Fallout 4

File information

Last updated

Original upload

Created by

pra

Uploaded by

pra

Virus scan

Safe to use

About this mod

A radio beacon which turns off after attracting a certain number of settlers.

Requirements
Permissions and credits
Translations
  • Spanish
Mirrors
Changelogs
Do you remember that time where you forgot to turn off the radio beacon at Sanctuary, and came back to 30+ settlers complaining about a lack of beds? Are you feeling bad about using the console for exact population management? Did you ever restort to murder and/or cannibalism because ALL of your settlements were full to the brim? Then this mod is for you!

Description

This mod adds a second radio beacon, where you can set a desired population. It will then spawn at most one settler daily, using a similar mechanics as the vanilla game, until this population is reached. You will also be notified about each new settler.

These beacons will NOT work at the same time as regular beacons. If a regular beacon is active, the advanced beacon won't work.

Usage
Build an Advanced Recruitment Beacon from Power -> Misc and power it up. Build a terminal and connect it to the same grid.

Use the terminal to access ">  Radio Beacon Control".
From there, you should be able to select how many settlers you want to have at most.

Use "> More" to access more information and options:
  • "Current recruitment probability" shows the probability of a settler to arrive within the next day. Zero might mean that you reached the Charisma limit.
  • "Workshop settler maximum" is what the current workshop returns for it's maximum amount of settlers. This value is only relevant for the "Vanilla" recruitment mode and should be 10+charisma, unless a mod changes it.
  • "Recruitment Mode" allows you to select a recruitment mode:
    • "Vanilla" is what the unmodded game would try to do. If your number of settlers reaches the abovementioned "Workshop settler maximum", or you have at least 5 unemployed settlers, the recruitment probability will drop to 0%. This is the default mode.
    • "No Limit" is a modified version of "Vanilla". Instead of dropping to 0%, the probability will start decreasing if you go over the vanilla limits.
    • "Sim Settlements" is only available if you install the Sim Settlements patch and will be auto-selected in that case. As the name says, it uses Sim Settlements' recruitment code.
    • "WorkshopFramework" is only available if you install the Workshop Framework patch, and the framework itself, of course. It should auto-select itself as well in that case. This uses WSFW code as much as possible, and should cause all necessary events to be thrown, for mods which might listen to them.
      This should also work for most things SimSettlements2, except the initial Jake scene. You still need a vanilla beacon to trigger that.

  • "Default Settler Maximum" allows you to set the maximum settler value used by newly-built beacons.

In theory, third-party mods can add additional recruitment modes.

Compatibility

Mods which change anything about recruitment will need a patch, otherwise this mod will completely circumvent the changes. One of such mods is Sim Settlements, a patch for it exists in the FOMOD installer.

Mods which add their own beacons might need a patch, too. However, the worst thing happening here is double recruitment, aka, both of them generating settlers.

Mods which just change which settlers can spawn (aka: edit the Settler base record), or which add new workshops which spawn a different kind of settler, should be fine.
It has worked without issue with Orphans of the Commonwealth, for example.