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A few warnings before you go ahead and play my mods or post comments here:
1. Translation Mods: All translations you will find of this mod are unofficial translations that were never actively supported by me and they may also be out of date. Only the English version is the official version. Use translation mods at your own risk. Any "bug report" is considered null and void if you fail to heed this warning. 2. Removing a Mod: Uninstalling mods during the middle of a playthrough is not safe and it can corrupt your playthrough. Do not try it. Every time you delete or deactivate a mod, you need to start a new game or reload from a previous save that didn't have the mod activated already. Any "bug report" is considered null and void if you fail to heed this warning. 3. Update Your Game: Older versions of Fallout 4 may not be able to run this mod. Keep it updated, there is no excuse as Steam does it automatically. 4. Cheats: My mods, quest/companion mods especially, do not support the use of quest skipping cheats like "setstage" to advance the story. This is an easy way to break not just the mod, but the vanilla game itself. Any "bug report" is considered null and void if you fail to heed this warning. 5. Bug Reports: These are encouraged, if you're willing to follow the rules above and properly document your findings to the point where anyone could replicate these alleged bugs or at least have a reasonable clue on how to replicate them with ease. A true bug report should also describe a problem inherent to the mod, not merely a conflict with a third-party mod. If you just wanna post vague one-liners like "this mod doesn't work" or "NPC X won't talk to me" save yourself the trouble. My standard response is "no, you're wrong, it's working as intended". I am also far more likely to take an issue seriously if you have tested out the mod on a clean save with no other mods active. 6. Compatibility With Other Mods: A lot of effort is put into avoiding editing vanilla forms and having conflicts with other mods, that said, there could still be issues even if no vanilla form is edited by the mod. Players are encouraged to talk with each other about this as posts like "is this mod compatible with mod X?" are not guaranteed a response from me. Most of the time, I really don't know and I can't account for the changes that 5000 other mods make to the game. If it's not in the description, I probably don't know. 7. Read The Description: This is pretty straightforward. Read it or else...
I was looking for something like this! The Gavel in Sim Settlements was perfect but I am not playing that in this playthrough and the regular bell does not call them all. I also use Settlement Expanded mod and when at Sanctuary some settlers wander off to Red Rocket and they don't respond to the bell at all. Hope this rectifies that. Will test it out now.
It turns out in my case, some settlers will move to Red Rocket on their own and will no longer be part of Sanctuary settler count. Likely due to the extended scrap/boundaries mods or my further range sandbox mod, combo. Either way this mod works great and is what I'm looking for to use just in general.
ha i got Longfellows settlers partying at the National PArk Visitor center and visa versa... I got Fort Samson settlers and the castle settlers and Warwick settlers visiting each other..
and Abernathy & Willoby farms settlers mingle with settlers from Relay Tower Bunker Alpha across the creek :)
Let me ask you something. there are several common mods that add other workstations to the settlers, but the instabel also summons the settlers who are in these other jobs.
I do not know how it works, but one indication for an upcoming update is that instaBell understands the workers who are in these stations as busy and do not bring them along with the unoccupied workers.
it is still easier to gatheeer them all in one place regardless I hope this works...
you can build up RAM instability racing around settlements trying to find settlers :( at least in one place you can just Hover an open workshop over them to see if they are assigned otr not the WORKDSHOP green/red color when hovering over a settler does not usually miss MOST mod added workstations so you are still ahead if the settlers are all at least at one place
I've run into a snag, the mod works great in the commonwealth, however, in Far Harbor, it vanished from my menu, and returns when I go back to the Commonwealth. I've had no problem with my mods interfering with it as I'm over 4 days on this run through, although it is the first time on this run through that I went to Far Harbor. Specifically I'm at Longfellows cabin.
Finally, something that brings everyone to the table instantly, flawlessly. That includes those lost provisioners, hopelessly wandering individuals, and mysterious invisible settlers who just don't show with the vanilla bell ring+wait/sleep thingy.
One of the most useful mods on the net. I wonder how much it would cost me to get a mod that renames Dogmeat to "Lady" and removes all references to dogs gender. Hmmm...
17 comments
A few warnings before you go ahead and play my mods or post comments here:
1. Translation Mods: All translations you will find of this mod are unofficial translations that were never actively supported by me and they may also be out of date. Only the English version is the official version. Use translation mods at your own risk. Any "bug report" is considered null and void if you fail to heed this warning.
2. Removing a Mod: Uninstalling mods during the middle of a playthrough is not safe and it can corrupt your playthrough. Do not try it. Every time you delete or deactivate a mod, you need to start a new game or reload from a previous save that didn't have the mod activated already. Any "bug report" is considered null and void if you fail to heed this warning.
3. Update Your Game: Older versions of Fallout 4 may not be able to run this mod. Keep it updated, there is no excuse as Steam does it automatically.
4. Cheats: My mods, quest/companion mods especially, do not support the use of quest skipping cheats like "setstage" to advance the story. This is an easy way to break not just the mod, but the vanilla game itself. Any "bug report" is considered null and void if you fail to heed this warning.
5. Bug Reports: These are encouraged, if you're willing to follow the rules above and properly document your findings to the point where anyone could replicate these alleged bugs or at least have a reasonable clue on how to replicate them with ease. A true bug report should also describe a problem inherent to the mod, not merely a conflict with a third-party mod. If you just wanna post vague one-liners like "this mod doesn't work" or "NPC X won't talk to me" save yourself the trouble. My standard response is "no, you're wrong, it's working as intended". I am also far more likely to take an issue seriously if you have tested out the mod on a clean save with no other mods active.
6. Compatibility With Other Mods: A lot of effort is put into avoiding editing vanilla forms and having conflicts with other mods, that said, there could still be issues even if no vanilla form is edited by the mod. Players are encouraged to talk with each other about this as posts like "is this mod compatible with mod X?" are not guaranteed a response from me. Most of the time, I really don't know and I can't account for the changes that 5000 other mods make to the game. If it's not in the description, I probably don't know.
7. Read The Description: This is pretty straightforward. Read it or else...
"0 settlers scanned"
Also the buzzer disappears from the menu
I got Fort Samson settlers and the castle settlers and Warwick settlers visiting each other..
and Abernathy & Willoby farms settlers mingle with settlers from Relay Tower Bunker Alpha across the creek :)
Let me ask you something.
there are several common mods that add other workstations to the settlers, but the instabel also summons the settlers who are in these other jobs.
I do not know how it works, but one indication for an upcoming update is that instaBell understands the workers who are in these stations as busy and do not bring them along with the unoccupied workers.
the mods I say are for example:
Crimsomrider's Immersive Market Stores https://www.nexusmods.com/fallout4/mods/21289
Countertop Shops (Counter Bar Anywhere) https://www.nexusmods.com/fallout4/mods/8912
Better Vendor Stalls https://www.nexusmods.com/fallout4/mods/9758
in special https://www.nexusmods.com/fallout4/mods/9710
you can build up RAM instability racing around settlements trying to find settlers :(
at least in one place you can just Hover an open workshop over them to see if they are assigned otr not
the WORKDSHOP green/red color when hovering over a settler does not usually miss MOST mod added workstations so you are still ahead if the settlers are all at least at one place
downloading,
will rpeort
That includes those lost provisioners, hopelessly wandering individuals, and mysterious invisible settlers who just don't show with the vanilla bell ring+wait/sleep thingy.
Thank you and endorsed.