeMarcus
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      Yup, can confirm they'll all eventually leave. Still funny though when I first went in and got a full of Brahmin XD
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