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SameOldBard

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SameOldBard

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About this mod

This mod emulates the functionality of the recruitment beacon from Fallout 4. It allows the player to deploy an Antenna to recruit new crew members to their outposts. Recruits and family come with a mix of combat and outpost perks, enhancing your settlement's capabilities and defense. Recruitment time decreases based on the Leadership Skill.

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The Outpost Recruitment Beacon mod emulates the functionality of the recruitment beacon from Fallout 4. This mod allows players to deploy an Antenna that recruits new crew members to their outposts. Recruits come with a mix of combat and outpost perks, enhancing your settlement's capabilities and defense. The time it takes for new crew members to arrive decreases with higher levels of the Leadership perk.

Features

It takes from 1-10 days for the first colonists to arrive. It is based on your mod settings.

  • Recruitment Antenna: Deploy an antenna to start recruiting new crew members to your outposts, Player Homes and Ships.
  • Leadership Integration: Decrease recruitment time by leveling up your Leadership perk.
  • Family Feature: New crew members may arrive with family members, including partners, children, elders, and siblings. This feature is enabled by default but can be toggled off in the settings.
    • Partners/Spouses: 35-45% chance of arrival. They have up 1outpost and 1 combat perk.
    • Children: 3% chance of arrival. They do not participate in combat and have no perks.
    • Elders: 10-20% chance of arrival. They do not participate in combat and have 2 outpost perks.
  • Perk System: Recruits come with a random outpost perk and a random combat perk, 2 perks total for combat-capable members.
  • Team Mates: Colonists will by default be added as the Player Team Mates, which allows them to be given commands. It can be disabled in the settings.
  • Highly Configurable:
  • 10 to 20 maximum recruits
  • 1 to 10 days (less the Leadership level discount) days to recruit
  • Set your new Settlers, err, Colonists to Essential by default or not (Children are always Essential (Well, there are ways around that))
  • Should your new Colonists ocupy Outpost slots or not? Decide it yourself
  • Toggle the Family Feature on or off
  • Enable inventory access through the interaction context by using the aid item
  • 160 Unique Names
  • New Terminal with interactable menu

If you have an old version and want to have the named NPCs follow the steps below:

1. Make a new save game
2. Remove the old antenna
3. Add a new terminal
4. Open the terminal and go all the way to the bottom, to the "Give Names to Previous Colonists" button.

This will have the terminal go through your previous colonists and give them unique names.


Installation
  • Download the mod from NexusMods.
  • Extract the files to your Starfield data folder.
  • Enable the mod in your Starfield mod manager.

Usage
  • Deploy the recruitment antenna in your outpost.
  • Use the given auto respawning ingestible item to configure.
  • Toggle the family feature on or off in the settings disc to customize your recruitment process.

More idle Colonists?
Not anymore! With the mod Bard's Outpost Crew Command (https://www.nexusmods.com/starfield/mods/10122) you  can put them to work! Also, I have 1-2 more Outpost themed Mods which I promise will help with that!

Future Enhancements. I have some plans to add more features to make the Outpost Recruitment Beacon even more engaging:
  • Family ties: Have the family members stick together when they are idle
  • Perk Amplification Modules: Enhance the likelihood of attracting recruits with specific desirable perks.

Feedback and Support
Please share your experiences, suggestions, and any issues you encounter on the mod page's comment section. Make sure to endorse!

Credits
Developed by SameOldBard. Special thanks to the Starfield and Fallout 4 modding community for their inspiration and support.