I still have to thoroughly test it in game, but it seems SS2 already has a similar feature in place, limiting settlers arriving by the number of available beds. So this mod might not be needed.
Meh I should probably just put a "discontinued" sticker on this mod. I pretty much made this as a replacement: https://www.nexusmods.com/fallout4/mods/50373
From what I read on the workshop framework thread, there are still issues with using it with nextgen, so having this mod working independently is handy.
For some reason, building and activating the beacon is not registering in the recruitment quest. I built it in Sunshine Tidings, placed it, connected it to power, added a terminal and made sure the beacon showed active, which it did. But the build and activate a recruitment beacon step is still there waiting to be done
Whenever I try to access a beacon with a terminal two things happen. First, it goes offline. Second, I can build additional beacons as if the previous beacon doesn't exist. If I build a beacon the additional beacons become unavailable as they should in the build menu until I access the beacon with a terminal. Then it goes offline again and doesn't stop me from building more even though I already have a beacon.
This just happened in Jamaica Plains. I did some really basic setup with some beds, crops, water. When I was ready to recruit I added an advanced beacon on the roof and connected it to power. It worked as expected and some settlers showed up. When I hooked up a terminal it started going wrong.
Maybe the number of beacons is off, like -1 instead of 0 or something when I delete them all? It happens with both types of beacon though.
I see no overrides to the beacons in FO4 edit and have the current WSFW 2.3.13a installed without Sim Settlements.
Edit: I loaded in resaver and the game is actually clean. I've been very careful.
Edit2: It's every settlement now. This used to work as expected for me. I switched to Windows 11 since then and moved to a new computer which screwed up all of my file timestamps for mods but otherwise haven't applied updates except WSFW 2.3.13a and RobCo Patcher 3.5.2. I tried 2.3.12 again but that didn't matter. I also tried switching to vanilla recruitment mode with no difference. It seems to work ok if I just increase the settler limit, power/unpower and then leave it alone. The vanilla settlement beacon works as expected.
Edit3! I restored the original timestamps to FO4 files and nothing changed. I suspect I may have simply added too many settlers to Sanctuary (23) but I'll need to test that later.
Edit4: Settler count didn't matter. I loaded an old save where it was definitely working before and it still doesn't work so it isn't something in the save. I didn't install anything before playing on Windows 11 and the only change I made was that I had to remove the plugin preloader. Oh well, unless I hear a better idea some day I'll just swap out for the generic beacons.
Hey I'm a bit confused. I use Sim Settlements 1 + Conqueror + workshop framework (although older versions of all of these as I'm playing in VR).
Which compatibility mode should I be using? I have WFW and SS so which do I choose?
Edit: Nevermind. Managed to convert everything to ESP, including the fomod and MCM references, just cant edit the WFW and SS patch masters to look for an esp instead of an esl. For some reason FO4Edit & vortex literally wont let me activate the ESL file so that I can go in and change the masters either. There was no guarantee it would work after anyway, but the FormIDs didnt seem to go below 800 so it probably could have. An ESP version of this for VR would be appreciated someday!
HI, I tried everything to get it working, but it won't power up... The terminal keeps saying it's inactive. I scrapped the original beacon, but nothing seems to get it working. Can you help me out?
Did you set population cap for settlement? Default is 5, so if you set it up in place that starts with 5 or more settleres, it won't turn on until you increase max population.
I use Facials for everyone... will the settlers that this beacon attracts be from that pool since it doesn't have its own leveled lists? Not sure how the script works.
I have noticed that the maximum settlers for the beacon is always 10+charisma rather than iWorkshopSettlerPopulationMax + charisma which is what the game itself uses. Is that a bug or is that intended behavior?
Intended - irrc, the other limit you're referring to has a hard max of 20. So, though charisma allows you to add settlers (and hence is a modifier), once reaching 20 it doesn't allow more via charisma beyond it. Thus your in-game recruiting limit is always 10+charisma.
