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Changelogs
Version 2.1.3
Added support for some radios from SS2
Refactored the init quest, maybe it's more reliable now
Version 2.1.2
Added a small sound effect when you are tuning a radio
Version 2.1.1
Added a missing radio from Nuka World
Version 2.1.0
Added a second way to add compatibility. The keyword "pra_RadioTuneCompatKeyword" can be added to a radio to make it tuneable.
Version 2.0.2
Added suppport for SimSettlements and MoreVaultRooms
Fixed the quest so that adding support for even more mods should actually work now
Version 2.0.1
Repacked and reuploaded. Maybe this works now
Usually, if you want a radio to play a different station, you have to build a different radio. But why? Can't you just, like, tune it to another station?!
Now, you can! Simply select your favorite station in the Pip-Boy, look at a radio, and select "Tune". This should work on all vanilla and DLC-Added radios. I have also added an optional file containing a variety of new, compatible radios.
Compatibility Mods which add custom radio objects won't work, unless I add compatibility. For this, I need the mod's filename and the radio's Form ID. Please post these in the comments. Alternatively, if you want to make a compatibility patch, add the keyword "pra_RadioTuneCompatKeyword" to the radio object.
This will conflict with anything which also adds a second activation option to radios.
I don't know what happens if you are using a mod which allows you to unequip a pip-boy. But probably you simply won't be able to tune radios.
Potential Issues I don't know if radios you find in the wilderness will actually retain the new setting. I suspect they will revert to the original station, when the cell respawns.
The "Tune" activation option might not appear right away if you start a new game. If it doesn't, try saving and loading your game. Of course, it won't appear at all if you don't have a pip-boy yet.