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LarannKiar

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LarannKiar

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88 comments

  1. shuuchi
    shuuchi
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    .
  2. hairlessorphan
    hairlessorphan
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    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.
  3. Mondseele
    Mondseele
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    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.
    1. c0c0c0
      c0c0c0
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      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.
  4. DANOFF
    DANOFF
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    Call me a "NOOB" but what is the difference between esl and esp.
    1. Xiaolongbao89
      Xiaolongbao89
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      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
    2. ThisIsMe84
      ThisIsMe84
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      Late here too, and this is the best explanation that I found on topic of ESM/ESL/ESPFE and their differences, provided by Arthmoor.
  5. nexhex
    nexhex
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    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.
  6. Pazzeroo
    Pazzeroo
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    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?
  7. wyzman001
    wyzman001
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    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
    1. LarannKiar
      LarannKiar
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      Yes, you don't need to wait until settlers arrive.
    2. wyzman001
      wyzman001
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      thanks
  8. deleted6419983
    deleted6419983
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    Hi handy mod but it does not recognize Settlers from SS2 and when you build the beacon it will not start the quest until you build normall beacon. 

    Only a note a patch if possible would be aprichiated :)
  9. mlh238
    mlh238
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    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?
  10. Gwanuneg
    Gwanuneg
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    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?
    1. pokara06
      pokara06
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      ouch...

      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.