Btw, I don't use this mod, it's just what I understand of the game. Instead of using this mod I just end up only ever using one beacon per worldspace - any others required by quests are deactivated and stored by the time I finish my initial basic setting up of a place. And then I just use one beacon (which in the Commonwealth happens to be County Crossing, where I've extra food, water and beds, and some extra gear, weapons and crafting benches) as a recruitment and outfitting hub from which to send my settlers elsewhere. This minimises the problem of managing lots of beacons and accidentally forgetting to turn one off. And helps manage settler outfitting/equipping too. Of course, this all limits the rate of recruitment, but I'm a very slow builder, so... Anyways, enjoy.
Just wanted to let you know that I've ported the mod to Bethesda.net for XBone, credits given where due:https://bethesda.net/en/mods/fallout4/mod-detail/4179113
194 comments
https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases
This mod seems pretty useful to have to avoid settlers overflow.
To the mod author, thank you for your consideration, and sharing your mods with us.
A confirmation would be welcome.
Whenever I try to access a beacon with a terminal two things happen. First, it goes offline. Second, I can build additional beacons as if the previous beacon doesn't exist. If I build a beacon the additional beacons become unavailable as they should in the build menu until I access the beacon with a terminal. Then it goes offline again and doesn't stop me from building more even though I already have a beacon.
This just happened in Jamaica Plains. I did some really basic setup with some beds, crops, water. When I was ready to recruit I added an advanced beacon on the roof and connected it to power. It worked as expected and some settlers showed up. When I hooked up a terminal it started going wrong.
Maybe the number of beacons is off, like -1 instead of 0 or something when I delete them all? It happens with both types of beacon though.
I see no overrides to the beacons in FO4 edit and have the current WSFW 2.3.13a installed without Sim Settlements.
Edit: I loaded in resaver and the game is actually clean. I've been very careful.
Edit2: It's every settlement now. This used to work as expected for me. I switched to Windows 11 since then and moved to a new computer which screwed up all of my file timestamps for mods but otherwise haven't applied updates except WSFW 2.3.13a and RobCo Patcher 3.5.2. I tried 2.3.12 again but that didn't matter. I also tried switching to vanilla recruitment mode with no difference. It seems to work ok if I just increase the settler limit, power/unpower and then leave it alone. The vanilla settlement beacon works as expected.
Edit3! I restored the original timestamps to FO4 files and nothing changed. I suspect I may have simply added too many settlers to Sanctuary (23) but I'll need to test that later.
Edit4: Settler count didn't matter. I loaded an old save where it was definitely working before and it still doesn't work so it isn't something in the save. I didn't install anything before playing on Windows 11 and the only change I made was that I had to remove the plugin preloader. Oh well, unless I hear a better idea some day I'll just swap out for the generic beacons.
Which compatibility mode should I be using? I have WFW and SS so which do I choose?
Edit: Nevermind. Managed to convert everything to ESP, including the fomod and MCM references, just cant edit the WFW and SS patch masters to look for an esp instead of an esl. For some reason FO4Edit & vortex literally wont let me activate the ESL file so that I can go in and change the masters either. There was no guarantee it would work after anyway, but the FormIDs didnt seem to go below 800 so it probably could have. An ESP version of this for VR would be appreciated someday!
Where do I find this Sim Settlement patch? Nothing on Sim Settlements page.Never mind. It's included in the installer. Didn't know till I unzipped it to have a look.
Btw, I don't use this mod, it's just what I understand of the game. Instead of using this mod I just end up only ever using one beacon per worldspace - any others required by quests are deactivated and stored by the time I finish my initial basic setting up of a place. And then I just use one beacon (which in the Commonwealth happens to be County Crossing, where I've extra food, water and beds, and some extra gear, weapons and crafting benches) as a recruitment and outfitting hub from which to send my settlers elsewhere. This minimises the problem of managing lots of beacons and accidentally forgetting to turn one off. And helps manage settler outfitting/equipping too. Of course, this all limits the rate of recruitment, but I'm a very slow builder, so...
Anyways, enjoy.