Found an interesting bug: if you build the beacon but don't connect power, turn it off, then connect power, the visual state of the in-game model is off but the script variables say IsOn=true, canRecruitSettlers=false. If you then toggle the in-game model to on, the script variables say isOn=false, canRecruitSettlers=false. If you then toggle the in-game model back off, the script variables say isOn=true, canRecruitSettlers=true. Basically, the object's two variables are initially desynced, then sync up on first toggle, but they're always desynced with the in-game model's visual state.
For players: just don't toggle the beacon off before connecting power to it, and you should be fine.
Hey is there a cheat to get this "Smart Recruitment Radio Beacon Holotape"? For some reason i dont have this Holotape in my inventory and not in the crafting list on the chemisty station.
Haven't downloaded this yet, but you can search for the exact name of the holotype in the console like 'help "Smart Recruitment Radio Beacon Holotape" 4', or any substring of that. Scroll through the returned list and find the object ID of the item you want. Then add it like "player.additem ######## 1", where the hashmarks are the item ID.
late but esl doesn't count in on your plugins, meanwhile esp counts it as a plugin. bboth works bbut afaik there's a limit to plugins so it's better to use esl
Question: How difficult or problematic would it be to make crafting this satisfy a quest requirement? The quest I have in mind is the Minutemen quest where you have to clear Outpost Zimonja, and then once you set up a recruitment beacon, the quest is complete. When you use yours, it doesn't complete the quest, so you have to use the vanilla one.
After the big next gen upgrades by Bethesda, I've gotten the new F4SE, and all the other things needed to make mods run again. Still some don't work (AAF included), and this one appears to not work. Anyone else with this problem?
is it safe to run more than one beacon at a time or should I wait for one location to be populated via this beacon before building another smart beacon at a different settlement
Does not recognize Vault 81 settlement as a settlement. Does this 'Smart Recruitment Radio Beacon' only recognize vanilla settlements, and does not recognize settlements added by mods?
I really like your mod, thanks for your work. I have a question. I use mods Better Settlers and Commonwealth Orphans. Is it possible for you to add in the beacon function to recruit settlers from these two mods?
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For players: just don't toggle the beacon off before connecting power to it, and you should be fine.
For some reason i dont have this Holotape in my inventory and not in the crafting list on the chemisty station.
Only a note a patch if possible would be aprichiated :)
Does this 'Smart Recruitment Radio Beacon' only recognize vanilla settlements, and does not recognize settlements added by mods?
at first it seems like a great mod, but I didn't know that it is not compatible with better settlers...
which I assume it is, but as you say, the settlers are vanilla in this mod
u could try to patch with fo4edit, adding the ones in BetterSettlers to the "Leveled NPC" level list, but I have no idea if that would work.