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!
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.
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!
Does this still work (2024)? I know they are included in ss2, but honestly I hate the virtual storage in ss2 and feel like it actually breaks the immersion of settlement building from a player perspective.. Not to mention it breaks my game everytime. But the salvage beacons is a must for me as I tend to play stealth characters and having companions even the dog becomes a constant back of forth commanding them to stay until I clear and then run back to issue the follow command. Or is there a recommended replacement for it that isn't ss2?
I'm using v1.0.3 and have had no problems using as late as March 2024. Tempted to upgrade to latest version, but why fix something that isn't broken...
I love this mod, used it for a long while. However I finally had to remove it and go with another mod that gives me a robot "mule" because Salvage Beacons causes an issue at Nuka World. What happens is you can go into the Bradberton Amphitheater once with no problems. However afterwards the entrance disappears and trying to get into the space, the game crashes. Even using the coc console command can lead to a freeze or crash. My workaround for a long while was just go into the space once, loot everything and just never come back. It was annoying to lose the ability to visit there but bearable. BTW I never associated Salvage Beacons with the problem until I read about it on Reddit or SS2 forum (I forget) so I uninstalled Beacons to check, and sure enough, the issue was fixed. Really a shame because Beacons is such a great mod and so lore friendly. It is brilliant work but just a horrible bug.
For some reason when I have this mod installed and I reach the "utility" category in the chemlab the game freezes and stops responding, I am playing with 200+ other mods so an incompatibility with another mod(s) could be the reason.
I just thought I should say this here in case someone else has the same problem with this mod installed.
does anyone else have this issue? some salvagers are suffering from rusty face. i cant track it down, if i do recycleactor in the console repeatedly it is about 30% have a rusty face issue, the rest do not. I dont know where the mod is pulling its presets from. *UPDATE: i figured out where and how the presents are coming from (EncWorkshopNPCFemaleFarmer0*) and it turns out a bugged freckle mod was causing it. here is a the working version for those who encounter the same thing.
The mod is great! Thanks for the work. Here's the question. How many beacons can be used at the same time? Or on the other side of the question, how many Salvage caravans can move at the same time?
hey so i just installed this mod and i can't find either the communication station or beacons in either crafting menu. any idea what might be causing this?
I feel like local leader 1 is too low a bar for entry unless the beacons are pricy to manufacture. LL1 can be unlocked at level 1 so unless your constrained by resources it should at the absolute least wait for level 2 of local leader (level 14 requirement). Even so this feels like it should be a mid/late game ability for higher level players given how powerful it is. Maybe an optional file to lock it behind some higher level lock perk? Perhaps scrapper 2 at level 23? Just for players who don't want to feel too powerful in the early game.
1155 comments
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!
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.
Please make suggestions and bug reports here: SimSettlements.com
Thanks!
https://www.nexusmods.com/fallout4/mods/47892
I just thought I should say this here in case someone else has the same problem with this mod installed.
*UPDATE: i figured out where and how the presents are coming from (EncWorkshopNPCFemaleFarmer0*) and it turns out a bugged freckle mod was causing it. here is a the working version for those who encounter the same thing.
Thanks for the work.
Here's the question.
How many beacons can be used at the same time? Or on the other side of the question, how many Salvage caravans can move at the same time?
I feel like local leader 1 is too low a bar for entry unless the beacons are pricy to manufacture. LL1 can be unlocked at level 1 so unless your constrained by resources it should at the absolute least wait for level 2 of local leader (level 14 requirement). Even so this feels like it should be a mid/late game ability for higher level players given how powerful it is. Maybe an optional file to lock it behind some higher level lock perk? Perhaps scrapper 2 at level 23? Just for players who don't want to feel too powerful in the early game.